A lot of people are talking about ‘lag’ but, if you type “//ping” it will tell you your network latency in seconds.
Even during periods of heavy “lag” where NPCs become unresponsive and nothing can get done, my network latency is usually still around ~0.100 ( or 100 ms) which is really not terribly bad.
I’m suspecting, the problem has to do with inefficiencies on the server-side code, where it is taking way longer than it should to process requests.
Let’s say it take 50 ms for your game client to send a “Player talked to NPC and turned in quest” event. The server then has to do some processing and then send out an outcome for the game client to display and then send the result back (takes another 50 ms). The problem is if this “processing” step takes too long then under the condition where a lot of people are asking the server to churn out some results for “Player talked to NPC” events, the server just cannot keep up.
What players should do in the short-term:
The best thing to tell fellow players is to only perform actions once! Don’t try to talk to the NPC again or turn in the quest again, that just causes more messages to be sent to the server, further increasing its workload. Perform an action and then wait! It’ll eventually get done… (we’re experiencing some of this as I speak… server just took ~6 minutes to respond to a quest turn in >_<)
I’m thinking imc really should in the mid-long term look into a major refactor of their server-side code…
In the short term, they need to throw more server power at the problem unfortunately, get more channels up