Animals don't kill, lag does.

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Animals don't kill, lag does.

Postby DatOneGuy » Thu Jan 13, 2011 8:34 pm

I've had no problem being 100% careful around animals to NEVER die on my main character, however 5 minutes ago due to a lag spike (despite the fact that I bich at others they're not being careful enough and THATS Why they're doing [despite the fact it's always during a lagspike]) I realized that it's not the animals that kill, it's the lag. We've been nothing but careful, I don't leave my boat, I aggro then get in boat, if I want to lure them away I go over a screen downstream let them run to me, and get back in boat halfway.


While doing this with my alt, since it's not dangerous AT ALL, while the deeer we're still over 30 tiles away from me, the game hit a large lagspike, he died. It's great since I don't have theft because it's not necessary since I'm not a thief so early on I can't get back what I lost or anything else. But I don't want it back, I want a fix.

We've lost so far every hunter at LEAST once to lag, not animals. We fence them fine, we kill them fine, we never have problems, the only problems have been lag, whether it's clicking 'punch', your boat inching up, you click back away from the shore and the deer has already broken your boat by the time lag is over, or it's aggroing an animal by punching, lag comes, and suddenly you're at the shore with a broken boat dead, or it's getting out to 'tease' an animal to the shore and dying, it's always death by LAG, not by animals.


I fully endorse animals being dangerous and it should stay, but lag shouldn't be, especially since it's so common.

I'm pretty much done if this isn't fixed, I just lost a day's worth of action from that toon, and we've been set back with key characters out hunting thrice now in our small group, it's a real pain in the ass because we can't 'think' around this, it isn't lag on our part, it's lag we alll get, and it usually isfollowed by "FUCK GUYS I DIED" in skype.
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Re: Animals don't kill, lag does.

Postby Jackard » Thu Jan 13, 2011 8:44 pm

If the lag isn't from some problem they can fix, devs should add a login queue for when the population rises above the level their new equipment can handle. This is some pretty intense lag.
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Re: Animals don't kill, lag does.

Postby kLauE » Thu Jan 13, 2011 8:52 pm

<1000 player: works fine
>1000 player: lagspikes
>1100 player: unplayable
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Re: Animals don't kill, lag does.

Postby Zamilpen » Thu Jan 13, 2011 9:00 pm

While I myself haven't not been killed due to the lag, it is still annoying by the fact that when I end up wasting 10 turns of flex due to lag when I am fighting a boar as well as lost a boar on an alt when a boar broke it making me lose 2 deer corpses. Also the site itself seems to be slowing down due to the volume of people. What is the bottle neck on this here?
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Re: Animals don't kill, lag does.

Postby jorb » Thu Jan 13, 2011 9:03 pm

Moltke is apparently having some issues with his network card. That aside, we could never guarantee a completely lag free environment.
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Re: Animals don't kill, lag does.

Postby Phizuol » Thu Jan 13, 2011 9:06 pm

jorb wrote:Moltke is apparently having some issues with his network card. That aside, we could never guarantee a completely lag free environment.


That's understandable, but currently a laggy environment is guaranteed. Is there any way such a lag could be detected and maybe halt combat during that time? I'm sure that's probably an extreme solution... but the point is, isn't there something that can be done for global lag situations?
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Re: Animals don't kill, lag does.

Postby daxslayer » Thu Jan 13, 2011 9:09 pm

Jorb, maybe you should just start a campaign to get a Shell server or somethin. It would help work against the lag big time. I wouldn't mind donating a few bucks to have a lagless server, as long as I know it is going too a good cause.
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Re: Animals don't kill, lag does.

Postby DatOneGuy » Thu Jan 13, 2011 9:28 pm

jorb wrote:Moltke is apparently having some issues with his network card. That aside, we could never guarantee a completely lag free environment.

I don't expect lag to be fixed, it's lag. I expect what lag 'means' to be fixed. At the moment lag means I can't do anything meaningful without risking dying despite my BEST(THE BEST POSSIBLE) precautions.

Literally the only thing I could do safer is go loomgrind if I want even similar LP.
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Re: Animals don't kill, lag does.

Postby jorb » Thu Jan 13, 2011 9:42 pm

Not sure I see the difference. Lag is lag. I've noticed -- however -- that the game tends to "freeze up" on me at times these days -- completely irresponsive for like a two second burst -- and loftar assures me that this is due to some strangeness in Moltke's network card. That can hopefully be fixed, but lag there will always be.
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Re: Animals don't kill, lag does.

Postby DatOneGuy » Thu Jan 13, 2011 10:07 pm

jorb wrote:Not sure I see the difference. Lag is lag. I've noticed -- however -- that the game tends to "freeze up" on me at times these days -- completely irresponsive for like a two second burst -- and loftar assures me that this is due to some strangeness in Moltke's network card. That can hopefully be fixed, but lag there will always be.

Yes these 'freeze ups' or lagspikes, we all get them. They are what kill us. If it was regular lag that was like 1-2 seconds I could be fine. But these sometime last up to 30 seconds, no matter how far the animal is, I can't get away. The worst part however is that in this 'lag' period you can really only send one 'thing' to be done during the lag and hope it to happen, if you click boat, and click other shore, you won't get there, your guy won't try, he'll just get in boat, when lag is done you have to move.

This leaves the animals with an advantage where serverside they are moving (towards you at you, attacking you), and killing you. Considering how hardcore killing is (and I'm happy we have it and I'm happy we totally die with little warning this way!), I don't enjoy dying due to lag spikes or lag, I don't think it's good gameplay to have worry about lag. I'm not saying it should be gone, I'm saying that there should be some way that animals can be just as dangerous but where these lagspikes won't kill people so easily. Perhaps if there was a way that animals could only move if we were able to move? (Not sure if this is possible somehow, but they have the advantage here in a very unfair way that is very deadly).

When we have less people the lag ain't so bad really, but :X when 1k+ are on >_<
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