TLDR

If you aren't a dev or don't want to read all of this, here is what happened: Destiny Games runs on a language called Skript. Our Skript systems are normally quite efficient, as seen in Wipeout at the end of the event, but in the cases of the lag seen on the streams we had a lot of inefficient systems.

Void Hunters

Void Hunters was one of the most, if not the most, laggy game of Tester 4, with it crashing the server. But luckily we now know why. Void Hunters was looping over 1600 blocks every time someone broke a concrete powder. I'm not kidding, it was that bad. The main reason for it being coded this badly is that Void Hunters was coded nearly 2 years ago by Skye as one of her first games. You'll all be happy to know this has already been fixed and we'll be stress testing in the coming days. We've also added more of what we call "Stop Checks". These check to see if the /event PANIC command has been triggered and stop the game.

Cosmic

Cosmic's lag is a similar point: basically there are way too many things happening at once. For Cosmic, the case was way too many variables being set at the same time. Because of this the server did something called hanging, where it stops doing anything because it has too much to do. Sounds like me. This is being fixed by Squid right now. We're also going to add in a new x3 loot pool, which we have redone about 10 times now.

Speed Through Space

The lag in Speed Through Space is basically the same. STS is built on the same framework as Cosmic; at checkpoints and starting the race, way too many variables are being set. Should be fixed by a simple timer and checkpoint rewrite.

Overall

The lag in the event is very fixable. Yes, it will take us some time, but as far as issues go this isn't the worst we've faced. The event should resume pretty quickly. Thanks for reading.

Also, Wipeout worked

The one game that ran perfectly was itsasquid2's game "Wipeout Rush", so good job itsasquid2.