Worst EU servers atm are <b>armorychamber.net</b>(sorry)..
Maybe we should make a "rate server performance for ns2 build1xx" Thread to pick out the cherrys. (why with build? because server client performance will increase too... so with time it will run smoother on servers that have problems yet)
My best server for today was exit1 and anotherone (forgot the name) but non had as much lags as armorychamber.
Really.. I was also checking out other servers and performance seemed similar or worse. There is a tick rate of around 10-15 ticks per second on a 10 player rockdown ArmoryChamber server, I've seen others having 5-10 ticks per second with same player amounts on rockdown.
There is some odd giant stutter every now and then but Im still not sure if thats the server machine or if its simply a bug/flaw in the server.exe ...
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1827230:date=Jan 25 2011, 06:01 PM:name=w0dk4)--><div class='quotetop'>QUOTE (w0dk4 @ Jan 25 2011, 06:01 PM) <a href="index.php?act=findpost&pid=1827230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really.. I was also checking out other servers and performance seemed similar or worse. There is a tick rate of around 10-15 ticks per second on a 10 player rockdown ArmoryChamber server, I've seen others having 5-10 ticks per second with same player amounts on rockdown.
There is some odd giant stutter every now and then but Im still not sure if thats the server machine or if its simply a bug/flaw in the server.exe ...<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you guys running any custom plugins? That may be causing problem.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
I'd say the environment would be more important (physical host vs virtual), and raw clock speed. Moving to a physical machine showed me the biggest improvement to tick rate at higher player counts.
I have to admit that that I rather play on some US server or even that Australian Radagast one, than on Armorychamber. For some reason it feels less laggy despite the huge ping.
I have to agree with you, I have been lurking the builds trying them out real quick and I find 162 to be one of the best to date. Still has it's kinks but hey it's beta it's awesome. Can't wait for some future builds it can only get even better from now. :)
Excellent progress on performance , I also found my framerate doubled (still 20-30 from 10-15) and could almost play with medium textures.
Some interesting gameplay changes , the new flamer changed from overkill to ridiculously annoying. Probably the right path though , the stamina reduction will need some fine tuning , and swipe stamina cost along with it. It's good that fades can no longer blink at leisure while on fire , but bad that they can't swipe at all when trying to fight a flamer. If a fade out of stamina and on fire had his attack rate halved , that should be good enough to make a difference. The shotgun is murderous up close , after all.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1827349:date=Jan 26 2011, 12:37 AM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Jan 26 2011, 12:37 AM) <a href="index.php?act=findpost&pid=1827349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->my fps stayed the same, and my lag is ever worse.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm overall digging the build. Feeling far more balanced. I like the flamer myself as is right now. It is a good support weapon for clearing out smaller life forms like skulks, lerks, gorges, and hydras, but bad at anything of reasonable size. It now has a proper role, and is vital for any well prepared and rounded squad to carry at least one, but it is far from the death dealing machine it use to be.
My only complaint is the slow to adapt players I was commanding earlier who would keep buying the flamer in mass, despite my explanation of it's changes, and run suicide rambo missions into hive rooms just to get raped. I'm looking forward to getting in a much more organized game some time soon.
<!--quoteo(post=1827349:date=Jan 26 2011, 01:37 AM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Jan 26 2011, 01:37 AM) <a href="index.php?act=findpost&pid=1827349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->my fps stayed the same, and my lag is ever worse.<!--QuoteEnd--></div><!--QuoteEEnd--> Same.
RamblemoeJoin Date: 2010-12-21Member: 75812Members, Forum Moderators, NS2 Playtester, Subnautica PT Lead, Retired Community Developer
Slight increase in max fps, average still the same though.. (around 30fps (peaks +/-30 :P)
I can't seem to get kills as a skulk anymore.. in 160 I'd get tons of kills and had no problems taking on 3 marines at the same time. The few kills I am getting are evidence of the latency issues. Biting the floor behind marines seem to have more of an effect than going om nom nom on their feet. It feels like my poor latency to the servers are now showing more directly than it did before. As if the game now goes by my bites landing server-side rather than how it looked on my screen, which was how the game felt like it was doing earlier.. In CS for instance you'd never be able to kill someone when playing with 200ms latency. This feels like progress towards everyone playing with low latency. Temp solution on my end: Lerk. :P
Loving the marines now though. I think it was the 161 build that changed the rifle but I barely played 161. However the shotty also has a much more snappy feel to it.
Commander hotkeys, loving em. Feels like med- & ammopacks are easier to put down now, also a big plus.
Comments
shotty is fun
good build high five
Next server and not quite as smooth (and this was rockdown now) but it must have been the server.
More people needa get online :)
Maybe we should make a "rate server performance for ns2 build1xx" Thread to pick out the cherrys. (why with build? because server client performance will increase too... so with time it will run smoother on servers that have problems yet)
My best server for today was exit1 and anotherone (forgot the name) but non had as much lags as armorychamber.
There is some odd giant stutter every now and then but Im still not sure if thats the server machine or if its simply a bug/flaw in the server.exe ...
There is some odd giant stutter every now and then but Im still not sure if thats the server machine or if its simply a bug/flaw in the server.exe ...<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you guys running any custom plugins? That may be causing problem.
the lerk is so powerfull !
they have infinite ammo, maybe they need to recharge in hive!?
Some interesting gameplay changes , the new flamer changed from overkill to ridiculously annoying. Probably the right path though , the stamina reduction will need some fine tuning , and swipe stamina cost along with it. It's good that fades can no longer blink at leisure while on fire , but bad that they can't swipe at all when trying to fight a flamer. If a fade out of stamina and on fire had his attack rate halved , that should be good enough to make a difference. The shotgun is murderous up close , after all.
Same here :(
My only complaint is the slow to adapt players I was commanding earlier who would keep buying the flamer in mass, despite my explanation of it's changes, and run suicide rambo missions into hive rooms just to get raped. I'm looking forward to getting in a much more organized game some time soon.
Same.
(around 30fps (peaks +/-30 :P)
I can't seem to get kills as a skulk anymore.. in 160 I'd get tons of kills and had no problems taking on 3 marines at the same time.
The few kills I am getting are evidence of the latency issues. Biting the floor behind marines seem to have more of an effect than going om nom nom on their feet.
It feels like my poor latency to the servers are now showing more directly than it did before. As if the game now goes by my bites landing server-side rather than how it looked on my screen, which was how the game felt like it was doing earlier.. In CS for instance you'd never be able to kill someone when playing with 200ms latency. This feels like progress towards everyone playing with low latency.
Temp solution on my end: Lerk. :P
Loving the marines now though. I think it was the 161 build that changed the rifle but I barely played 161.
However the shotty also has a much more snappy feel to it.
Commander hotkeys, loving em. Feels like med- & ammopacks are easier to put down now, also a big plus.
Anyways I think they're making progress.
From the looks of it though players are still having trouble actually hitting each other.