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  1. #31
    Player
    Claviusnex's Avatar
    Join Date
    Jun 2015
    Posts
    965
    Character
    Alinhbo Rhiki
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Gun-Cat View Post
    In other words: I doubt they have enough of an QA team to scale these things the same way they scale in the live environment. If you only have 24 people QA testing in Eureka you get a very different experience.
    I agree with you that SE doesn't appear to do any realistic load testing. They also seem to ignore player behavior and make the same mistakes in regards to that over an over. It really surprises me unlike the other large MMO's that SE doesn't have a beta test or public test server where these types of issues would be shown up before release.
    (2)

  2. #32
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    No offense but as I always say in regards of PTRs considering how not really willing the community is in giving useful feedbacks I'd rather stay this way
    (0)

  3. #33
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Tridus View Post
    It's not a client side issue (hence why it happens on systems of basically any hardware level, including ones that comically overpower the game like high end gaming PCs). It's a server side issue. The problem is that the way the netcode works, the server syncs to the client far, far too often, resulting in lots of traffic. That's also why we can't have bigger inventories and all those other limitations. They all stem from this one bad design choice to resync client state from the server constantly. That slows things down.

    Now, pile on that communication in MMOs doesn't scale linearly. If there's 5 people fighting one mob, the server has to tell 5 clients what 4 other clients are doing (5x4 = 20). If there's 50, the server has to tell 50 clients what 49 clients are doing (50*49=2450), If there's 100, the server has to tell 100 clients what 99 other clients are doing (100*99=9900). Every time you add more clients, you dramaticallly increase load. Every MMO eventually has this problem. Even WoW servers topple over if you pile enough people into Stormwind, but the number is far, far larger than XIV's because their netcode doesn't do all that syncing and thus they have more headroom on capacity before it becomes a problem.

    You can see from the math there that two groups of 50, despite being the same number of players, is less than half the load of one group of 100. Which is why the design of Eureka is a mistake. It deliberately encourages a situation that hits a known limitation of the netcode: the server's can't cope with 144 people fighting one mob. I mean, we know this from Ixion in Stormblood, S rank hunts from before that, and so on. It's not a new limitation. They knew about it, and they coded it this way anyway.

    There's no defense for that. They put it out the door knowing full well it wouldn't work properly once everyone piled up, and that piling up is exactly what players are going to do because it's the only real effecient way to play.
    I didnt know the math behind this, thank you for clearing that up for me. Ive also said in a few other threads that its an incomplete piece of content from a "things to do" perspective. but knowing this now... its even more inexcusable.

    Also, ive foun the longer im in the instance, the less the lag/player culling happens
    (0)

  4. #34
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Claviusnex View Post
    I agree with you that SE doesn't appear to do any realistic load testing. They also seem to ignore player behavior and make the same mistakes in regards to that over an over. It really surprises me unlike the other large MMO's that SE doesn't have a beta test or public test server where these types of issues would be shown up before release.
    this is the beta test
    (4)

  5. #35
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Lord_Zlatan View Post
    I didnt know the math behind this, thank you for clearing that up for me. Ive also said in a few other threads that its an incomplete piece of content from a "things to do" perspective. but knowing this now... its even more inexcusable.

    Also, ive foun the longer im in the instance, the less the lag/player culling happens
    My understanding is that once you've been in a while, it may not send as many new people into that instance. So the player count may go down, and it doesn't take it going down by a lot to make a real difference. They could also be spreading out more after a while. It's hard to say.

    But yes. This happens with Ixion all the time, even today. It's a known problem. That they designed Eureka to exacerbate it is just absurd.
    (0)
    Survivor of Housing Savage 2018.
    Discord: Tridus#2642

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