He probably took back the introduction when he left along with everything else he took away.
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There are very fine people on both sides, Ordim.
Lag is simply the name we give to the things we choose to do together.
I prefer the olden days when we blamed it on the AOL Demon, or Lord Steve Case.
That fucking guy. Sitting on a throne made of discarded compact discs...
In Simu's defense this kind of issue isn't really inherent to Simu's servers or code or anything.
If you're in a room and you cast a mass spell against 20 critters then all of that information (the AS/DS line, the wounds, etc) all get sent to you. No problem.
If you do the same with one other person in the room with you then you both get sent all of those lines. Again, no problem.
Add a second person and you all 3 get sent those lines. Still no problem.
When you start hitting 30, 40, 50+ people? Problem. Especially since they are all probably casting their own mass spells every 0.5 seconds, so now you have 30-50+ people all casting multiple spells every second in a room full of critters all taking damage from said spells. That's a lot to handle for servers.
Especially when you add more shit like random ambient scripts going off, people waving or doing other verbs, the critters attacking, etc.
If I were to cast ewave against a room full of 100 people who are not in my group then that means I get sent 100+ lines of XML code and each person in the room is also sent 100+ lines of XML code because everyone sees everyone getting knocked down. And it all happens at the same split second.
The problem here is shortsightedness on Simu's part for not anticipating people would form large groups to tackle Reim as a raid.
I did as much as I could to help with the problem with my Dreavenings while not making them impossible to perform (reducing the number of people to 20 like they originally asked me to do.) The only thing left me as a player can do is setup my ;dreavening script so people can set an option to automatically remove any ambient gear while at the table so that's one less bit of code to be sent to every person every few seconds. I floated the idea to GMs to implement something that would make Dreavenings faster (and thus less time potentially causing lag) and also reduce the number of lines sent to everyone; give people a way to cast all of their defensive spells at another person with just one cast while also costing the same amount of mana. This way instead of my guys having to cast at someone 3+ times and sending all of those lines to everyone in the room they can just cast once, costs same mana, much faster, fewer lines of code being sent out. Didn't sound like something they wanted to bother implementing though so I guess the lag from Dreavenings can't be TOO bad.
I mean, there are technologies that have "solved" this problem. The issue is likely legacy systems that nobody dares touch – because the last time they tried (a few months back) the game crashed like crazy.