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Neverwinter Wiki
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Lag, Network, and Server Issues
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Lag, Network, and Server Issues
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==Server Load== Also known as the server "tick rate"<ref>[https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Servers that Support Tickrate]</ref>. This is the most important factor, and the cause of most network issues. When people activate powers, or load into instances. For example; the client sends "Activate Icy Terrain", the server needs to verify it's not on cool down, because the server shouldn't trust client data (this is done to avoid exploits and cheats), then calculate the distance of every mob in a given distance from the user. If the mob is in the distance, apply all the effects and the chain of effects (e.g. debuffs, skills, life steal) or everything that can be triggered. This happens per mob, per skill, per player, and grows exponentially the more elements there are in that vicinity. This has nothing to do with the network or client computer, it has only to do with the server hardware, code optimization/complexity and input length or iterations. These calculation are done also in 'frames', it can't flow continuous, players send their action, the server calculates changes, sends results to the players about their current state. :'''Somewhat simplified:''' ::*player/s sends action/s ::*server calculates effects ::*server sends new state to all players. This calculation is done many times per second, usually to create a smooth experience for players it's done at least 30 times per second, and better yet, 60 times per second and higher. Now imagine there is a power that triggers a second power that triggers another power, and all done by 40 players, while you hold the move forward key; ::*player/s sends action/s - a lot of players, so we have several actions in the same "window" ::*server calculates effects - a lot of actions cause a lot of cascading effects, lets assume this takes half second. ::*server sends new state to all players - The issue comes here, your client renders things, but the server now updates you a change that took half second (500 milliseconds) to calculate, eternity in terms of frame rate, and the same as playing at 2 FPS. While there is no lag, and you have top-notch computer that can render every effect at maximum quality at 100 FPS, you just rubberband like crazy back in time. {{dialogue|Possible Solution| Early in April 2018, to reduce server load in ''Champions Online'' instances that allowed 50 players was capped to 35 per instance. This can be [https://www.arcgames.com/en/forums/championsonline#/discussion/1210877/release-notes-4-12-2018 read here] under the bold paragraph "Giant Monster Week is on!".<br> April 2019, Neverwinter Module 16 reduced the instance cap for Protector's Enclave from 40 to 20 players per instance. This area being a main hub never has battles. This may have been done to reduce lag during event quests. }}
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