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08/31/06, 11:16 PM
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#1
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Von Kaiser
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Earlier tonight while half way through Thad on what was an otherwise perfect run, we had a total wipe on both sides from charges going off. At first we thought some people fucked up, until we checked our combat logs and found that half the raid nuked the other half. We thought it was our mod screwing up, so we had everyone disable it, but on the very next attempt we realized people were nuking other people on the oppisite side of Thaddius.
Has anyone else had this problem? The server was mostly stable the entire night, no crashes, no lag, no server hic-ups.
Thoughts?
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08/31/06, 11:23 PM
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#2
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Mr. Sandman
Night Elf Hunter
Ner'zhul
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it's lag on the part of the people blowing the others up. i've hit people on the positive side when on my screen i was at the BACK of the negative side. the server is processing you being further back, and then your client registers you at where you got to on your own screen, so that's where your body shows up.
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08/31/06, 11:31 PM
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#3
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Sledgehammer Emeritus
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Yup. Sounds like your two groups were too close to one another or someone didn't make it to his/her side on time.
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Originally Posted by Lyta
I've been trying to concentrate on studying for my Proof Methods test tomorrow, and all I can think of is your hotness, radiating out from the pixels on my monitor, seared straight into my neurons.
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09/01/06, 12:04 AM
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#4
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Don Flamenco
Blood Elf Paladin
Shattered Hand
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How the hell are you supposed to mitigate stuff like this happening?
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09/01/06, 12:06 AM
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#5
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Mr. Sandman
Night Elf Hunter
Ner'zhul
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Originally Posted by Mist
How the hell are you supposed to mitigate stuff like this happening?
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move faster, or lag less.
edit: oops, sent too fast :-P after my first few times when i blew people up and my screen told me i was safe on the other side, i started moving in at the polarity cast animation rather than my debuff changing. of course, i'm a hunter, so i have to be at range to attack, which put me slightly farther back than everyone else, so it was just putting me in the same starting position as the rest of the raid, so i can't speak for how to help them except the above :)
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09/01/06, 12:13 AM
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#6
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Take what ye can;
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Originally Posted by Mist
How the hell are you supposed to mitigate stuff like this happening?
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Jump.
Okay, so that might not actually work, but there are other events you can send that tell the server your location. Walking/running only gives the server a vector, not a location.
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/ 人◕ ‿‿ ◕人 \
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09/01/06, 2:27 AM
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#7
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Glass Joe
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Originally Posted by Grayson Carlyle
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Originally Posted by Mist
How the hell are you supposed to mitigate stuff like this happening?
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Jump.
Okay, so that might not actually work, but there are other events you can send that tell the server your location. Walking/running only gives the server a vector, not a location.
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Actually, a true way to tell the server where you are (in my experience with awesome LoS fights like Razuvious..) I could strafe in and jump in, while still holding the key down, but even if I was in protection on my screen and others, I would still get hit by the mass AoE that I should have been protected from. If I jump, strafe right, and then strafe left and just stand still, I seem to be fine, whereas the constant moving messes things up.
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09/01/06, 9:03 AM
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#8
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Von Kaiser
Tauren Shaman
Dentarg (EU)
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I have done some research about how often server update your position and basicaly jumping does not work. The best possible way to update your position is to press any direction key ( forward, backward or strafe ) or just double ckick forward key when you reach your camp.
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09/01/06, 9:54 AM
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#9
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Mike Tyson
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Originally Posted by Jagermaestro
Additionally, the timer on your charge resets to 60 often before the actual polarity icon changes. It's happened quite a few times where we've wiped or had people die on account of them looking at their icon as soon as Polarity Shift is cast and their charge is set to 60 seconds, only for the icon to swap about 1-2 seconds later. It's for that reason that making a fool-proof mod for this fight is an incredibly annoying thing to do, since depending on random server-lag, no matter how minor, you can often get a mod telling you to move the wrong direction.
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Yeah, this was a top culprit when we were learning the fight, and always happened even on "new hardware" servers. People just had to learn to ignore the number and stare at their buff list for a good 2-3 seconds regardless to make sure that they were, in fact, supposed to remain stationary.
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09/01/06, 11:23 AM
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#10
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Don Flamenco
Blood Elf Paladin
Shattered Hand
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Anyone understand what causes each attempt to get progressively laggier? We did this encounter 3-4 times, got him to 9%, then tried again, next time we were having 1-2 second pauses, then the next 2-3 second pauses, then the next 3-4 second pauses, etc.
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09/01/06, 11:25 AM
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#11
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<Druid Trainer> Emeritus
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Originally Posted by Mist
Anyone understand what causes each attempt to get progressively laggier? We did this encounter 3-4 times, got him to 9%, then tried again, next time we were having 1-2 second pauses, then the next 2-3 second pauses, then the next 3-4 second pauses, etc.
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Skeletons?
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09/01/06, 11:31 AM
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#12
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Don Flamenco
Blood Elf Paladin
Shattered Hand
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Originally Posted by Arawethion
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Originally Posted by Mist
Anyone understand what causes each attempt to get progressively laggier? We did this encounter 3-4 times, got him to 9%, then tried again, next time we were having 1-2 second pauses, then the next 2-3 second pauses, then the next 3-4 second pauses, etc.
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Skeletons?
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I thought it was skeletons too, but it was definately server side lag, because everyone was getting them at the same time. And the skeletons do have a decay rate.
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09/01/06, 11:31 AM
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#13
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Depends if you're progression into the night means further into primetime.
And about the polarity nuking others...
It can take up to half a second for your buff to properly display, as already mentioned above.
You can see your buff "change" effectively... and this is difficult to capture on a mod. However, it is quite doable w/the right coding strategy.
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09/01/06, 11:36 AM
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#14
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Sledgehammer Emeritus
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Originally Posted by Mist
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Originally Posted by Arawethion
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Originally Posted by Mist
Anyone understand what causes each attempt to get progressively laggier? We did this encounter 3-4 times, got him to 9%, then tried again, next time we were having 1-2 second pauses, then the next 2-3 second pauses, then the next 3-4 second pauses, etc.
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Skeletons?
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I thought it was skeletons too, but it was definately server side lag, because everyone was getting them at the same time. And the skeletons do have a decay rate.
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Shouldn't be skeletons anyway since there's no need to release (unless you're alliance and have no one soulstoned).
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Originally Posted by Lyta
I've been trying to concentrate on studying for my Proof Methods test tomorrow, and all I can think of is your hotness, radiating out from the pixels on my monitor, seared straight into my neurons.
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09/01/06, 11:53 AM
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#15
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Great Tiger
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Originally Posted by Ronneh
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Originally Posted by Grayson Carlyle
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Originally Posted by Mist
How the hell are you supposed to mitigate stuff like this happening?
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Jump.
Okay, so that might not actually work, but there are other events you can send that tell the server your location. Walking/running only gives the server a vector, not a location.
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Actually, a true way to tell the server where you are (in my experience with awesome LoS fights like Razuvious..) I could strafe in and jump in, while still holding the key down, but even if I was in protection on my screen and others, I would still get hit by the mass AoE that I should have been protected from. If I jump, strafe right, and then strafe left and just stand still, I seem to be fine, whereas the constant moving messes things up.
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Correct.
Strafing will force an update, whereas simply moving forward does not. To test this:
1. Stand outside and click on your mount.
2. Just before the casting completes, hit autorun to move forward.
3. ---> You will start running and finish casting the mount spell.
We discovered this back on Ragnaros when rogues would still step back out of range of his AE, but get punted anyway. Strafing while you do it eliminates this possibility.
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09/01/06, 12:06 PM
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#16
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Bald Bull
Tauren Warrior
Kil'Jaeden
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I will say on the night we first killed him, lag got progressively BETTER as the night went on, because we started at 11pm, and finished at midnight. As the server latency frees up, the fight becomes simpler.
The reason for the lag is a bit complex, but you'll notice your ping doesn't go to shit.
Whats happening is when the polarity buff lands it tries to send 10 gallons of information down a pipe thats only designed to handle 5 gallons. Basically it stutters here even though your ping (the speed the water flows) is unchanged. Its just information overload... and often times this leads to disconnects.
Now, if you couple this effect with "True latency" you are in a world of hurt... and this is the 7pm to 9pm type of deal where you're getting 500ms true latency on everything you do.
As for what jaegermaestro said... You basically have X amount of error plus latency... that can be as high as whatever latency is. For us we've seen in low lag situations setting a cutoff timer to 59.6 seconds was sufficient - maybe graphical lag carries behind that.
However, our mod designer ultimately came up with a more eloquent solution, and I'll ask him what that was later tonight - it had something to do with the stacking buff, and it was much faster once it was coded in.
We use the left/right strategy incidently, as it was (at the time) the only possible way we could beat him on our absolutely horrible server... (search thaddius on google video for the low qual version).
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09/01/06, 12:49 PM
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#17
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Don Flamenco
Blood Elf Paladin
Shattered Hand
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Originally Posted by Kaubel
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Originally Posted by Mist
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Originally Posted by Arawethion
Skeletons?
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I thought it was skeletons too, but it was definately server side lag, because everyone was getting them at the same time. And the skeletons do have a decay rate.
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Shouldn't be skeletons anyway since there's no need to release (unless you're alliance and have no one soulstoned).
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Every time we've tried not releasing, we have ended up having the entire instance stuck in combat.
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09/01/06, 1:02 PM
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#18
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Originally Posted by Mist
Every time we've tried not releasing, we have ended up having the entire instance stuck in combat.
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Before 20 other people explain this, you need to wait for the encounter to completely reset before taking your soulstone, otherwise you will be in permanent combat.
It is probably worth ressing on the platform... why risk potential lag? I tend to agree w/the previous posts that skeletons create lag. They certainly aren't helping things!
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09/01/06, 1:22 PM
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#19
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Soda Popinski
Sebudai
Orc Hunter
No WoW Account
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Half the fight is learning how to overcome all of the lag and LD issues, which we had plenty of even on our new hardware. Thaddius is probably the most frustrating encounter my guildmates and I have ever endured. It's a shame too, because he would probably be fun if they fixed the lag/LD problems.
I'm sure most guilds have come up with their own creative ways for dealing with the lag. Personally we used the left/right strategy and just created a 'laggy-lane' off to the side. Anyone experiencing lag during the polarity shift just uses the laggy-lane.
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09/01/06, 1:53 PM
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#20
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Von Kaiser
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As for the lag thing, we've noticed as well that it gets progressively worse, but wrote it off as moving deeper into prime-time rather than a bug with the encounter
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I believe this is true also. I hear some people liken the problem to the razorgore problem. But back then you coudl actually see that the amount of data being sent to your client progressively built up try after try. That isn't the case for Thaddius.
When we first were working on him we actualy kept at him all the way through the start of primetime till past. And the lag got worse up to a certain point and then started getting really good towards the end of the night. Even with a bazillion skeletons there.
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09/01/06, 2:00 PM
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#21
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Von Kaiser
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Our solution to the lag involved being an eastern raiding guild on a west coast server cluster. Our raid times start at 4pm server time. For the first hour or so, we don't have too much lag. If we attempt to do Thaddius anytime after 5pm PST, the casting lag is just terrible. Even raiding earlier than our clusters prime time, we still get 1-2 seconds of casting lag every time.
For many of us, we preemptively start moving as the charge is changing. If you stay the same, you go back, if you change you keep going.
As far as being able to res in the room, wait until Thaddius returns, the doors open, and the wights are back with the Lightning attached to them. Hunters shouldn't be feigning death, as you can avoid durability loss anyways. If they're looking to keep buffs, just make sure whomever soulstones or takes off Divine Intervention only takes it off after the hunter has lost their charge.
After the kill it's still somewhat annoying needing to spread out for a minute, but at least now we're not kept in combat.
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09/01/06, 2:10 PM
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#22
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Mr. Sandman
Night Elf Hunter
Ner'zhul
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we don't do thaddius before around 10:30 pm because it's pretty much unplayable on ner'zhul in prime time.
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09/01/06, 7:10 PM
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#23
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Bald Bull
Night Elf Warrior
Sargeras
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We were struggling with Thaddius for weeks due to server lag. Sargeras got Server upgrades Wed night and we killed Thaddius/Gothik the following Thursday night. There's really no work around for lag on this encounter if your server sucks short of doing it at 3AM.
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09/05/06, 1:11 PM
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#24
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Great Tiger
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Originally Posted by Zynth
Earlier tonight while half way through Thad on what was an otherwise perfect run, we had a total wipe on both sides from charges going off. At first we thought some people fucked up, until we checked our combat logs and found that half the raid nuked the other half. We thought it was our mod screwing up, so we had everyone disable it, but on the very next attempt we realized people were nuking other people on the oppisite side of Thaddius.
Has anyone else had this problem? The server was mostly stable the entire night, no crashes, no lag, no server hic-ups.
Thoughts?
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lol @ anyone using the line strat
Circle Strat ftw
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09/05/06, 1:37 PM
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#25
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The beatings will stop once morale improves
Nurru
Undead Priest
No WoW Account
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Not that it matters, but I believe the diamond strat has fewer points of failure since someone can stand still if they forget which way to go without killing anyone.
Anyhow, this fight is frustrating. We wasted probably a good 7 hours of our timer this week on Thaddius because the server conditions weren't allowing us to kill him. Eventually we just went to work on Loatheb and came back to kill Thaddius for the week on Monday night when the lag was only somewhat terrible. Since he's the last boss in his wing I suspect we'll start putting him off till near the end of the week, it's better to miss him than waste progression time because the server is unforgiviing.
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