Meursault wrote on Sep 28
th, 2015 at 6:56am:
There may not be an easy fix for lag, but the fact that other games manage to not get rekt proves it can be done. Please don't apologize for Turbine, they already have enough trouble taking responsibility for their decisions.
As opposed to just twitching?
This whole "quality isn't important" attitude is what drove the game into the ground to begin with. The fact that they haven't thrown a few shovelfulls of dirt on top is immaterial.
Absolutely agree M.
For the current crew, lag is just "too hard" just like everything bloody else in this game is for them.
Hire some decent talent.
I'm sure some or most of the lag is embedded in the inefficient code and unstable code on top of unstable code.
Yes, it will require a thorough testing regime.
VPN from from a connection outside of Boston for starters.
Some features are likely causing - either remove them or find way to re-implement them that is more efficient.
It could be something fundamental like doublestrike calcs or weapon speed - there is another way to handle it even if it is not perfect.
Maybe it is all the proc calcs? Simplify them or have them calc once.
As the game has grown, there are more abilities, damage effects etc that interact.
I think the solution is two fold and integrated - simplify the game mechanics within the limits of the game engine.
It won't happen though because it would mean work with no obvious commercial value (except if you regard the current death spiral of the game as being of commercial value).