Patch 1.1.0 Discussion Megathread

Please don’t spam the team with tickets. They will get back to you as soon as possible.
Currently they are working through the backlog of tickets.

El servidor 1177 lleva dos dias con alto ping mas de 500 de ping con 3 personasl actualmente y 750 o mas con 8 o 9 personas necesita reinicio arreglenlo porfa reincienlo

Holy smokes! Seems like enhanced is a pure mess! Doesnt feel that bad anymore to be on console :face_with_hand_over_mouth:

It’s not. It has issues but honestly, it’s no worse then it ever was :grin:

Based on my practical experience managing and actively playing on private servers, I would like to raise a set of constructive questions related to performance, stability, and security. These points reflect real issues encountered in day-to-day operations and aim to contribute toward improving the multiplayer environment.


1. Performance and Player Scaling

  • Is there any ongoing work to improve server scalability beyond 20 active players, considering the instability and lag spikes observed at that threshold?

  • Are there any recommended configurations for private servers to maintain stability across PVE, PVP, and hybrid environments?


2. Desynchronization and Rollback

  • Is the team aware of the severe rollback and character desynchronization issues near player-built structures, especially during combat?

  • Are there plans to improve movement synchronization and hit registration under load, particularly during raid scenarios?


3. Server Optimization Guidelines

  • Can official optimization guidelines for private servers be provided, including best practices to reduce:

    • CPU usage

    • Background processing load

    • Performance impact from large bases and inventory systems

  • Is there a possibility of creating a dedicated topic such as:
    “Dedicated Server Optimization and Known Issues”?


4. Network Behavior and Latency

  • Why does the server show stable metrics, such as server FPS and low ICMP latency, while gameplay still suffers from high latency and instability?

  • Are there known limitations related to single-thread processing or internal server queue delays?


5. Security and Data Exposure

  • Are there plans to improve security around local game files, especially regarding exposure of server-related information such as IP addresses?

  • Would it be possible to restrict or obfuscate sensitive data accessible through client-side folders?


6. DDoS Resilience and Application-Level Attacks

  • Are there any plans to improve server-side resilience against application-level (L7) attacks, particularly those simulating legitimate connections?

  • Can guidance be provided on mitigation strategies that do not impact legitimate players?


7. Hosting Infrastructure (Official and Private)

  • Is there any ongoing evaluation of current hosting providers such as GPortal, especially under high load and attack conditions?

  • Are alternative infrastructure strategies or partnerships being considered?


8. Impact of Game Systems on Server Load

  • Have recent features, such as inventory and base-wide storage scanning systems, been evaluated as potential sources of increased server load?

  • Are there plans to introduce caching or optimization mechanisms to reduce repeated processing?


9. Bugs Affecting Progression

  • Are there updates regarding issues such as:

    • Character resets with loss of levels and knowledge

    • Level cap bugs, for example characters exceeding intended limits (e.g., level 61 with maxed attributes)

  • What measures are being taken to prevent these issues from recurring?


10. Communication and Technical Feedback

  • Can patch notes include more detailed information about:

    • Server-side changes

    • Performance improvements

    • Known issues currently under investigation

  • Is there a possibility of providing diagnostic tools or metrics for server administrators?


Current Scenario Summary (Context)

  • Severe lag begins around 20 active players

  • Frequent rollback and desynchronization during combat

  • Need for regular restarts to maintain playability

  • Unstable ping, even under normal conditions

  • Increasing mitigation costs due to attack handling

  • Possible IP exposure through client-accessible files

  • Official servers experiencing extreme latency spikes

  • Private servers performing better but degrading under load

ip is needed for official players, with server crash malicious or not, lag issues malicicoius or not, this is ESSENTIAL fior a legit player to know ip of the server on which he plays if he want be able to survive and not loose all

Yes, modder will have to update mods when the game is updated.

In other news, water is wet.

The Rubber banding is horrible.

The game continues to be unplayable. Rubberbanding and npc’s and pets that continue to teleport/bounce all over the place while trying to fight continues to be ridiculous. This should be your number 1 focus!!! New players logging in will be instantly turned off by the game. As an old veteran of the game returning, I see very little to hold my interest. The game looks pretty now, but if I can’t engage in fights then what is the point?

On officials, I agree. On my private server, we are having no problem.

But, admittedly, I do not have the same concurrent population on my private server as are on officials.

I have been playing 14 hours a day on official pvp server, everything runs great!

Good for YOU sir! What an absolute legend!

NGL. game was working pretty well with mods before update. Mods got affected and anyone playing with mods will have issues. its annoying and frustrating.

the mods didn’t get affected themselves. its how the game enables and disables them. crashes on loading

i must’ve restarted the game like 500 times different mods. works on lottery. time for a break.

I’m sorry but there are reasons I turn down invites to modded servers.

It goes

1: The mods are stacked so high you spend more time waiting on updates than actually playing.

2: 3/4 you can’t log in because of a broken mod.

3: You go to log in one day and…

guys what is wrong with you. I am sorry but did you just copy/ paste the brocken code of the old version and putted it in UE5, because, the same bugs are still here and the worse part is that every update you are doing makes the game woooooorse. And bugs are on thing, but do you test your updates before putting them online ??? cause lag issue got worth after your correcting updates. If you don t correct those lags and ping issue soon, aaaall the players that came back will leave, and you would have done all this job for peanuts … so please, listen to you community, cause we don t give a damn about that lantern yamatai correction … we want to be able to play pvp with NO LAGS !!!

I was running fine until this update. Playing in a solo-game with no crashes.

After this update, crashed within 10 minutes of play in the solo-game. :face_with_spiral_eyes:

"As we continue to improve the game experience, here is our first hotfix in June. It’s a small but mighty hotfix (1.1.2) today that addresses a specific crash. Check it out below:

Performance
Fixed a server crash that could occur when a Thrall was killed. This was causing Official Server #1415 to crash regularly."

The events seem to be working again*. Encountered the Portal to Yuggoth twice today.

*If they worked in UE4 seems a bit unclear. AFAIK, they did spawn, but so infrequently that one could live a full life without seeing a single one.

still not fixed