Whats with the lag?

I got on earlier today to start the initial quest.

I had ability, loot, and quest turn-in lag.

Whatever they fixed last night didn’t work for me.

I had logged out in the capital last night. I left, got to fairbreeze, and logged out. Then logged back in about ten minutes later, its fine now. For now…

The lag was a LOT less earlier this afternoon, but now logging in Silvermoon and outside of the city is back to the 15-30 second delayed response timer to any action.

It’s beta, I get it, but I felt like it was finally on the right track, I guess not.

Well, they did a 2 server resets this morning, and after the first one, I felt like I was back in the starting area. Still feels that way. Trying to do quests, and it won’t even let me complete them because of the lag. Hope they find the dang string of code that is messed up and tell the coder to go home and get some dang sleep.

It seemed fine immediately after the restart, with quel’danas even being briefly lag-free. But it quickly started degrading back to multiple seconds of delay. Zul’aman is also pretty bad right now.

Eversong Woods is a lag fest atm.

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Thats my fault. I summoned a bunch of Mystic Birdhats trying to look fit.

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I’d pay good money (or at least a bit of gold) for an Oceanic test server. Truth is Blizz, we on Oceanic do our questing on Oceanic, so having to put up with 200-350ms just out in the world is not realistic testing and doesnt help us judge performance.

Even one Oceanic server would be an improvement.

So as a few of you have noted, we’ve done a few restarts today and made a few changes, and while performance looked a little better for a while, it eventually got back into a degraded state. The tricky thing here is it hasn’t been one single problem, but a collection of things causing degraded server perf and increased memory usage on the world servers. We’ve fixed a few things, and then we find a few more, etc.

We’re still plugging away at this but we think we found a new problem. FISH! We’ve made a lot of improvements to NPC behavior, having them react to players and the environment in a more natural way, as opposed to just a general “wander around” creature flag. And that’s largely working fine in many places, but we have a lot of coastline in Midnight and that means a lot of wildlife like fish get spawned. And that would probably be fine, but once enough players get close enough to the fish this advanced NPC behavior turned on for them and, well…. something smells fishy.

Again, this might not be a magic bullet, or “The Thing” causing all of the problems, but we’re going to do some mad science tomorrow to scale things a little differently. And if that doesn’t help, we’re going to have to do some more fishing. Either way, I’m hooked!

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:dracthyr_hehe_animated: :dracthyr_hehe_animated: :dracthyr_hehe_animated: :dracthyr_hehe_animated:

So punny.

Thank you for the update.

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omg Zorbrix I love you bro

butwhy.gif

Really. Why did this even need to be a thing? I don’t think I’ve ever seen one person ask to make the fish pathing more realistic in my 20 years playing.

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Any word internally about the Access Violation crashes that are happening in relation to what seems to be player abilities causing it for everyone around them?

On this… if you see an ignore button, press it. It’ll stop the pop up/crashing.

Would if Access Violations weren’t straight up crashes with the error window popup. There’s nothing to click:

https: //i . imgur. com/WJZ6XbF . png

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Reposting for you so it can show in the thread itself.

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Yay for mad science! :smiley:

I’d have never guessed it was fish. :fish:

Sounds like a “fish”spiracy!

Hinting at a fishing overhaul? ILL TAKE IT! If fishing in WoW played like Bass Masters Classic on SNES id be happy