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Showing content with the highest reputation on 05/17/2022 in all areas

  1. One of the most common complaints in Nin Online is lag. It's the same for any online game. Common complaints come with comparisons to other games and/or with insults in it - things like "fix your server" are also thrown about a lot. Why games like WoW and Runescape don't lag as much? They do. The typical connection to a WoW Server is anywhere from 50ms to 500ms+ depending on what server you play on. https://www.mmo-champion.com/threads/724514-What-is-your-average-latency-in-WoW#:~:text=Average latency%3A ~20 ms. https://us.forums.blizzard.com/en/wow/t/what-is-the-maximum-acceptable-latency/276360/2 Isn't it because server application is poorly coded or spaghetti code? This is how Nin Online runs when you connect from local host. As you can see, the ping fluctuates between 2-15ms. Near the theoretical limit. Nin Online's server is modern, lightweight, threaded and utilizes a very powerful low-level networking library. Most of the game's visuals run on the client which allow for instantaneous response times, for example in movement, and is then "validated" on the server and corrected if it was illegal (to prevent cheating). Is it because you're running it on a cheap dedicated server? It's an expensive, gigabit internet, unlimited bandwidth, 32gb Ram. With 75 players online the server application is only utilizing 1.7% of the server's CPU and 1gb/32gb of the dedicated server's memory. So why do I lag? The game's dedicated server is located in North America, near the border of Canada and the US. The reason it is, is due to the majority of the English speaking world being located around that area. The majority of the existing player base is also located in the US and Canada. This is a heat map of our paying userbase. Unfortunately, there are physical limitations of how optimized we can make the server. We could theoretically shave off another 10ms of ping with micro-optimizations, but the majority of what is being felt by people with the worst ping is due to... ISPs cheaping out on Sea-cable access routes & throttling certain connections To understand ISPs and sea cables read https://edition.cnn.com/2019/07/25/asia/internet-undersea-cables-intl-hnk/index.html https://nordvpn.com/blog/what-is-bandwidth-throttling/ https://www.quora.com/Why-do-Internet-speeds-vary-between-countries Don't take my word for it, this is a video by NoPing, a company that uses dedicated servers to create a virtual tunnel, a more direct access to our game servers by bouncing packets between it's servers with good access to sea cable routes towards any location. videoplayback.mp4 A lot of players tell me they use software like NoPing, ExitLag etc. to get better Ping, without understanding why it works. But once you understand how it works, you should come to the realization that the only way it could possibly work is if you don't actually have the best sea cable routes you could. How else would a VPN make things faster? Distance between the server and you and the physical limitations of material sciences You can use tools such as https://wintelguy.com/wanlat.html to estimate how much latency you should feel across distances. This is not taking into consideration the quality of cables and how indirect the routes might be. It's graphical lag, not Latency Lastly the a common complaint is people misunderstanding what they're experiencing. If the game is hanging visually for a second and no input can be made. It's graphical lag not Latency/ping/network lag. I don't lag in X game and Y game You're most likely talking about some game that has localized servers, or a different server architecture. Games like Minecraft and Fortnite. You might also be talking about games where there is no server authority. https://doc.photonengine.com/en-us/bolt/current/troubleshooting/authoritative-server-faq If you're talking about WoW or another MMORPG. Most likely those games aren't fast-paced combat games, they usually hide the clunkiness behind mechanics that don't reveal lag. Like standing still and casting for 3-4 seconds for a spell in WoW. My connection to the server Lastly, I'd like to say that my connection to the server is around 240ms Before we rewrote the server, it used to be around 500-800ms. So that's how far it's come. If we use the tool I mentioned earlier to calculate what latency I should have... https://wintelguy.com/wanlat.html We only need to assume equipment latency of 49ms for it to be the theoretical speed limit. And that's assuming that I have the world's most direct sea cable path straight to the server. Most likely, my ISP is sending my network packets to some part of the US and then to Canada. And I'm from the country with the world's best Internet connection speeds. What does this mean? Not much, just means we really can't do much to make your connection better to Nin Online's server at this point. The next way we can do it is by localizing it to more regions, but that's a whole different topic. I dare say at this point, Nin Online's server runs faster than server software developed by many AAA game companies in the 2000s, a lot of credit to just technological advancements.
    6 points
  2. Just a quick video I cooked up when chilling in leaf.
    3 points
  3. Added Animated Grass to Edge of Fire map. Fixed Bears spawning in unreachable player in Forest Near the Ledge map. Fixed the following bug reports Ukiyo Traditional Robe art bug Light appearing at top left of screen bug Fixed /ignore not working Changed how Glacier Bear works to make it less irritating thereby fixing this Fixed Poison and other DoTs causing Cloak of Invisibility to break Fixed some enemy jutsus breaking through Substitutions and still dealing damage Fixed mud river technique and other knockback jutsu not knocking back when weapon is equipped Changed how Hawk Summon Jutsu function to alleviate issues Also made the Wild Slashes from Hawks red to distinguish it from Sword Master's yellow wild slashes. Fixed client-side issue causing character movement to freeze up for awhile when you try to cast a jutsu that you're not using the right weapon for Fixed client-side visual bug that showed stats decreasing instead of increasing when you had more than 3 buffs on at a time Fixed visual UI glitch Fixed visual glitch on the shadow of Tigers Fixed HP Bar Bug where ex-Team members HP Bars didn't render Fixed bug where Beast Slayer Title was given to people who hadn't finished the Mission or killed the Kuraken Added confirmation messages for when you ignore or unignore a player
    3 points
  4. “The Balance Team accepts that some mistakes have been made in the last patches and in our rush to push out a patch following the buff/debuff stack bugfix. A few things have been overlooked and this patch aims to fix those. This will be the last major adjustment patch for Wind/Med until we’re ready to discuss Water/Bubble and Earth masteries and push those changes later this month/early June. Thank you for your patience during these rapid changes.” Wind (Str) Mastery Slashing Tornado Technique cooldown time increased from 16/15/14s to 17/16/15s Slashing Tornadoes Technique cooldown time increase from 16/16/14s to 17/17/15s Wind Mask Technique cooldown time increased from 15/13/13s to 18/18/16s Wind Cyclone Technique cooldown time increased from 23/22/22s to 24/23/23s Crystal Fan Level Requirement decreased from level 55 to 50 Crystal Fan Melee 500ms Stun effect changed to 300ms Snare Blood iron Fan Level Requirement increased from level 50 to 55 Blood Iron Fan Melee 500ms Stun effect changed to 500ms Snare “After making the Fan Mastery all shiny and new, we wanted to see how the current cooldowns played out with the kit being able to use these jutsus very successfully together at relatively low cooldowns, so we’re making small adjustments to give Fan some downtime and counter attack opportunities after its very fluid snare flowchart, which it’s high level fan melees are now apart of, which forces opponents to save a well timed flicker for escapes.”(with a clear CC increase from Crystal fan to Blood Iron Fan) Medic (Int) Mastery Antibodies Activation Intellect Requirement increased from 15 to 35 Rank IV Poison Debuff duration decreased from 12s to 8s Poison Cloud Technique cooldown time decreased from 22/22/21s to 18/18/17s “The change to poison cloud change was a question of ‘How much DoT damage is healthy to load onto the back of a single jutsu now that debuffs can’t stack?’ And the correct answer was definitely not 60 damage so it's going to tick one less time. After its buff/rework, Antibodies is now too strong to only require 15 Int to use.” Weapons & Ninja Tools Bubble Prison Technique (Poison) Snare Duration decreased from 2000ms to 1600ms Poison Kunai’s Snake Poison Debuff changed to 8s duration, 4s interval, Take 4 HP per tick “All poison debuffs now universally last for 8 seconds and tick twice, this separates their function from bleeds and burns. Seathorn pipe snare duration is currently too much value on a single melee when combined with the reworked poison debuff ticking for more damage sooner.”
    1 point
  5. @Defend our Territory! @Hunt/Mission @Raid Gathering @12 Guardians nerdy sandie called Daizo chiiling at scroll shop
    1 point
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