Acknowledged Laggy server

Please fix your servers finally..... They are too laggy... And no, its not our internet connection's fault....

You are ruining the whole game like this by destroying our operations with the timings....

We tolerated so many bugs but we cant play with this...... We had a precious chance and cause of the laggs it is ruined...
 

Arci

Community Manager
Grepolis Team
Our server monitoring tools didn't detect anything out of order tonight (just a minor slowdown between 21.50 and 22.00, but I think it was unnoticeable).

Could you please better describe what happened, in which world and at what time approximately?
 

S.G-1

Cerberus
not always is a problem of "servers" lags can be affected on highway to server ...
depend of transit circuit ...
try in next time to trace a connection to server .. "tracert.exe from windows"
other way in this same time make trace from another independed connection ( mobile phone ) of course if its in another network / operator than Your main ISP
 
It's a general problem that most of us have it.... We are lagging even when we build the cities. with or without the scripts....

3am server time, we made an operation to the portal of the enemy team.... The player left the alliance and he had almost 30 sec to join another alliance in order to have an alliance slot for the temple...

Last attack to have the buffs from the temples of the first alliance was today at 02:59:34

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And it was enough space to join the other alliance.... But...............:

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Another problem is that when there is an operation running from us or from another alliance the whole server laggs and especially the defender.... Similar complaints did the BAD GRAGAS to us and they were thinking we were doing DDOS to the servers.....

And for the timings, its the first time i see from 36 to through you to 08.... :mad:
 

peterzazou

Cyclop
Hello
Today around 15 00 was an update in the server.
from that update we dont know what happent but we lost a city that something went wrong.
This is the order of the defence but when we attack back the colony look what was inside.
Please return the city to our player if you want to keep the game in fair rules that you always say.
We hope this didnt happent from human .
This is the report of attack we send but the deffence in the town are far more then they have to be normally taking the consideration of the support they get in with and after the Cs and before the attack
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@Arci: The general problem is the high number of bonuses and effects active at the same time on zz16 (and the sheer number of additional calculations running in the background for each troop movement/action).

The first alliance bonuses of the Grepolympia event were earned while the long-term community bonuses of the Spartan Assassins event were still running. There was (and still is) an event shop available, and at the same time we have several new and additional effects (and spell modifications, etc) granted by the small and large temples, also accumulating with each of the endgame phases).

These last two weeks the game has become slower and viscious on zz16, and of course we experience those issues especially during some of the bigger ops where lots of movements are involved. Sometimes reports are coming in with considerable delays, attacks/support do not arrive as scheduled in the command overview, and there are also delays in other actions (such as switching from one alliance to the other, see above...^^) or activating militia, sending troops, withdrawing troops, etc. I wonder how the game will "behave" on OIympus live worlds where there are 300 small temples, and each alliance can hold up to fifteen of them, in addition to the too many events with too many bonuses we have anyway.

It´s the old story: The game tolerates much ballast (bonuses, troop reinforcements, lots of additional background calculations, all kinds of "cool" additional effects) as long as we don´t try something completely unreasonable: Playing the game...^^
 
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