ZOS_BrianWheeler wrote: »Just for clarity sake as well; when we talk about server performance, we're talking about when you cast an ability or use your weapon and it registers no damage/effects at all or rubber-banding.
ZOS_BrianWheeler wrote: »When talking about issues with the client; they're usually things such as FPS loss or dropped frames.
When talking about "lag" or situations where you push a button/click the mouse and nothing happens, that's server performance. Staying stuck in one place or all the sudden warping forward or backward (rubber-banding) is also server performance.
ZOS_BrianWheeler wrote: »We have been looking into physics calls on the server and the combat team is making adjustments to abilities to streamline the amount of calls they make as some were a bit...excessive. We'll be able to update you on those changes when the team is all done making those changes. The LOS changes had a very small effect on performance which is why we're looking at physics calls next. Population being spread between the three PVP zones has helped, but obviously server frames can still take a nasty hit as we've seen in Azura and other situations. The crew is still working on resolving these issues as fast as they can.
ZOS_BrianWheeler wrote: »We have been looking into physics calls on the server and the combat team is making adjustments to abilities to streamline the amount of calls they make as some were a bit...excessive. We'll be able to update you on those changes when the team is all done making those changes. The LOS changes had a very small effect on performance which is why we're looking at physics calls next. Population being spread between the three PVP zones has helped, but obviously server frames can still take a nasty hit as we've seen in Azura and other situations. The crew is still working on resolving these issues as fast as they can.
ZOS_BrianWheeler wrote: »Physics calls are anything where the server and client need to communicate player position updates via abilities (konckbacks, knockdowns, teleports, etc) and line of sight checks whether it's at the beginning of a cast or at the end of a cast (and sometimes both).
ZOS_BrianWheeler wrote: »We have been looking into physics calls on the server and the combat team is making adjustments to abilities to streamline the amount of calls they make as some were a bit...excessive. We'll be able to update you on those changes when the team is all done making those changes. The LOS changes had a very small effect on performance which is why we're looking at physics calls next. Population being spread between the three PVP zones has helped, but obviously server frames can still take a nasty hit as we've seen in Azura and other situations. The crew is still working on resolving these issues as fast as they can.
Of course spreading out the pop has helped... I could tell you how to eradicate lag forever : reduce the cap to 3 people per faction on each campaign and you'll never hear a complaint about lag again....
In the end I want the pop caps to increase back to the beta levels and to have decent server performance like we are capable of having on non vet campaigns.
Now it seems your engineers have been stuck on this issue for the past year, and even though I'm sure they worked hard for some fixes, their effects were barely noticed.
So maybe instead of waiting for those guys to come up with a fix (I hope they eventually find one), maybe, just maybe you could look into ways to get rid of the incentive to create lagblobs that spam aoe even when there is no one around and who are the main cause of the bad server performance.
When I say "you" it's a general message to ZOS, I know you are only in charge of PvP, even though I think PvP design could use some work as well. Redesigning keeps to have more flags for example, with one on each floor to force people to spread..
ZOS_BrianWheeler wrote: »Physics calls are anything where the server and client need to communicate player position updates via abilities (konckbacks, knockdowns, teleports, etc) and line of sight checks whether it's at the beginning of a cast or at the end of a cast (and sometimes both).
ZOS_BrianWheeler wrote: »We have been looking into physics calls on the server and the combat team is making adjustments to abilities to streamline the amount of calls they make as some were a bit...excessive. We'll be able to update you on those changes when the team is all done making those changes. The LOS changes had a very small effect on performance which is why we're looking at physics calls next. Population being spread between the three PVP zones has helped, but obviously server frames can still take a nasty hit as we've seen in Azura and other situations. The crew is still working on resolving these issues as fast as they can.
Of course spreading out the pop has helped... I could tell you how to eradicate lag forever : reduce the cap to 3 people per faction on each campaign and you'll never hear a complaint about lag again....
In the end I want the pop caps to increase back to the beta levels and to have decent server performance like we are capable of having on non vet campaigns.
Now it seems your engineers have been stuck on this issue for the past year, and even though I'm sure they worked hard for some fixes, their effects were barely noticed.
So maybe instead of waiting for those guys to come up with a fix (I hope they eventually find one), maybe, just maybe you could look into ways to get rid of the incentive to create lagblobs that spam aoe even when there is no one around and who are the main cause of the bad server performance.
When I say "you" it's a general message to ZOS, I know you are only in charge of PvP, even though I think PvP design could use some work as well. Redesigning keeps to have more flags for example, with one on each floor to force people to spread..
I always love how posts such as these get blatantly ignored by the dev team. It's embarassing really, and just goes to show they have absolutely no interest in sorting this problem which is actually the root cause.
Server obviously had a hard time yesterday (Azura - EU):
6 crashes in a row while it nevers happens otherwise, very high ping (999+) around 5pm, no addons, no pb with provider ... had to switch campaign: and... almost no lag on trueflamme.
And then again... Azura eu midnight... 400+ ping...
ZOS_BrianWheeler wrote: »We have been looking into physics calls on the server and the combat team is making adjustments to abilities to streamline the amount of calls they make as some were a bit...excessive. We'll be able to update you on those changes when the team is all done making those changes. The LOS changes had a very small effect on performance which is why we're looking at physics calls next. Population being spread between the three PVP zones has helped, but obviously server frames can still take a nasty hit as we've seen in Azura and other situations. The crew is still working on resolving these issues as fast as they can.
ZOS_BrianWheeler wrote: »Physics calls are anything where the server and client need to communicate player position updates via abilities (konckbacks, knockdowns, teleports, etc) and line of sight checks whether it's at the beginning of a cast or at the end of a cast (and sometimes both).
ZOS_BrianWheeler wrote: »We have been looking into physics calls on the server and the combat team is making adjustments to abilities to streamline the amount of calls they make as some were a bit...excessive. We'll be able to update you on those changes when the team is all done making those changes. The LOS changes had a very small effect on performance which is why we're looking at physics calls next. Population being spread between the three PVP zones has helped, but obviously server frames can still take a nasty hit as we've seen in Azura and other situations. The crew is still working on resolving these issues as fast as they can.
You are simply picking at little things that have zero chance of fixing the fundamental issue - zergs spamming abilities. As long as the combat and skill mechanics reward large (30+) groups running in tight balls and spamming AoE abilities, the game is going to lag.
I know you don't have direct control over combat and abilities, but maybe whoever does needs to address that. Otherwise, you might as well change your user name to Don Quixote.
Hello @ZOS_BrianWheeler are you also looking at the FPS Drop issue? I've changed nothing about my game and I never had this issue prior to the IC update. When you can run around with 100 FPS and have it drop to 1 in a huge battle, it's a real problem. It does this when using or not using Addons also, so it isn't an Addon issue.