We have had this issue on Evernight since Anvil days..
Just not as bad as this..
If i recall right this started happening when the 3man instances was released during 120 cap
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We have had this issue on Evernight since Anvil days..
Just not as bad as this..
If i recall right this started happening when the 3man instances was released during 120 cap
Was thinking to reinstall the game, but seeing that they can't deal with this issue after such a long time....makes me wonder if they actually want to do anything about it anymore.
It seems easier to avoid spending resources into this and milk what's left. Meanwhile "we're looking into this" a year later. Such a shame that the performance was much better 10+ years ago when the server's population was higher also.
Can't believe I was hoping to see at some point an EU located server like we used to have during Turbine/Codemasters time. Dream on!
Hi Cordovan,
Will Robin Flodin be addressing this point specifically in the near future, I'm hoping it's at the top of your issues list?
Thanks,
Lob
Could the Missions (likely a heavy load, esp with the Festival special missions) and Interludes (likely a very light load, but...) be 'spun off' to a new, dedicated server bank? A few seconds of additional transfer time going into and coming out of a Mission would be a pretty small price to pay if there was a noticeable improvement in the overall server performance? This does assume that load is a 'contributing factor' to the server issues, as indicated in the earlier post. To be honest, we already see a sometimes-significant delay (I've seen on the order of minutes, including today) in a Mission loading and being populated by mobs, esp. during high-load periods. The 'hand-off' delays might be excessive (including error-checking), but it might be worth consideration.
What exactly is the reason you wont bring a European server?
Like it seems this game is plagued by lag, crashing and various other performance issues. Is there a plan to make upgrades to the game to combat such things? Is there a plan to put a server back in Europe to allow for european players to have a better connection, like we had when we started playing the game?
I personally feel, you need to write a dev blog at the very very least, to let the players know what is being done and what the plans are for the game as it continues to age.
Jesus god, Arkenstone is unplayable right now. Just spent 30 minutes trying to put a handful of things in Vault and Shared Storage. What...the...hell...
I got kicked out; but that was after various struggles similar to what you mentioned. I went to get a snack and came back as my character pondered the movements of his digital assets in the etherworld between his inventory and the vault... and I was greeted upon my return that 'the connexion has been lost!'
Perhaps it is a busy night. It'd been a little glitchy throughout my playtime today, and various instances had what I considered to be aggressive notifications that I was getting kicked from them in 0 minutes once various goals were completed. Often you can choose to look around and smell the roses or slap a horse's rear or whatever before reaching an exit point or just leaving the instance via one's portait menu, but I never had the chance, as when the instances ended.. They really ended.
So, to me that meant they are (or were) aggressively managing the connection traffic.
One could speculate it's any number of reasons, especially if more than just one server is experiencing the performance issues.
Since this week's switch it off and on again I've noticed my regular quiet spot for sorting out the mail and storage has take a hit. It had me immediately wondering if some of the attempts to address the missions hand in is no more than stealing resources from elsewhere, if that's how it's done.
Juggling? When I reached my three ball jugging limit adding another ball made it very precarious and unstable. Hats off to anyone who can take on five then six. I can still juggle 2 balls with one hand but that's far less impressive so I chose to use both arms. The most impressive is taking a non juggler side by side into a three ball juggle, you can precisely throw to them for an easy catch in their dominant hand and pluck their throws from a wide volume to keep it going.
I'd prefer if they introduce a wholly character selectable "quiet place" you could exit a mission to and once updated continue to the mission/instance starter locale, it's how the workaround works so well. We still have many waiting around, perhaps they don't have access to ally hall ports or can't work out the missions stable locations or just never got the ports to many for it to work.
I don't know why it wasn't handled like the normal instances, just release the memory used on starting a new one or when declining the popup to return to it. Content bloat? Reminds me of the skills "bloat" reasoning for trait trees bunkum. Tackle the fundamentals rather than prod it I tell my Doctor, I wish.
It might come as a surprise to you, as it did to me, but network latency has surprisingly little effect on Lotro's performance issues.
I have been seeing a pretty constant 95-ish mS latency over the years, and while that figure sounds terrible, I have had smooth gameplay with it. This is so counter-intuitive that I've taken to checking the network numbers (as reported by the game) every time performance issues irritate me. There usually is no correlation at all. I've even noted relatively smooth gameplay with 120 mS latency a few times.
I'm not saying that latency doesn't have a part in performance issues, but based on my observations it doesn't as long as the number stays below 100 mS.
What does correlate with bad game performance is population and packet loss. Packet loss is the worst: even 0.1% renders the game unplayable for me.
Even if it's an MMO a latency of a whopping 120 ms is very noticeable, even tho it's far from the biggest problem. I never said it had an impact on the network performance? I did say that the latency issue won't be solved until we get a server located in Europe.
Evernight is almost unplayable yet again. Handing in missions 3+ minutes, swapping trait line minutes, which means you can't use any skills for minutes, loading housing minutes, both the last two you can see them load 1 by 1.
Please no more new stuff, no new features until server issues resolved and they actually stay resolved for 2+ weeks.
This lag question keeps getting brought up on the weekly LOTRO stream and it's constantly given barely any weight.
Would love for a GM to come raid with us on a Saturday night and experience the absolute frustrating lag intervals the group has to put up each time. It's not playable at all, and we're having to quit the raid because of it.
This thread has been ongoing for a while and SSG seem like they couldn't give less of a ####.
They don't make a European server because it would cost more. That's all.
Network latency (i.e. the amount of time it takes your packets to travel over the internet to/from the server) is not the primary source of performance problems in this game. In the absence of packet loss (stop using WiFi if you haven't already), and on a low-population server, there is no appreciable difference in gameplay between players in San Francisco and players in London.
However, in the presence of packet loss, network latency can increase the effect. If you are losing packets, the greater latency means that it takes longer to notice the error and either retry sending the data, or proceed without it. (Depending on the particular protocol being used, which is not public information.)
UDP
I didn't mean to say you are wrong, just wanted to add my own observations on the matter, which quite surprised me.
In my day job ping times above 10 mS are a serious issue, many of the tools we work with get into 'go get coffee' up to 'go do the week's shopping' territory with such numbers. As a techie, I am seriously impressed by how well the game can perform on such latency numbers. Caching strategies in a multi-actor environment are rather seriously tricky, but the engine seems to handle that rather well. Pity it doesn't scale to high population as well.
In the absence of any meaningful update on or improvement to the server performance in this game... bump.
Please give us something meaningful. You've been "aware and working on it" for longer than we can remember and we're sick of the vague, worthless responses.
Show. Us. Action.
Down all day and now it performs even worse!
Freezing for 15s at a time in raids now <3
2-3s skill delay <3
Really impressive work SSG
there is no lag get a better pc
my 2011 gaming laptop i got from my sister's father-in-laws grandson's friend has no lag when i afk in bree auction house
/s
Funny how people say its unplayable yet they play for hours they come here after playing with lag and they state it is unplayable, last time i checked it was 700+ players on Evernight when i logged far from unplayable sorry illogical post
2 sec delay is not being unplayable or ocassional crash , freeze, do you what is really being so unplayable ? really its quite obvious
lol at players saying so lightly what is unplayable or not
A bit of venting when your endeavours are close to your limits only to be trashed by random spikes?
The "investigations" seem not to be making headway, but why would they if the obvious reasons are not on the table or openly acknowledged?
Exactly nothing because nearly everything landscape is terribly bad and fallen, do you think i will bring myself to torment of end game grind and quality of raids or monster play just general instances is nothing what it used to be
you put it will i only do landscape and story because thats the best lotro can offer
far from unplayable
i think it is often miss-leading players who say unplayable their definition does not accomodate their wishes of appropriate FPS so easier to say its unplayable
you can enjoy 5 FPS - 15 Raids
lag in lotro has barely do anything with quality of pc judging how game is old lol
even if you put settings to lowest on powerful machine it will slow and stutter in some scenarios especially wirth a lot of units on screen , etc
its the engine to blame cannot handle it or connection
i have more lag now then i had with my 2006 pc in SoA same settings i can put its much worse now
https://www.youtube.com/watch?v=jrKK6LfROOk
Please do tell me how this is playable and acceptable
thats playble and players are playing, Unplayable means completely freeting, 1 FPS cannot use skills , skill lock 1 minute skill delay, I do not see any major problems there could have been worse
if its unplayable nobody would play and the end would come for the west
I m replying with logic if it was unplayable you would not be able to log in or do anything at all but there i see full squad and you killed him even
cannot mistake lag with game being unplayable
Gorothog trolls are my fav you know those tall menacing creatures with 2 ball maces size of a hobbit each , can crush you to pieces
what you have is heavy lag, plenty of troll deeds and variants of trolls if you seek ones in game
Pinging this thread to see what kind of visual information we can gather over this coming weekend related to lag on Evernight. If you are on and experiencing an issue and have the ability to grab video of your experience, let me know. Feel free to PM me a link to your unlisted video if you want to go that route, or if posting it publicly here is preferred, that's fine too.
No video sadly but I just did a mission. The same space where one time you have to save 4 dwarves caught by whelplings and another click on a metal thing and get attacked by a spawning orc archer. This was the kill the boss at the end version...
Being on my guard I sprint to the top where the boss is and deal with whatever mobs follow me up the hill after killing the boss. Except this time my guard gets caught in the swimming animation crossing the river and he proceeds to swim all the way up the two slopes to the boss. Maybe another guard/champ with recording ability would like to try it.
...
Did the GMs on last night relay the mood of the Evernight faithful as the request was made known?
I don't know about anyone else but if I'm in a power slide and drifting onto a straight with my foot down a video is never going to do that feeling justice. You have to go get a fast rear wheel drive car and go do it for yourself.
https://cdn.discordapp.com/attachmen...9_205247_0.jpg
Lets tell a little story. Not sure what happened with the master server, but you really borked some limit. I've at this moment twice been ported to a different groups duo mission. The original groupleader can start a new mission due to him being a fresh level 20. While i'm still waiting in private encounter limbo. The quest NPC shows me the option to travel to the created quest instance. However one of 2 thing happen.
1 I enter an empty instance in which i can walk around and shoot stuff till the game recognizes its not the correct instance and ports me out to the proper Mission hall in which i now have the correct options.
2 As above i get ported to a completely unrelated mission instance with 2 random people in there i've never seen before. Can kill stuff, but not sure if i can interact with them. Usually lasts 10-15 sec before getting ported out.
However this clearly is a problem with 2 different groups having access to each other instance. Some sort of crossover is happening which if this would be an app/memory is a serious cascading issue.
Yeah, it's quite bad now. On top of the lag I'm literally unable to move a single item into my shared storage because of general errors and I've been trying for +5 minutes, not kidding. It also took a very long time for any items to show up after interacting with a vault-keeper.
It takes over a minute to hand in a mission or interact with multiple npcs (same goes for barter). Pvmp side was always a slideshow (you had it fixed, so no one goes there anymore also).
What lag? The server is fine...
I can't believe that you actually need even more information when the server is running like rubbish!
The amount of information related to lag that was posted here (and asked multiple times on streams) during the last year should be more than enough to have it fixed.
I have a feeling that there's no one at SSG bothered to test it, so let's delay it even more.
I understand where you're coming from but of course they have tried to fix it. Though it's starting to look like this particular server is actually unfixable. And I really mean unfixable.
The only option seems to be to transfer everything to another server but then again I'm not keen on paying for it given the situation is out of anyone's control. Free transfers perhaps?
I had an interesting experience yesterday. Whilst galloping towards a quest on the Craftmen's Tier of Minis Tirith, during a particularly nasty lag spike, my character managed to fall to her death through the floor. I wasn't the only one it happened to I think, as I could see some poor soul next to me.
I don't believe this isn't fixable. A serious investment needs to be made with the profit they're pulling in, and that just isn't happening. Right now I just feel we're in a cycle of duct-taping the smaller issues and producing more, and sometimes, sub-par content to pull in even more cash that isn't going anywhere important. The more people insist that it's such a shame, but nothing can be done, the less pressure the people at the top feel to fix how broken this game is.
From 19 GMT - 21:30 GMT the server was so poor, it was pointless to even attempt group-orientated content, the new raid was lagging, locking up and skill delay was ever-increasing.
Respectfully, you've got the ability to observe and interact with groups in-game in real-time, now the festival is on "Reduced Awareness" is permanently up.
Most kins raid at 7pm.
Why was the festival extended? Now tier 5 will be plagued with this appalling lag
Do something impactful or end the festival before tier 5 is released.
Constant reduced awareness and insane skill delay with frequent server freezes. What a fantastic experience fall of khazad dum is
Have you contemplated a transfer to an RP server learning dance grade 5 where /llf pony is a drinks do? I guess not, but I wish a few could get a free pass to alternative accommodation when defunct servers could provide an easement. Having two old servers US/EU at a reduced difficulty setting would be a dream come true for some.
Level3 hubs seem to be taking a beating tonight - 2pm eastern. Not helping
https://i.imgur.com/fwTJljc.jpg
New raid is fun
The "smart move" would be to design instance content where a 3s reaction response to prevent serious adverse effects isn't critical...
I think the testing community needs to include more folk who are on relatively normal connections and machines.
https://www.youtube.com/watch?v=dcMzZ7PlJOQ
Seems like a wealth of info even if a solo landscape player.
I love evernight's unique mechanic of a 3 second global cooldown
Seems unfair though???
Ok SSG. I created this thread in march. Since then the lag has ONLY GOTTEN WORSE.
Do something you useless lot!
A new festival and Evernight is back to it's absolute worst.
Every raid is perma reduced awareness, skill's take 1-2 seconds to active, the server completely stops for an entire raid for 5-10s all the time. housing area trying to parse on a dummy is just as bad. the game is meant to be a fast paced combat system but it feels like my character is stuck in glue 90% of the time.
This is beyond a joke now.
any developers in the chat
Even doing stairs T1 has started having stutters at low peak times. This is ... amusing now ssg.
bumping this
Evernight was absolutely awful today. Did a pug t2 AD and the game was lagging out. Then did a lamentation with some friends and was freezing for 5-6s every minute. xd
Yea Evernight, yesterday evening we just gave up in WoE, 15-30s long lags (and by lag i mean i click on a skill and nothing happens), not playable.
Really bad again today.
Packet loss for lots of people; skill delay just standing around.
Please do something...
Yep Thursday evening and Friday morning lag was back with a vengeance, long pauses, skill delays etc.
Was one of you, God forbid, weapon swapping?
Or numbers are up due to free content code...
Predicting a server crash due to the entire server in last homely house tomorrow
Monday evening (GMT) and the lag is back with a vengeance. So bad I finished a mission, went to allegiance hall, travelled to mordor, swift travel back to mission hall, ran back to quest NPC and I still couldn't hand in mission :o Then in Morgul Vale I couldn't even map home as game thought I was still sorting shared storage. Repeated skill lag in missions & MM dailies
Same here ...
Tracing route to gls.lotro.com [198.252.160.30]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms 192.168.0.1
2 * * * Request timed out.
3 * * * Request timed out.
4 32 ms 32 ms 26 ms 105-187-235-177.telkomsa.net [105.187.235.177]
5 20 ms 21 ms 15 ms 105-187-253-74.telkomsa.net [105.187.253.74]
6 52 ms 19 ms 22 ms ndn-ip-hsll-1.telkom-ipnet.co.za [165.165.235.173]
7 216 ms 200 ms 199 ms 10.189.30.10
8 215 ms 197 ms 197 ms be5957.agr21.fra06.atlas.cogen tco.com [149.14.211.193]
9 204 ms 256 ms 199 ms be2844.rcr22.fra06.atlas.cogen tco.com [130.117.0.29]
10 210 ms 196 ms 206 ms ae-8.edge8.Frankfurt1.Level3.net [4.68.37.93]
11 313 ms 309 ms 295 ms ae-6-3506.ear2.Newark1.Level3.net [4.69.214.37]
12 293 ms 297 ms 334 ms 4.31.43.210
13 * * * Request timed out.
14 * * * Request timed out.
15 * * * Request timed out.
16 * * * Request timed out.
17 * * * Request timed out.
18 * * * Request timed out.
19 * * * Request timed out.
20 * * * Request timed out.
21 * * * Request timed out.
22 * * * Request timed out.
23 * * * Request timed out.
24 * * * Request timed out.
25 * * * Request timed out.
26 * * * Request timed out.
27 * * * Request timed out.
28 * * * Request timed out.
29 * * * Request timed out.
30 * * * Request timed out.
Trace complete.
Took me nearly 5 minutes to post this reply. Network problem in New York area?
I've seen you post this video Nubja in a few places on the forums, but the title appears to be incorrect. We have not claimed that weapon swapping in combat is being removed to combat lag. Lag reduction is not a reason we are doing this change.
It's just that it's allowed to be inferred when posters moan in ignorance about the cheating, macro weapon swapping raiders being the cause of their grief without moderation. Until today!
Allow me to quote from a you know exactly where from leak from back when it was first leaked weapon swapping was being removed.
"Unfortunately this caused both basic game balance issues and significant perf spikes, as swapping an item as complex as a legendary item is equivalent to a minor character respec, which is awful during combat" - Vastin.
I think the title is fine :)
Perhaps rather than picking up on that, we could get an update on when this problem is going to be addressed? I fail to see what else we can possibly provide to show you that the server performance of Evernight is unacceptable
What is beyond belief is that it's really the choice to make the new LIs even more bloated with stats that builds on the usual added strain on the servers from content e.g. Missions overtly resource hungry for speed of development.
Cordovan, would appreciate input on the above? it's been touted a few times that weapon swapping was the culprit for some of the lag we experience.
Equally, I'm in the Thorin Halls homestead now, it's 11:33 am UK time, 712 none anonymous people are online, it's lagging frequently, skill delay is 2-3 seconds.
Err, performance spikes != lag. Weapon-swapping sometimes resulted in visible, momentary hitching player-side. That's likely what Vastin was referring to.
Anyhow, they did mention they were planning to upgrade servers to 64bit this Winter so fingers crossed that results in a visible improvement.
Quote:
Originally Posted by Severlin
Was it supposed to start with Sev saying he's always been completely redundant?
I can't take the spin of these things any more, will have to take your word that Cord or Sev think the servers are 32-bit still. I'll watch a random dev answering random question not one with a selective agenda directed so. Will wait until the transcript.
Edit: Now I wasted 5 minutes of my time trying to track that Sev quote on the forums but you made that up. Use these " " if referencing the stream or post a time with it.
Maybe I'm just a victim of the spin back in the datacentre move days.
Noticeable lag at Wistmead with 895 people logged in on the server a moment ago. Not unplayable levels of lag, but irritating levels certainly.
lagging out the wazoo again
reduced awareness in the homestead LMAO
aaaaaaaaaaaaaaaaaaaaaaaaaaany blue name response that isn't incorrectly complaining about a meme video's title??????????????
Been doing some WoTP questing, 1100 visible players logged.
A lot of lag on things like moving stuff in or out of vault, opening doors and such: 3-5 seconds consistently. Oddly enough hardly any lag fighting mobs.
We have some response from Severlin.
One of the things he mentioned is that they are going to roll out 64-bit versions of the servers, which I found very surprising.
Removing weapon-swapping did indeed reduce instances of lag during group content, but has not completely removed all lag. We never said it would do so. We're continuing to work on lag, hoping to roll out the changes we introduced to Arkenstone and Landroval to all other servers this week.
Servers are indeed still 32-bit, as Sev said, we're working on 64-bit servers right now.
Speaking as someone who plays the game, i've not noticed any lag reduction as you say there has been. It has been the worst lag in months since this update came out. It's quite clear to me that sheer volume of players is and always was a significantly greater cause of lag than weapon swapping :)
Let's pray that these 64 bit servers are a magic bullet because the sad reality appears to be that there is no solution for this.
There's no magic bullet. Lag isn't just one bad thing that hasn't been addressed - it's a bunch of stuff stacking up on top of each other.
Removing weapon swapping makes that stack a little lighter. The perf improvements we tested on Landroval and Arkenstone is another. 64-bit servers, worldbuilding process improvements, skill effect pathways, etc. - it all makes that stack lower and further exposes the next big things for us to tackle.
We're gonna keep working on it. Some of the improvements will be big and widely seen, some will be smaller but deeper, but they all get us closer to a more performant game.
You should never forget - and I do not think you do forget - the importance of first impressions on new players. With many of your plans based on the hope of a huge boost from the TV show next year.
All of the good things in the game - and there are many - take time to get to and enjoy.
Two things that new players will notice almost instantly are the complex and expensive monetization - much worse than most MMOs - and the poor server performance. Monetization you will be fixing though since none of us really enjoys spending money you will never make all of us happy.
If server performance can be significantly improved by taking things that some of us really enjoy but that are far from essential out of the game - do it. A lot of the load on the servers comes from having so many effects that characters can have going - whether from cast buffs, or traits or otherwise. Personally I prefer a game that isn't overly simplified and think too many mechanics have been "nerfed" - crafting not least among them. But if you can dramatically reduce poor performance by another round of simplifications and taking redundant or at least not essential mechanisms and abilities right out of the game - do it for the long-term health of LOTRO. Even though some of us will leave - maybe me and maybe not me - when our favorite ox gets gored.
Great to see some acknowledgement of where you are looking. Yes the swap as a combat routine was untenable in choosing to further increase the overhead of stats provided by an LI. Not our choice. A bad choice to prevent any swap for changing circumstances by implementing a short delay though. We don't have the room to slot for the rare occurrence or to combat against a new mob's abilities if it's only a waste for the other 99% of encounters. Many don't go into fights mindless of a potential to change tactic before our defeat.
I hope the worldbuilding reference is the first acknowledgement that the shortcuts/tech to building Missions and the multi maps of recent areas has only increased issues for higher pop servers as to date it's received the usual silence as if it wasn't recognised and our feedback isn't passed on. How can we have any confidence if we are fed derisible excuses and management level staff source "content creators" for their dubious game knowledge.
Can you change the the mindset to deny and let misconceptions run rife? So we aren't pushed to break our CMs rules for being honest. But if you are testing a targeted change to address a specific area can we have an indication of that intent rather than the usual vague try this that only brings out a Pavlovian response from some more insular quarters to muddy the waters.
I don't have the inclination to delve back into the merge details right now but I'm very surprised that all the work done on the server merge and datacentre move wasn't the ideal time to build a 64-bit server. There was a lot posted back then, yet not anything that looked bad, like the promised EU datacentre. Allowing us to infer unchecked still the policy? Are you changing that?
Why wouldn't provisioning more server computing power and network bandwidth, instead of cutting corners to save on costs as you seem to be doing, be a magic bullet?
When it takes 20+ seconds to move a single item from my inventory to the vault, it's hard to believe that anything other than inadequate server resources is to blame.
The VIP bank anywhere option has just exposed how where you are has a big impact. Go to a quiet place with some, but little footfall for those chores. Location, location, location. Same with missions exit go somewhere quiet to hurry the process, spread the load for server's sake.
The Summer of discontent came after a long period of low pops as if it was an adjustment to generally lower numbers. Did they go down a rabbit hole they can't escape now the numbers are much higher after all the work done to down size? There was the suggestion of not replicating expertise at both Daybreak and SSG, would be an obvious saving if Daybreak had this non-game specific talent already. Might explain the struggles with dormant servers if the game specific database knowledge has gone. It would be good corporate choice but don't know if it's one that was taken and has it's consequences. The Market going to Daybreak control would back up this philosophy. Be good to know in this new era of transparency.
Just LOL: please stop it with your happy-go-lucky attitude combined with "work" you claim you've done while beating the dead horse of "We're working on it".
- Server performance has been atrocious since forever, and most noticeably since U25:
-- Rubber-banding on warhorse or even on normal mounts
-- NPC dialogue windows taking up to ~10-15 seconds before they appear after clicking on them
-- Taking up to ~10-15 seconds until I can use quest items in the world, resources nodes etc.
-- "Reduced Awareness" outside of your local prime-time with barely a few hundred people playing
-- Playing any instanced content during prime time is self-mutilation as everything just lags, more or less permanently, and thus it's pointless to even bother with that type of content
I mean seriously: how come a company who's responsible for a game based on the LotR IP can't provide decent servers for years, but fan-run unofficial servers of MMOs and MMORPGs run just fine, even when they're located in the US?
I can't think of any still-running MMO or MMORPG that has such atrocious servers as Lotro, and I've played the majority of them that have been or are still available.
Edit: it also leaves a really bad taste behind when SSG didn't even acknowledge the plethora of server issues for years, and yet here you are downplaying and deflecting long-standing issues, and your "work" quite apparently has little to no impact to remedy those issues, right?
Sadly , this is true. It's just unacceptable and there is 0 excuse.
Trying to present ''many'' players as a reason for lagging , is just laughable , since it happens even with less than 1000 people playing during off-peak , and 1k people is a joke for a server to handle.
No idea what's going on with this game , i doubt SSG knows either or they just don't want to pay for fixing the issue , either through hardware or through engineering time.
I often feel bad as a player for supporting this game while it manages to get away with such significant issues over the years , that would shut other games down.
No improvement on EN since the patch, lagging in the homestead - 3-5 seconds between skills suddenly.
Sadly not seeing any improvement for me either, same lags and freezes and delays tonight in stairs that were shown in my video.
It was loading into Bree bank on a level 5 toon, with layering from the festival, took about 20 seconds to open vault then another 15 for shared. 1k+ non-anons. Expected.
The lag on evernight is atrocious since yesterday's patch, also 7 crashes within an hour more than i've had in 6months put together, the patch was supposed to improve the lag and gameplay but all you have done SSG is made it worse, c'mon get your act together.
Nothing will happen unless you start to vote with your wallets, why would SSG put huge resources into this issue if you the players continue to support them with money?
I can't think of any online game were the performance is this awful, yet there's loads of Evernight players that continues to support SSG with their cash...I simply can't understand it.
For most ppl its quite clear that SSG sees this game a mere money-cow, and as long as the players keeps supporting them nothing will change.
What's even more ridiculous is that us Europeans have to pay the exact same amount as American players, yet we're stuck huge delay since SSG can't be bothered to rent servers in Europe.
If you're still paying for an extremely poor performing game like this in 2021, then you're either stupid or an addict.
As I already pointed out above: unofficial, fan-run servers of MMOs and MMORPGs can easily be created + maintained while being very stable, something which those "industry veterans" at SSG fail since forever it seems.
But hey: presumably somewhere in 2022 will Lotro finally have a scaling UI for anything above 1080p, so I reckon it might only take until 2024/2025 for SSG to afford the skills + tech needed to get something as utterly basic as stable servers for that very small group of players who still bother with playing Lotro.
Been a few days now and can confirm that from a player side, the lag is the same/worse at times. Shame
Done a few raids on Evernight the past days and have had the normal 1-2 seconds skill delays here and there, but nothing major as previously 30sec - 1min huge everything stop lag spikes.
Landscape and trying to dummy parse on Evernight is however a different story.. I had massive 5-6 second skill delays during a 3 min parse
Also looking at world chat there is every ~5min someone or multiple people complaining about lag spikes and what they call "Insane lag"
For me it seems the unplayable lag in raids is somewhat better, but landscape and general world experience is far worse than before
if what SSG wants is to drive their player base to other games, then they have surely definitely found the way to do it!
CONGRATULATIONS SSG!
First lets get the Rinse/Repeat quote out of the way....
Why the hell is SSG adding unnecessary classes and changing year old systems to bring new and old players to this game when the game is broken in too many other ways to mention?
I think what most want to see isn't a pretty pointless new LI system which many players are pissed off about because there was nothing wrong with the old system and for the time we've 'wasted' on perfecting our old LI's, that's not what's going to keep us ingame once the novelty wears off.
Neither is a Rocky Balboa style class, Runekeepers were just borderline acceptable, but Brawlers! Seriously come on!
This is Middle Earth! not 20th century Bronx!
It's all well and good SSG claiming they're doing this or that to improve things but like everyone else who's posted here, Evernight is unplayable on some - well becoming most to all - days!
Where's the better that's being paid for?
Efforts and funds would have been far better spent improving performance rather than adding things to add to the load on the server
I can't get into a group with other fire/lightning casters at all, i crash out completely. So i have no chance of chasing the endgame instances for the nice new LI drops. Where's the point in me playing then?
I get rubber banded halfway, honestly halfway across a map. How many times will this happen before i log off in frustration and then not bother to log back on again? Not too many more!
I'm not the only one experiencing these things, obviously, the only upside for me is that I am so glad I have a Lifetime subscription because if I didn't and had to pay! well! ...
1: I'd demand my money back on grounds of SSG's failure to provide services paid for (a playable game)
2: find another game to play
fix what's broken, don't add things to break things further!
Can you give us a ETA on the 64-bit servers?
If you think this would help for the server performance you should get this done BEFORE you release new content..
With the current lag and ssg releasing new content you will see ALOT of people just stop playing on release day simply cause your game is unplayable
Many people seem to have come back. Don't waste that opportunity. Do this as soon as possible. I'm not sure SSG realise just how bad it's gotten over the past week. I'm trying to quest in Minas Tirith and it's so frustrating.