Haven’t tried it myself, but apparently you can use the player-built teleport pads to jump between the maps.
If so, why not try disabling that option and leaving the teleport via the NPCs. As a test to see if it helps the ping.
*Back on a Valheim server I played on the admins had to “ban” (no punishment but they’d nuke 'em) mass Teleport hubs because the lag from all the communication broadcasts about where the portals linked to was so bad. The rule became to disconnect the portals you weren’t using.
So, I’m wondering if all those hubs linking between maps might be causing issues.
Note: This is only a temporary thing to see if that helps. But if it did it wouldn’t be that big of a deal; just build teleports near the NPCs and “get a connecting flight” (NPC) to the other map.*
That has absolutely nothing to do with the issues. It is the same as using an NPC to travel as you load in from both. Loading resources from chests and Living settlements would be the bigger culprit as the system is constantly trying to load items and control thralls. Since neither one of things even work right maybe they should shut them both off.
MapRooms work other way. Teleport location is fixed.
The question was whether Sorcery teleporters would load the servers by keeping in touch with other teleporters that are linked and are it causing more load between Siptah and Exiled lands
It’s not about ‘how’ they work. It’s that there’s so many connections. The NPC points are also fixed locations. Whereas player-built teleports have to be dynamic.
And that’s why I said to just try it. At this point, it’s literally try everything short of shutting down ‘online play’. - I watched a server go from 78ms ping with 10 players to 346 with 8. I doubt they’ll revamp the networking method; pretty sure it’s Hybrid P2P with how ping appears to not be mutually exclusive to how many are online at the time.
@Hansel I think it’s still technically two maps; sort of like how in WoW Outlands was on a separate ‘world tile’ than Kalimdor and EK.
And, truthfully, the next test would be to disable all of the player teleport shrines. Again, to test if that’s the issue. I have no idea how Funcom coded their teleport shrines, but in Valheim, active portals where part of the communication packet being sent to players even if they weren’t going to use them.
Note: It needs to be completely disabled, not just a “Scout’s honor” among players of a server to not use it. Because there may still be information sent to clients even if they aren’t using shrines.
I know this is stuff they should have figured out in a Beta. But .
As it stands now, the game is unplayable with anymore than “me 'n the bois”-player counts; quite literally, as recently the server I play is going offline (no longer on the Server List) multiple times for almost an hour each time. They need to start testing ‘everything’ to find a solution or alleviation at least.
You are so far out of your element of even understanding the basics of networked gameplay you really shouldn’t be suggesting anything.
But I agree, they have never once implimented a testlive bug fix for example before it went to live, their beta’s and testlives are more a hype gen preview then a “test and give us critical fixes so we can fix them before live” deal.
@Raskhaul Care to elaborate? I did take IT Networking as a degree before pivoting to a less frustrating career. – I have tried to lookup what type of networking CE uses. But it’s never been officially stated from what I can tell.
@Pugilist Like I said, at this point, I’d like them to test every piece. Because this is quickly becoming a horrible experience. – Though, in your case, how many play on the server? And what’s their connection quality (as in do they have “good internet”).
@Hansel I doubt it’s GPortal. If they had crap servers (as a service). They’d be out of business. – I do believe the Dune Awakening official servers are hosted by GPortal, too. No lag there, except from the game streaming in the massive player bases as you fly around. But it’s nothing compared to here.
I understand the desire, I just believe that, with all official servers being impacted, what we are seeing has more to do with the server browser than the individual servers.
Each time the server browser has been updated, server pings have increased dramatically in the first passthrough on official servers. Often, a refresh will display substantially lower server pings, but we have to wait for the server browser to finish updating before that option is available.
I could be mistaken, of course. I did not believe it was pet turtles that was causing clients and servers to crash when we were faced with that issue, but that turned out to be the case.
But your point that the connection process is bugged is valid. Official server pings are egregious and unsustainable for long term play.
Most issues are longstanding ones with G-portal the service provider even before Age of Sorcery.
The game needs to be optimized with portals in use.
Ive been playing on officials now 4 days now with no disconnects , some lag and desynch but thats it. Not enough to stop me from playing through the content.
My line of thought is they should probably go back to test everything that relies on the server to “give the okay”.
I’m starting with Teleporters because DA and CE have a lot of the same things; server lists, ‘craft from storage’. But I’d eventually move on to asking them to test Thralls (maybe despawn the crafters when the associated player isn’t online, but leave the Combat-types) and then figure out why Craft from Storage is so slow to load in CE, but in DA it’s instant.
wouldn’t the fact, that the ping gets worse as longer as the server is online, point to some memory leak server side rather than the mechanics you are describing?
Watch, it’s something like a script gets triggered and then just keeps running long after it should have stopped.
Basically, I’m looking at all the things CE has that Dune Awakening doesn’t. Because I don’t lag in that game except the brief second as player ‘mega bases’ are loaded in. And I assume Funcom’s dev teams would be using similar coding practices even if on separate teams.