Store
Subscribe
Recruiting the public's help for ArenaPvP Lag

MrStealYoFill wrote

Alright so first off I'm saying that this is just a random guess and I don't expect it to be this, but there is this "visual glitch" that occurs when you stay afk in the respawn screen after a builduhc match, where if you come back after being afk for a while you see about a million fishing lines from fishing rods around you. This might mean that these fishing lines are registered in some way maybe? Here's a screenshot from badlion tryhard of the visual glitch: https://twitter.com/BadlionTryHard/status/686211411089973248?s=09

How to recreate the glitch: go afk for about half an hour in the respawn menu screen after you die in a buildUHC match.


This is probably just a client side glitch
 0
PM Link
Wait, didn't the lag start when season 11 beta was released?
 0
PM Link
Idk if anyone mentioned this but maybe instead of the plain void in spleef, why can't you just make it lava?
 0
PM Link
Maybe you should take away the kits that not very many people play and put them into a different server and it might help.
 0
PM Link

Hairy_ wrote

Maybe you should take away the kits that not very many people play and put them into a different server and it might help.

No
 0
PM Link
Maybe the server gets lag spikes because so many people play and it has to generate a bunch of different maps all at once, which makes the server generation thing overload or something and cause a lag spike. I don't really know how any of this server stuff works so correct me if I'm wrong (I probably am)
 0
PM Link
@MasterGberry can confirm, doing /spawn and then dying before it registers triggers 2 match endings. Not sure if this causes lag, but there was a small spike after
 0
PM Link
When in skywars, you dig a hole where blocks should be, when the islands reset (the spawn islands dissapear) you have invincibility and the player can't hit you, it happens in other kits and sometimes it leads into a large lag spike
 0
PM Link

SkillAuraOnly wrote

can confirm, doing /spawn and then dying before it registers triggers 2 match endings. Not sure if this causes lag, but there was a small spike after

r3kt
I found it
 0
PM Link

MasterGberry wrote



The # of players on the server does not affect the severity of the lag spike, but it does obviously happen more often with more players on (since more people get bugged out).

Maybe make the player count to 750 again? youre so smart but couldnt think of that….
 0
PM Link
also reduce the number of maps…. people may complain but atleast it reduces the lag…
 0
PM Link
also make the spleef ground of just plain snow… you dont have to be fancy and make it so that a shovel can break dirt instantly. imo this is what is causing the lag.
 0
PM Link
also make 2 servers, 1 for UHC + spleef (and all that stuff) and 1 for pot + soup

that way all the lag would be distributed over 2 servers… it wont get rid of the lag but it will help.
 0
PM Link

VedExcellence wrote

MasterGberry wrote...

Maybe make the player count to 750 again? youre so smart but couldnt think of that….

Or bug could be solved and there could be same amount of players, maps, and fancy spleef stuff
 0
PM Link

ty_rex222 wrote

VedExcellence wrote...


Or bug could be solved and there could be same amount of players, maps, and fancy spleef stuff
idk man this was all i could suggest, i am not a coder or whatever..
 0
PM Link

VedExcellence wrote

ty_rex222 wrote...

idk man this was all i could suggest, i am not a coder or whatever..

I think the bug I found my be the solution :o
 0
PM Link

ty_rex222 wrote

VedExcellence wrote...


I think the bug I found my be the solution :o
is that sarcasm?
 0
PM Link

VedExcellence wrote

ty_rex222 wrote...

is that sarcasm?

no.
Look earlier in the thread.
 0
PM Link
ty_rex is right
 0
PM Link
@ty_rex222 I still don't know how to reproduce the error. I could reproduce the double match bug, which I already patched, but that's a different issue.
 0
PM Link
Thread is locked