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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Seriously maaaaaan

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Seriously maaaaaan
Offline Flash™
01-22-2014, 09:11 AM,
#41
Member
Posts: 1,701
Threads: 144
Joined: Jul 2012

I lag when I see a lot of pew pew sticks everywhere, or a bunch of Caps. Especially uncloaking effect, thats screws me up. I hit about 30-50% lag when that happens.

[Image: r2ArfxY.png]

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Offline Lythrilux
01-22-2014, 09:31 AM,
#42
Edgy Worlds
Posts: 10,368
Threads: 737
Joined: Jan 2013

Hmm...
This is a crazy suggestion, since I do notknow mmuch about how the server works, but what if the lag is different for snubs and caps?
I've definitely noticed my leg being a lot worse when I'm in a snub. The other day, in an NY pew, I was flying my cap. In the group chat, some of the snubs were complaining about lag. I found this peculiar, as in my car I wasn't getting any lag myself. No indicators at all.
Is there a connection?

[Image: Lythrilux.gif]
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Offline Tyler
01-22-2014, 09:53 AM, (This post was last modified: 01-22-2014, 09:56 AM by Tyler.)
#43
Member
Posts: 840
Threads: 50
Joined: Sep 2011

Lag because of all new fancy toys that:

a) failed to get through quality control (because there is none?)
b) have been added to satisfy the 12 year old CoD community that plays Disco who needs constant flashy stuff and other useless things to have the feeling its "modern"
c) no new fancy toys (who quite honest havent added all that much to Disco) will get turned off/deleted because that would imply failure was done by devs/admin/whatever and we can't have that (but fair is fair, honest compliments about the new safety/security features)
d) I <3 ranting.

e) all the above?

p.s. I'm getting used to flying with lag, I suppose that's what the future is all about. What did she say again? One step forward and 2 steps back? Or in Disco's case 10 steps back?

[Image: Signaturev_zps8f090a17.png]
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Offline Syrus
01-22-2014, 10:18 AM, (This post was last modified: 01-22-2014, 10:19 AM by Syrus.)
#44
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

Maybe the lag is caused by the new scanner thingy.

Why?
Because NPCs can spawn in a range up to max scanner visibility now. This means they despawn much later (if at all?) than before, as well as they (try to) spawn much earlier and more often now.

Previously high player counts meant the NPC numbers practically dropped to zero, nowadays even with medium players you get NPCs spawning, and you get them spawning a lot even on high scanner ranges. So while in old times players sitting at each crossing in New York for example would only spawn a few pats at best, you now pretty much have NPCs spawning "all over the system" if there is a player with a 25k range scanner on each trade lane junction. Not to mention having more NPCs spawn in than before. In .85 there were almost few to none NPCs around with 80-100 players online.

[Image: 7tAtSZe.png]
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Offline Haste
01-22-2014, 02:21 PM,
#45
Lead Developer
Posts: 3,590
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

(01-21-2014, 06:00 PM)Korny Wrote: My pc is pro and I run the game at 9001951 fps.

Cheater.

[Image: cdSeFev.png]
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Offline Korny
01-22-2014, 05:40 PM,
#46
Member
Posts: 2,902
Threads: 140
Joined: Feb 2010

(01-22-2014, 02:21 PM)Haste Wrote:
(01-21-2014, 06:00 PM)Korny Wrote: My pc is pro and I run the game at 9001951 fps.

Cheater.

BUT (wait) capped at 120.

[Image: 60d.gif]
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Offline Coin
01-23-2014, 01:25 AM,
#47
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008

(01-22-2014, 10:18 AM)Syrus Wrote: Maybe the lag is caused by the new scanner thingy.

Why?
Because NPCs can spawn in a range up to max scanner visibility now. This means they despawn much later (if at all?) than before, as well as they (try to) spawn much earlier and more often now.

Previously high player counts meant the NPC numbers practically dropped to zero, nowadays even with medium players you get NPCs spawning, and you get them spawning a lot even on high scanner ranges. So while in old times players sitting at each crossing in New York for example would only spawn a few pats at best, you now pretty much have NPCs spawning "all over the system" if there is a player with a 25k range scanner on each trade lane junction. Not to mention having more NPCs spawn in than before. In .85 there were almost few to none NPCs around with 80-100 players online.

this.

npc's stay on my radar until 14k - but they used to drop off at around 3k

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline Not Espi
01-23-2014, 02:27 AM,
#48
Member
Posts: 3,830
Threads: 130
Joined: Sep 2009

(01-20-2014, 11:13 PM)Narcotic Wrote: They used to. I remember when transport could mount them. Now imagine 4x Shire with 12x 16.67 turrets.

Whatever. It's obvious that more projectiles cause more lag.

and yet we still have pobs with 10 turrets spewing 4.0 ( i think ) refire rate each. i can imagine that can be an issue even with little to none players observing the carnage/fireworks/rape. add a dozen npcs do that. and that's just one instance within a system. 200~ systems ( but i agree, maybe 50 or so at best are populated at any point in time due to player scarcity. still more than enough it seems.

i dunno. did the shipnerf plugin disable prove anything?
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Offline Hidamari
01-23-2014, 02:30 AM,
#49
Member
Posts: 2,100
Threads: 217
Joined: Jul 2009

(01-23-2014, 01:25 AM)Coin Wrote:
(01-22-2014, 10:18 AM)Syrus Wrote: Maybe the lag is caused by the new scanner thingy.

Why?
Because NPCs can spawn in a range up to max scanner visibility now. This means they despawn much later (if at all?) than before, as well as they (try to) spawn much earlier and more often now.

Previously high player counts meant the NPC numbers practically dropped to zero, nowadays even with medium players you get NPCs spawning, and you get them spawning a lot even on high scanner ranges. So while in old times players sitting at each crossing in New York for example would only spawn a few pats at best, you now pretty much have NPCs spawning "all over the system" if there is a player with a 25k range scanner on each trade lane junction. Not to mention having more NPCs spawn in than before. In .85 there were almost few to none NPCs around with 80-100 players online.

this.

npc's stay on my radar until 14k - but they used to drop off at around 5k

[Image: RKaqSve.png]
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Offline Tyler
01-23-2014, 07:31 AM,
#50
Member
Posts: 840
Threads: 50
Joined: Sep 2011

(01-23-2014, 02:27 AM)vlko Wrote: i dunno. did the shipnerf plugin disable prove anything?

I get the feeling I've seen less red lag icons but more yellow consistant one, but that could be my mind playing tricks on me.

[Image: Signaturev_zps8f090a17.png]
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