Died to Strongbox lag and suggestions so this never happens again
"This would not, in fact, be any different in the general case. Monsters (and other game objects) don't exist on the client until they're close enough to the player to potentially matter - this prevents several easily abusable client hacks that would otherwise be possible. There's no difference to the client between the monsters teleporting in from a long distance away or just spawning on the spot - in both cases the monsters did not exists and have now been created on the client. Strongboxes spawn monsters based on types that are already in the instance so that they're already preloaded, meaning in both cases the client would react exactly the same. The only potential benefit is in the case of rogue exiles, for which the base models are preloaded (character models) but may include some nonloaded cosmetic effects. If you're actually experiencing this on all boxes, and not only ones with exiles, then this isn't something that can be fixed, or even affected, by your proposed solution, as the lag must be related to creating the monster objects on the client, not the loading of their data. | |
"That spell has always, from the very first implementation, raised them over time, starting with the ones closest to the necromancer and working outwards -that wasn't changed, it's always done that. The change that was made was so that it wouldn't raise monsters that didn't have room to stand up, causing them to overlap, which had a bunch of negative consequences all over the place, including AI and pathing, and also served to reduce the total number of living monsters which was making the fight difficult. " There is absolutely no spawning happening when that mass revive spell is used - a dead monster and a living one are the same gameobject and have all the same data - nothing new is loaded when a monster is raised from death - any lag caused in this case is not due to loading monsters, because they're all already loaded. This is not equivalent to a strongbox. "This is partially true - the area around your character where things are active isn't continuous, but discrete, in terms of "tiles" that are each a square a bit wider than cleave's base radius. When you move, you'll unload monsters on one set of tiles you're moving away from and load them in on those you're moving towards, all at once. In general, this would involve loading fewer things than a strongbox, but this depends to some extent on how the monsters happen to be laid out. We are continually making improvements to how things are preloaded and preventing on-the-fly loading where we can. Last edited by Mark_GGG on Nov 30, 2014, 7:18:11 PM
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