Since this tread was started, it has become a lot better. Caragar is right, the fighting thralls contributed to lag. I also believe that crafting thralls have very limited AI, do they do not create any lag.
Saying that, we have a large platform with lots of archers on it, and the lag seems ok near it.
We have to be patient, it is getting better.
Thought I'd share my experience regarding lag in this game.
On a different server, we found that areas with lots of thralls, particularly player owned thralls, hugely contributed to game lag.
It was thought this was due to server resources spending a lot of time constantly writing each thralls AI routine.
Funcom knows the AI for them is not optimized but they have said they plan on upgrading it in the future, but the Xbox port and the new Biome are being worked first.
I might suggest all of us limiting combat thralls to just a few but of course craft thralls are really necessary. We might find that this helps with server lag.
Yep, we noticed the same thing with all the gigantomanic bases arround us, and including ours. For a game that's only playable content right now is base building, its horribly "optimized".
They evidently tried to hide this fact by reducing the visibility of player built structures to values from the 90's (buildings pop into sight @50 meters), but I think that just made matters worse. When you are anywhere near player buildings, the engine has to constantly load and unload them whenever you move more than a few meters.
Everytime I die and respawn at our bed on level 3 of the Refuge, I have to wait a minute before the walls and staircases are loaded before I can begin to move again. My record for logging into the game from scratch is 4 minutes and 36 seconds before everything was loaded. On a up-to-date PC with a 100MBit connection.
Funcom really didn't think this through. At all.
I thought i would post this as i have just been testing some things while riping down my old base slowly.
my old base is located behind or to the side of Maggi's DD Temple ( depending how You view it )
my old walls were comprised of a fair few sandstone foundations stacked ontop of each other with walls and roofing on them as i was planning on having an archer line on there.
i started to rip out the roofing first to see if that would help the rest of the old base render any faster and it did not, so i moved onto riping out the walls again not really any change.
finally i started ripping out the foundations layer by layer as i wanted the sources for my new base. no point in wasting good materials imo.
i found with each dozen or so foundations i removed the rest of the base began to render a little faster and the more i removed the quicker the actual base building popped in.
with about 3/4 of my old walls now removed the building renders at about half the time it use to ( was taking between 15 and 35 mins to render with whole wall intact)
So with a lil testing of running out of render range and back and then removing some more and repeating. i then placed a bunch of foundations back down and run away and back again and the rendering slowed down once more.
From my.... about 30-40mins of doing this and testing i came to the conclusion that due to the games current lack of optimisation, which the dev's have said they will work on with each patch and such.
That foundations mainly the big square one's as the wedge foundations and fence haven't given much if any issues from my testing of those, can cause a fair chunk of render and area lag. effecting npc's / npc campe and base's / resources and the wildlife.
Just a little heads up for thoes Who read this and wish to take it in consideration and save their selves some hassle and for those Who might want to test this for their selves too.
Yea i tried the lowend laptop mode, it actualy runs worse then low or medium. so i dont think its that issue. just think as stated its a mix of the un optimised server stability curently and large base's. as Yours for me has never fully loaded in and i think is causing me atleas the issues with mine taking so long to render and resources near by.
slowly i wil progress even if i have to move again, be a pain in he arse but if i need to i'll have to find another spot =/
I'm running down the beach, dodging crocs and all sorts of nasty things...and all of a sudden I find myself trapped inside a tiny little shack - left to helplessly bang on the door...I'm trapped! :D
You are trapped inside the house?
You can go in your main menu and select Remove Bracelet. That will kill you.
I have read a lot on the Steam forums and thre are two things that seem to cause lag, according to Funcom. First the amount of slots on a server, the more slots for people to log in the server, the bigger the lag. Second, when there are really a -lot- of buildings built by players that can also be a reason for lagging. In fact, Funcom has recently lowered the amount of available slots on their own servers just because of this.
its an alright laptop and can run on low/ medium settings with the ingame content so far. i'm hoping its not the base size, just online issues that can be patched as they work on things.
i got 200mb BB so ino it aint my net causing the main of the issue. is just aggravating as i use my Mum's lappy to play when She's asleep due to mine being an old pile of junk and cant afford my own new one just yet -sad face- lol.
im a stubborn ass and invested to much time already and found Your server's community to be quite nice and am not going to be finding a new server to play if i can help it ( again stubborn i play modded minecraft at 7fps because my own lappy is crap as i said and because i like my skyblocks so much as example lol)
I will monitor the situation and see what we can do to make it better. I was next to the city this morning, it was taking a long time to load but after it was loaded it seemed fine.
I hope that having too many structures does not slow down you local PC so much that this happens to you. Is your PC a powerful PC?
Also, Funcom is working on all kinds of patches as you know, but I will try to find out what can be done, short of demolishing the big structure.
Hai, i didnt know where to put this so thought i'd make a thread for it.
for the past hour i have been testing monster and resource harvesting / despawning upon harvest lag issues.
from what i have found so far the further away i get from the DD Guilds city in the centre-ish of the map ( of which after half building my new home i discovered i had moved next door to them )
resources, mobs and general rendering of objects and entities in the area are badly affected by the size of the City including the teleporting monster issues of which is worse near the City in my experience so far. traveling away from the City (centre of map) lets use Meowingtons base as example of distance.
The issue of resource harvesting and despawning or not seems to be halved if not more by this point, traveling further away results less issues until you hit the standard base line of the games general issues it currently has of which the dev's are working on.
as a player on Your server i do not wish to ask for Your City to be torn apart and shrank to help reduce lag and such, as i dont wish to be rude and from what i can see from the little it renders You have put a nice chunk of work into it.
i thought i'd make this post so that the issue is raised and possibly a base size rule cap to reduce this happening further from others building up nice sized to massive bases also.