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Strange problems


f0xx

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Alright, I've been experiencing something strange with the MUD lately.

Let me explain.

Usually one tick ~ 30 sec ~ 8 rounds.

Lately, around 12-14 o'clock my local time (which is the time of this post), I am experiencing a slowdown with the mud. This slowdown can be described the following way - one tick still lasts 8 rounds not 30 seconds anymore though, but around 40, sometimes more. I always notice this because I am using a tick timer and notice ticks happing much slower (50% slower than usual). This also seems to affect movement speed (this is actually how I noticed it first) - when walking around you move much slower from room to room. Also rounds take longer to pass.

I am curious if I am the only to experience this.

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Perhaps Z has the mud in debug mode, or coding.

Longer tics are normally the plague of mud box lack of CPU computing power.

Also Tics are not always the same length. Some are shorter others are longer, they variate a lot to prevent automated tic count. At best you can get an estimation of tic and this is where the skill of the player comes in.

I hope Z did not code something new cause of me. My tic catching is pure human skill with massive carriage return spamming intertwined with manual 30 sec reset (counter) button.

Already mind boggling the change of that very special potion to rare.

There goes one of my weapons.

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Zavero, that is not the problem, trust me. Lag is different thing and this is not.

Mya, a tick usually goes from +5 to -5 seconds. Here we are talking about +15 to +20 seconds. I don't know whether your realise how much that is. And not just that. It is like rounds pass slower to compensate this.

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If rounds pass slower its mud.

That is my point. I got no other lag. When I spam where I get no lag at all. But when I start moving, my moving speed drops, and since ticks become longer too, I believe that it affects everyone, so some of you must have felt it too.

It doesn't usually last much, just the whole mud feels slower than usual, which is not that bad because it is not lag actually. Things just happen slower.

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With 400 avaiable battle mana of course im sleeping in combat.

Cancelation,Sanctuary,Protective shield, DI, there goes 250 of your start up mana, just to make sure you don't go with with 1-2 hours buffs.

That leaves 400-500 mana to cast Path/Ray. That's 10-15 ray/paths. And some of that is for cure criticals...

That leaves 250-200 for a dashing escape.

Path/Ray is not very mana efficient.

If you are doing LACERATES damage (the minimum that i accept for casting them) you still are burning mana fast.

So to take down 1000 HP you will need 800 mana for ray or 600 mana for Path. Considering a average of 50 damage per Cast.

Sure it's easy when you can dispel and land those *** DEMOLISH *** or === DESINTEGRATES ===, but with the walking Armories this days, I am happy with LACERATES.

So you sleep for mana, and use what you can to pop non casting damage. Weapon, and steel Wall.

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