Is lag no longer a concern?

#1 - Aug. 25, 2013, 9:58 a.m.
Blizzard Post

We’ve heard a lot of news about new features and map changes lately, but one subject that seems to have fallen by the wayside is the massive, crushing skill lag that still occurs in world vs. world.

This still remains a huge concern. Every map still breaks down into an unplayable mess when the middle keep is attacked. It’s particularly bad in Eternal Battleground, where a group of 20 to 40 can effectively ruin the entire map for about 30 minutes.

We had one patch mention “optimizations” a while ago. That didn’t appear to do much of anything.

So what’s next? Is this problem just too expensive? Is it going to be fixed?

#23 - Aug. 26, 2013, 11:31 p.m.
Blizzard Post

We have folks working constantly on finding ways to improve over-all game performance, in particular when a large number of players gather together. You’ll continue to see updates and upgrades in this area as the year continues to get performance as smooth as possible.

#38 - Aug. 27, 2013, 7:01 p.m.
Blizzard Post

The amount of computations needed at the server side e.g. which targets your AoE or cleaving attack hits grows exponentially with the number of players in the same map area.

Please stop spreading this piece of misinformation. I know that this is a direct quote by Devon Carver, but there is no sane reason to believe that the need for computational resources is indeed exponential. As I tried to explain in another thread, it is much more likely that the growth is quadratic. While this still may be to much to find a viable real-time solution, quadratic growth is substantially different from exponential growth.

~MRA

It is not misinformation, it is the reality of our system.

#55 - Aug. 28, 2013, 2:59 p.m.
Blizzard Post

EvE doesn’t really get time dilation until you hit about 700-800+ players. Just saying.

While I appreciate the spirit of this response, I think it is clear that EvE and our game have very different types and amounts of calculations to make. We are making strides to improve the skill lag, but it is a very large and very difficult problem to solve. We can’t do more than take little chips off of it at a time and eventually those should add up to sizable differences, but each little change isn’t going to make a major impact in and of itself.