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Cross healing maybe be one of several contributoring factors to lag in Cyrodiil.

Thevampirenight
Thevampirenight
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Should Test 5 be added in as the perma solution? is this poll.
Should the Fengrush solution be implemented?
Here is a video where he talks about and shows off examples of why cross healing causes the lag and why it causes more strain then damage abilties.
https://www.youtube.com/watch?v=nO-NLBjSO1U
second poll option I should have said test go live permanently. The reason why I worded it that way because those that say no to this is basically asking them to game performance killing calculations caused by cross healing. Removing the cross healing looks to be what is and the only solution to fixing the majority of lag issues. Fengrush was 100% on the ball when it came to that issue and guess what he was 100% correct that it was a big factor, along with ball groups.

Edit: sorry if the poll is a bit biased, I'm just tired of things getting worse for the players and hoping they get a real solution for everyone. But I know one thing for certain, to fix this either requires them to put much more resources and keeping them up for the servers which costs money. Which I doubt will happen. Or there is going to be some type of sacrifice people may not like. To get performance back to a good place. But I know to do that will require a sacrifice that people will not like at all. Its either bad unbreakable performance or they add in something that helps but people might be upset with. There is no other alternative then those things. Sure they can do something unorthodox and maybe it will fix things but its unlikely that will ever happen.
They are needing to address the most calculating things this game does that causes it to lag like it is now and healing is one of those things. HoTs and purges is another. Sets I think contribute as well. there is way to many of them and to many have powerful effects.
Edit: I had really hoped this weeks healing test would have fixed a lot of it. But it seems like its more fixed. Results I'm getting at by looking at all the responses.
Edited by Thevampirenight on 9 October 2020 05:28
PC NA
Please add Fangs to Vampires.

Cross healing maybe be one of several contributoring factors to lag in Cyrodiil. 159 votes

Yes
42%
Solarikendaryl.rasmusenb14_ESOAlendringresiacSarousseproteinexekwisatzDaviiid_ESOkyle06239ub17_ESOkojouOmniDotplink3r1Talwyn_AurelianoJeffrey530DestaiCompletelyToastMindcr0wLadyNalcaryaMyNameIsEliasMirelaUmbrella 67 votes
No, I'd rather the game be overburdened and laggy then have this test go live even if it kills the game and destroys it with overburdening calculations.
16%
CireousMoloch1514AsysAnentetXuhoraDaddySkoalOhtimbarFischblutTyhargp1680SydneyGreyThanos7895mikemaconsau02adgKalik_Goldgepe87Raideenx48rphWildRaptorXLegendaryOaks 27 votes
I'd rather another test they did be implemented.
6%
GilvothDTStormfoxSimen.askeland89b16_ESOLADYKiLLERBuboshSpiderKnightSeminolegirl1992PajorVictor_BladeInspiral808BangX 11 votes
Other.
33%
vailjohn_ESOJoy_Divisionpauld1_ESOdcam86b14_ESOVorpanIselinanitajoneb17_ESOidkks888LarsSBRogueNZTavore1138JeremydsalterCaffeinatedMayhemshockjockeyTaleof2CitiesLettigallParasaurolophusTBois 54 votes
  • relentless_turnip
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    I think it's too early to tell and pc EU is still really bad, though instantly better when ball groups log off... It should definetly be part of the overall solution, but I still think we need a full skill audit and make as many single target as possible.

    Please reduce the effectiveness of proc set stacking as well, its not fun at all...
  • Rungar
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    reducing group size to zero is the only fair measure and there are very good reasons for it.

    if you limit healing to groups only then organized groups will become far to powerful vs non organized groups, which will lead to more organized groups but at the same time will drive many casual players who just like to hop in out of pvp since going foward they will likely be constantly facing organized groups.

    considering that next month there will be new alternatives for transmutation stones i dont think its a very good idea to enhance already powerful groups while taking the feet out from under more casual pvp players.

    after a little while youll end up with a few dominant groups going around cyrodiil trying to avoid fighting each other and all the transmutation hunters moved off to greener pastures.

    dont believe? just discontinue tier 1 transmutation rewards in cyrodiil and see what happens.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    So Healers are the cause of the lag?

    Well good thing that ROTPO is coming out.
  • Thevampirenight
    Thevampirenight
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    I think it's too early to tell and pc EU is still really bad, though instantly better when ball groups log off... It should definetly be part of the overall solution, but I still think we need a full skill audit and make as many single target as possible.

    Please reduce the effectiveness of proc set stacking as well, its not fun at all...

    The changes they are making plus this test show what needs to be done, they know what needs to be done here.
    Reducing Group Size and removing the cross healing unless in a group. Biggest fix to lag in Cyrodiil.

    I know Zenimax has been doing things, for example with the Buffs and Debuffs, what they did was change that and how that works and that will go live, what this will do is prevent it those buffs and debuffs from stacking at least. that would help if added onto the group size reduction and removal of cross healing.
    Plus the changes they did last update with sets that effected other players to work only in groups that will help.
    Reducing stacks in general should be done with sets and abilties, that way there is less calculation so I do agree they need to address that as well.

    The game servers just cannot handle the amount of calculations they put out. It is the issue and anything they can do with that to reduce the number of calculations even if it sacrifices soo healing in Cyrodiil should be done. There as it is way to many calculations and most of the issue seems to be cross healing so those calculations are doing the worst on performance. The sooner they address this the better off game performance will be.
    PC NA
    Please add Fangs to Vampires.
  • Starlight_Whisper
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    A
    So Healers are the cause of the lag?

    Well good thing that ROTPO is coming out.

    A new way to blame the healer
  • fred4
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    Not (yet) convinced this is helping much.
  • idk
    idk
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    The poll is pointless as we can only provide our opinions without any real data to base it on. I am not saying Fengrush is right or wrong, just that any answer of yes or no is not an informed answer. Just look at the forums, there are so many suggestions as to what the real issue being Cyrodiil's performance is and they are all just as valid as the answer of yes or no to this poll.

    I just read the answer for no. Could we make it more biased (which leads to the poll being even less worthwhile)?
    Edited by idk on 7 October 2020 00:00
  • Thevampirenight
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    So Healers are the cause of the lag?

    Well good thing that ROTPO is coming out.

    Yeah it looks to me like yes Healers play a huge part of the lag, the cross healing basically effects so many players and each one effected is another calculation going off and worst is those heals stack on top of one another. Then the way it does the healing that also is a big contributor.
    Not to mention healing and heal stacking, not only can reach so many players it can prologue fights to the point that it creates lag sinks. By removing cross healing what they will do is basically reduce like for example many of the overbearing calculations that are caused by healing alone. By having to be in a group to heal.

    That would reduce the number of calculations as only that group is effected by the heals and not everyone outside of it that follows a group. So say you have two groups of twelve and like 25 solo players, those groups are not healing each other or all those tag along players. By removing the cross healing they remove the biggest contributor to Cyrodiil lag.
    So its not aoe that is the cause its the healing that is causing a lot of the problem.
    Edited by Thevampirenight on 7 October 2020 00:03
    PC NA
    Please add Fangs to Vampires.
  • EdmondDontes
    EdmondDontes
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    Can the OP explain why things worked so much better from 2014 to 2018 with cross healing and population caps at least double what they are now?

    I'm pretty sure they just need to put the game back onto servers that can support it.
  • EdmondDontes
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    fred4 wrote: »
    Not (yet) convinced this is helping much.

    It's not really. As soon as you get near a ball group everything is the same as it was before, and even solo there are still major lag spikes. (with that said, this has been the best performing of the "tests" thus far)
  • Vevvev
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    Healers are not the problem but with how smart healing is probably calculated. On every cast the server does a lot of calculations to figure out who does and who doesn't receive the heal, and when spamming large AoEs like Purge it also has to calculate which harmful effects are removed as well as hit detection to see who is in range.

    Why coordinated groups and massive zergs absolutely crush performance when they give it their all. Server can't keep up and ends up slowing down it's clock to process every action. Since the server's clock is slowed down you can't cast abilities because it's impossible to go against the global cool down. Also explains why a vampire in heavy lag can sprint for far more than 3 seconds and still not turn invisible. You're going off what the server is saying is 3 seconds.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Czekoludek
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    [Quoted post has been removed.]

    Yeah but this test was his proposition and after he mentioned that on stream forum was full of ppl who spam about this new test possibility. So you can laught about worshiping fengrush but it is probably because of him, zos didn't even consider this in their first tests that were announced.
    Definietely the best test lag and gameplay wise but performance is still bad. So I think this group thing is one of the reasons why performance is poor but there is a lot more.
    Tbh at this point i'm not even shocked that idea proposed by player is way better then what zos proposed at the beginning as devs clearly don't know how their spaghetti code works and what makes the game successful and healthy
    Edited by ZOS_GregoryV on 7 October 2020 01:04
  • emilyhyoyeon
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    literally all I ever did in pvp since I started playing this game is heal people who I'm not grouped with XD
    IGN @ emilypumpkin
    Tullanisse Starborne altmer battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
  • Chaos2088
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    Biased poll much? Lol
    @Chaos2088 PC EU Server | AD-PvP
  • volkeswagon
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    That would explain why I don't have lag in Cyrodiil because I play solo and there is no healing going on.
  • Thevampirenight
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    Can the OP explain why things worked so much better from 2014 to 2018 with cross healing and population caps at least double what they are now?

    I'm pretty sure they just need to put the game back onto servers that can support it.

    The problem is the game is growing more players are playing it and we just have two mega servers for each platform.
    They moved so many calculations to server side to remove cheating and I'm guessing as well to add Stadia in. So the servers are doing all the combat calculations and not the client. lag has been a problem its just its gotten a lot worse over time.
    People think the old days of lag are better then todays. I suspect a lot of contributors to why the server can't handle as many calculations is the servers have to do way to much, it has to load in monsters, it has to load in the landscapes, it has to do all the storage when it comes to stuff like ui stuff like the costumes, outfits and stuff like that. Then all the achievements that are not account wide but more character wide.

    The new sets collection thing for the account would remove so much unneeded inventory clutter allowing you to safely delete stuff. Which should help when it comes to inventory management and allow the servers to store less on the database side.
    The gist of what needs to be done.
    1. Reduce Calculations obviously, and the cp system to be less impactful on performance.
    2. Making achievements account wide and also make all those books and letters you collect for Eidetic memory account wide. This will remove a lot of achievement data that needs to be stored per account and by making the memory Eidetic account wide as well they can reduce the number of books in the database that has to be calculated by eidetic memory. Doing this would allow for them to add in many more character slots too. As it would reduce all that stuff that needs to be stored on their databases.
    3. Condensing down the materials needed to craft things. This means like each style has their own unique way of building it. What they need to do is this, the more Daedric type armors that are crafted use daedric hearts. Reachman, Bosmer and other types of armors that use more of a bone theme use bones. By removing all the unneeded regents and condensing that down so each motif uses a shared regent one needs to craft that style, they can in fact reduce the worst of the clutter.
    4. Making the older dlcs just base game after so long especially the dungeon dlcs. Since they tie into the group finder and that causes issues I'm certain. That would help remove unneeded calculations and help with number 1.
    5.Outfits, instead of making them just one per character then buy ten each character, which is expensive they have one for each character slot you have, plus the ability to unlock ten more for your account. Why do this is that would help with not having to store all that information. So basically if they add more character slots and you buy one you get one more outfit slot. So got 17 characters you have 17 outfit slots plus the ability to make ten more. Since its account wide you can have the same outfit for multiple characters.
    6. A cap on the Eso Plus crafting bag, a high one like 5000 or 7500. This would at least help make it so its not an infinite storage bag with unlimited storage for regents you forget about. Plus there is possibly people with tens of thousands of regents just sitting in their left abandoned. That would either get people to storage it somewhere on alts or just delete the excess or sell it.
    7. Account wide mount feeding removing the need to have that data for each character and just having one version of the mount feeding system then one for each character that would not only be beneficial to reducing space but also be very alt friendly.

    So if they were do all that I think it would help the servers and allow them to perform better then they are now. Plus it would allow the servers to handle many more players that are playing the game now.
    Edited by Thevampirenight on 7 October 2020 01:55
    PC NA
    Please add Fangs to Vampires.
  • BRogueNZ
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    Other.
    Apart from the changes (not being able to heal someone and the cost changes etc) nothing has chnaged.
    Skills / ults aren't going of, pots aren't popping, melee HA are out of whack
    So no, it hasn't improved performance in my opinion

    This poll smells very orc fan boy
  • volkeswagon
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    I'm confused. With all the testing and trying different things Zos has done over the last few years to improve performance doesn't that contradict the statements of forum users that Zos doesn't care and doesn't listen.?
  • Thevampirenight
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    Czekoludek wrote: »
    [Quoted post has been removed.]

    Yeah but this test was his proposition and after he mentioned that on stream forum was full of ppl who spam about this new test possibility. So you can laught about worshiping fengrush but it is probably because of him, zos didn't even consider this in their first tests that were announced.
    Definietely the best test lag and gameplay wise but performance is still bad. So I think this group thing is one of the reasons why performance is poor but there is a lot more.
    Tbh at this point i'm not even shocked that idea proposed by player is way better then what zos proposed at the beginning as devs clearly don't know how their spaghetti code works and what makes the game successful and healthy

    I don't worship him but I do give him credit where its due, and this test has done more then any of the other tests going by what players are saying here on the forums. Now its certain the biggest issue that is boggling it down right now is the cross healing and group size. Yes there is still a ball group problem but at the same time. Reducing the one makes the other more manageable . They do need to find ways to reduce the performance impact caused by ballgroups. But ballgroups shouldn't be punished for playing well as a team. Its just they need find ways to manage the issue caused by them playing that type of playstyle.

    Once they find a way to address the ball group problem, then it should become much better for everyone in Cyrodiil with a lot of reduced lag and performance issues.
    They can fix it but it will take a sacrifice of the cross healing and reducing group size. Once they add this in then they can make actual progress on the other performance things boggling down Cyrodiil. Maybe it won't be 100% fixed but I think they can address the majority of it.
    Edited by Thevampirenight on 7 October 2020 01:18
    PC NA
    Please add Fangs to Vampires.
  • luen79rwb17_ESO
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    Aww so cross heal is an issue because those heals save many casuals and solos from their small ball-group...! Cross heal is an issue, big groups were an issue, AOE Caps were an issue... Anything that doesn't fit their style or counters it, is an issue! What's even worse they want to force everybody into small groups too.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • FENGRUSH
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    Just wanted to add to this thread a little. I've watched the forums for how people find the tests and been in there myself. The later part of the week well be able to see more at least on NA environment. Bigger fights, more guilds. And likely more lag.

    I think this test alone wont 'stop lag.' Frankly none of them may, which is another issue. But this test doesnt include ruling out layered HoTs and purge. It's another issue that creates high end survival with tons of calculations. Even a 12 man with 5 radiating regens on each person is 60 HoTs ticking per second on one group. Strongest version of a heal should be the only one ticking. Thatd be a max of 12 radiating ticks per second from that group instead.

    This does a couple things. Obvious reduction of calculations but behavioral approaches change. As it stands now all of the organized groups that do well stack best versions of heals. In fights, this the majority of healing done. Actual healer roles do not heal the entire group when they're taking large amounts of aoe. This creates situations where they can play differently, absorb damage efficiently, and cause more calculations. In conjunction, there is purge spam, sealing the deal on high survival.

    Organized groups can and do dominate because of these things. Limiting purges is something to consider, but first limiting single unique HoTs is something I consider a must. I wish it was happening with this current test. Perhaps the devs could run that test down the line.

    Ball group design is a smart minmaxed design. Its causing lag, and frankly HoT doing most of your healing isnt engaging gameplay. Healers should shine for their effectiveness in positioning, responding, and healing in group pvp settings. Not spamming purge while hots do the work and occasional burst heals as needed. That's my take anyway.
    Edited by FENGRUSH on 7 October 2020 01:39
  • Thevampirenight
    Thevampirenight
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    Aww so cross heal is an issue because those heals save many casuals and solos from their small ball-group...! Cross heal is an issue, big groups were an issue, AOE Caps were an issue... Anything that doesn't fit their style or counters it, is an issue! What's even worse they want to force everybody into small groups too.

    Well I'm neutral on this one I don't do pvp in Cyrodiil as much.
    The thing here is that there really is an issue with performance. Certain playstyles in fact contribute to this. Why because the servers are not infallible and they just cannot handle it. The servers can only keep up with some of the playerbase play styles.

    They need to change how healing works and reduce the impact it has.
    1.They make it so heals don't stack, that is a big thing they need to do. They need to make it so purges don't stack on top of one another either and they need to rework that ability.
    2. They need to reduce group size.
    3. They need to rework the Cp system to reduce the impact it has on performance.

    So there is areas that need to be addressed, removing cross healing is a good step towards the fixing the performance and yes its going to require a sacrifice. But can we handle it? yes we can. Will we be better off for it? Yes we will be better off with this. Will people like it, more mixed there will be those that don't like this at all. But there are those that might see the need in this. I see that they do need to do this and yeah its going to be painful for some playstyles but people can adjust to it.
    Its going to take a lot of work on Zenimax to address this issue. This will be a big help, but like Fengrush just said above these tests alone won't fix the whole problem.
    I'm not saying that this will fix the issue, but will it help.
    But like I said this game is growing and they add so much to it. That they need to condense the game, condense the calculations. Reduce the impact of these calculations and remove unneeded calculations. Reduce unneeded inventory and database clutter and make things better for the player base, database, servers and client. Then address the HoTs I'm not to familiar with that but I know purge has an impact. So yeah those things do need to be addressed, but my opinion everything that can be done to fix most if not all of it should be taken. Actual solutions and not just putting duck tape on it.
    Edited by Thevampirenight on 7 October 2020 01:58
    PC NA
    Please add Fangs to Vampires.
  • eKsDee
    eKsDee
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    Can the OP explain why things worked so much better from 2014 to 2018 with cross healing and population caps at least double what they are now?

    I'm pretty sure they just need to put the game back onto servers that can support it.

    The problem is the game is growing more players are playing it and we just have two mega servers for each platform.
    They moved so many calculations to server side to remove cheating and I'm guessing as well to add Stadia in. So the servers are doing all the combat calculations and not the client. lag has been a problem its just its gotten a lot worse over time.
    People think the old days of lag are better then todays. I suspect a lot of contributors to why the server can't handle as many calculations is the servers have to do way to much, it has to load in monsters, it has to load in the landscapes, it has to do all the storage when it comes to stuff like ui stuff like the costumes, outfits and stuff like that. Then all the achievements that are not account wide but more character wide.

    The new collections for the account would remove so much unneeded inventory clutter allowing you to safely delete stuff. Which should help when it comes to inventory management and allow the servers to store less on the database side.
    The gist of what needs to be done.
    1. Reduce Calculations obviously, and the cp system to be less impactful on performance.
    2. Making achievements account wide and also make all those books and letters you collect for Eidetic memory account wide. This will remove a lot of achievement data that needs to be stored per account and by making the memory Eidetic account wide as well they can reduce the number of books in the database that has to be calculated by eidetic memory. Doing this would allow for them to add in many more character slots too. As it would reduce all that stuff that needs to be stored on their databases.
    3. Condensing down the materials needed to craft things. This means like each style has their own unique way of building it. What they need to do is this, the more Daedric type armors that are crafted use daedric hearts. Reachman, Bosmer and other types of armors that use more of a bone theme use bones. By removing all the unneeded regents and condensing that down so each motif uses a shared regent one needs to craft that style, they can in fact reduce the worst of the clutter.
    4. Making the older dlcs just base game after so long especially the dungeon dlcs. Since they tie into the group finder and that causes issues I'm certain. That would help remove unneeded calculations and help with number 1.
    5.Outfits, instead of making them just one per character then buy ten each character, which is expensive they have one for each character slot you have, plus the ability to unlock ten more for your account. Why do this is that would help with not having to store all that information. So basically if they add more character slots and you buy one you get one more outfit slot. So got 17 characters you have 17 outfit slots plus the ability to make ten more. Since its account wide you can have the same outfit for multiple characters.
    6. A cap on the Eso Plus crafting bag, a high one like 5000 or 7500. This would at least help make it so its not an infinite storage bag with unlimited storage for regents you forget about. Plus there is possibly people with tens of thousands of regents just sitting in their left abandoned. That would either get people to storage it somewhere on alts or just delete the excess or sell it.
    7. Account wide mount feeding removing the need to have that data for each character and just having one version of the mount feeding system then one for each character that would not only be beneficial to reducing space but also be very alt friendly.

    So if they were do all that I think it would help the servers and allow them to perform better then they are now. Plus it would allow the servers to handle many more players that are playing the game now.

    1. This would help, but IIRC Zenimax looked into performance with CP enabled vs disabled, and CP didn't contribute much to the performance difference. Obviously CP contributes to performance (everything related to calculations will negatively impact performance), but it may not be a large contributor.

    2. Anything related to storage will not impact performance, only how much data is needing to be stored in the database. Even then, I doubt this will help much to reduce the amount of data needing to be stored. Lorebooks are probably represented as just unique ID's in the database, with a boolean (true/false) paired with it that signifies whether the player has discovered that particular lorebook.

    3. As said above, anything related to storage will not impact performance. All this does is streamline crafting.

    4. I doubt the accessible dungeons contribute much to the performance of the group finder. If it's done smartly, they're probably cached on the player so that the group finder literally just has to go "is this in the list". Maybe even cache the DLC ID's themselves, instead of the dungeons.

    5. The 10 additional outfit slots will still be stored within the database, so this would do nothing. All this does is streamline outfit slot purchases.

    6. Size doesn't matter for the crafting bag, because of how it works. In the database, the crafting bag would just store the item ID of whatever material is being stored, with an integer paired with it that signifies how many of that material is stored. Doing so would only take up 4 bytes (an integer is typically 32 bits in length, there's 8 bits in a byte, so 4 bytes in length), which is insanely small in comparison to other things being stored in the database. Not to mention that an integer taking up 4 bytes can represent any whole number from 0 to ~4.295 billion, assuming it's unsigned (ie doesn't support negative values).

    7. Like the above, this probably wouldn't matter. This can be stored in just 3 bytes (a byte can represent any whole number from 0 to 255, assuming it's unsigned), potentially with some extra space to fit another value if you only care about the whole numbers from 0 to 60 (0 to 63 can be represented in just 6 bits, leaving 2 extra bits free per byte, there's 3 bytes, so that's 6 extra bits, where another 0 to 63 can be stored). 3 bytes. That's 3/4's of a whole integer!
  • Telel
    Telel
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    Worth noting the game had a similar issue when it was first launched. One that was exploited by guilds full of 'skilled' players to let them play in easy mode.

    That being the overspamming of healing skills on tightly grouped blobs in order to cause severe server issues. Issues that would then let them roll over other opponents who didn't resort to such pathetic measures.

    These methods aren't even original or unique to this particular game. Other online services and games have had similar acts of scrubbery fomented upon them by desperate souls.

    So it's not something new, or anything unknown to people who've been here for very long. The only differences are where the calcuations are done, what skills are being used by these 'good' players to cause the issue, and how intentional it is.

    After all most of the current blobtato groups are just copy pasting something they've seen 'better' players doing. Only a relative handful of the 'best of the best' are likely to know how to purposely take advantage of these methods.

    Character: Telel
    Class: Night Blade-Werewolf-viking-ninja-catgirl-mallet wielder
    Past times: Refusing to go full magika spec, hitting things with a big hammer, sniping, and speaking in khajiit
    Also: Gelel the Derp Knight, Altsel the streaker, and Filafel the temp temp.

    Khajiit has a twitch stream! https://twitch.tv/telel_khajiit feel free to come see how truly unskilled Telel is.
  • kargen27
    kargen27
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    If you are going to force healers to join a group you need to do the same for DPS. Not in a group you don't get to do damage. Only fair.

    And tanks should just drop dead as soon as they get to Cyrodiil.
    and then the parrot said, "must be the water mines green too."
  • Thevampirenight
    Thevampirenight
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    eKsDee wrote: »
    Can the OP explain why things worked so much better from 2014 to 2018 with cross healing and population caps at least double what they are now?

    I'm pretty sure they just need to put the game back onto servers that can support it.

    The problem is the game is growing more players are playing it and we just have two mega servers for each platform.
    They moved so many calculations to server side to remove cheating and I'm guessing as well to add Stadia in. So the servers are doing all the combat calculations and not the client. lag has been a problem its just its gotten a lot worse over time.
    People think the old days of lag are better then todays. I suspect a lot of contributors to why the server can't handle as many calculations is the servers have to do way to much, it has to load in monsters, it has to load in the landscapes, it has to do all the storage when it comes to stuff like ui stuff like the costumes, outfits and stuff like that. Then all the achievements that are not account wide but more character wide.

    The new collections for the account would remove so much unneeded inventory clutter allowing you to safely delete stuff. Which should help when it comes to inventory management and allow the servers to store less on the database side.
    The gist of what needs to be done.
    1. Reduce Calculations obviously, and the cp system to be less impactful on performance.
    2. Making achievements account wide and also make all those books and letters you collect for Eidetic memory account wide. This will remove a lot of achievement data that needs to be stored per account and by making the memory Eidetic account wide as well they can reduce the number of books in the database that has to be calculated by eidetic memory. Doing this would allow for them to add in many more character slots too. As it would reduce all that stuff that needs to be stored on their databases.
    3. Condensing down the materials needed to craft things. This means like each style has their own unique way of building it. What they need to do is this, the more Daedric type armors that are crafted use daedric hearts. Reachman, Bosmer and other types of armors that use more of a bone theme use bones. By removing all the unneeded regents and condensing that down so each motif uses a shared regent one needs to craft that style, they can in fact reduce the worst of the clutter.
    4. Making the older dlcs just base game after so long especially the dungeon dlcs. Since they tie into the group finder and that causes issues I'm certain. That would help remove unneeded calculations and help with number 1.
    5.Outfits, instead of making them just one per character then buy ten each character, which is expensive they have one for each character slot you have, plus the ability to unlock ten more for your account. Why do this is that would help with not having to store all that information. So basically if they add more character slots and you buy one you get one more outfit slot. So got 17 characters you have 17 outfit slots plus the ability to make ten more. Since its account wide you can have the same outfit for multiple characters.
    6. A cap on the Eso Plus crafting bag, a high one like 5000 or 7500. This would at least help make it so its not an infinite storage bag with unlimited storage for regents you forget about. Plus there is possibly people with tens of thousands of regents just sitting in their left abandoned. That would either get people to storage it somewhere on alts or just delete the excess or sell it.
    7. Account wide mount feeding removing the need to have that data for each character and just having one version of the mount feeding system then one for each character that would not only be beneficial to reducing space but also be very alt friendly.

    So if they were do all that I think it would help the servers and allow them to perform better then they are now. Plus it would allow the servers to handle many more players that are playing the game now.

    1. This would help, but IIRC Zenimax looked into performance with CP enabled vs disabled, and CP didn't contribute much to the performance difference. Obviously CP contributes to performance (everything related to calculations will negatively impact performance), but it may not be a large contributor.

    2. Anything related to storage will not impact performance, only how much data is needing to be stored in the database. Even then, I doubt this will help much to reduce the amount of data needing to be stored. Lorebooks are probably represented as just unique ID's in the database, with a boolean (true/false) paired with it that signifies whether the player has discovered that particular lorebook.

    3. As said above, anything related to storage will not impact performance. All this does is streamline crafting.

    4. I doubt the accessible dungeons contribute much to the performance of the group finder. If it's done smartly, they're probably cached on the player so that the group finder literally just has to go "is this in the list". Maybe even cache the DLC ID's themselves, instead of the dungeons.

    5. The 10 additional outfit slots will still be stored within the database, so this would do nothing. All this does is streamline outfit slot purchases.

    6. Size doesn't matter for the crafting bag, because of how it works. In the database, the crafting bag would just store the item ID of whatever material is being stored, with an integer paired with it that signifies how many of that material is stored. Doing so would only take up 4 bytes (an integer is typically 32 bits in length, there's 8 bits in a byte, so 4 bytes in length), which is insanely small in comparison to other things being stored in the database. Not to mention that an integer taking up 4 bytes can represent any whole number from 0 to ~4.295 billion, assuming it's unsigned (ie doesn't support negative values).

    7. Like the above, this probably wouldn't matter. This can be stored in just 3 bytes (a byte can represent any whole number from 0 to 255, assuming it's unsigned), potentially with some extra space to fit another value if you only care about the whole numbers from 0 to 60 (0 to 63 can be represented in just 6 bits, leaving 2 extra bits free per byte, there's 3 bytes, so that's 6 extra bits, where another 0 to 63 can be stored). 3 bytes. That's 3/4's of a whole integer!

    Here is how I see it, the servers, client and database well they are all parts of eso, client is on your machine, the servers and database are either the same or connected. I'm not the best when it comes to knowing how this works. Because I'm not a programmer. Even if data is not being drawn upon, its inactive but just storage on the databases hardrives until it can be used. Can fill a hardrive likely delaying load ins, the server has to draw upon that data. The Ram likely would have to look through all the data and get the right data for your account and then project it on your screen to much data and it might take longer.

    I do think they are trying to reduce the amount of data stored from inactive and likely banned accounts. That is the reason for the Cold Storage, that way they can transfer that to another database. That way its off their main, so I do consider it all interconnected and just as important they address the database stuff along with the performance. Besides if they can address the database maybe we can see more character slots, and an increased housing cap when it comes to furnishings.

    Also even if it was in bytes that data still will stack up and eventually become a major issue and they would need more hard drives and whatever they need to handle that. Reducing the data size is just as important if its just so many bytes as it would be with mbs or gbs or tbs. The reason is there is many players many accounts millions of player on the various servers. Many might not be active anymore and each byte that is stored can grow with that many accounts and it can become problematic for their databases. So reducing that is important I feel because of this.
    Edited by Thevampirenight on 7 October 2020 02:27
    PC NA
    Please add Fangs to Vampires.
  • Scarkii
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    im surprised a lot of people didnt believe this, if you play pvp even for a little bit in the big camps you should know as soon as a ball group is around it gets a lot more laggy due to them spamming aoe heals (mostly radiating regen and echoing vigor) the aoe damage skills dont do near as much since the ball groups generally do no damage they just have so much healing and save ults to ulti bomb
    "Even the slightest amount of courage can change the tides of War"
    Former DK main
    Characters - Templar - Sharaji EP/ DK - S'avira EP
  • Jeremy
    Jeremy
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    Other.
    Should Test 5 be added in as the perma solution? is this poll.
    Basically Fengrush he's part of the stream team and a major pvper. He's really good at it and is skilled enough to know many moves players make and knows exactly what causes the lag.
    I think he's the one that got Zenimax to do this type of test, and so far everything he has said about healing seems to be correct. It is the biggest cause of Cyrodiil lag. Reducing Group size and removing so much cross healing by limiting it to groups has done a great job in fixing it going by forum threads here. Should Test 5 be the one that is added as the perma solution? As it is the fix, and its the lag fix that is needed to fix pvp Cyrodiil.
    Should the Fengrush solution be implemented?
    Here is a video where he talks about and shows off examples of why cross healing causes the lag and why it causes more strain then damage abilties.
    https://www.youtube.com/watch?v=nO-NLBjSO1U
    second poll option I should have said test go live permanently. The reason why I worded it that way because those that say no to this is basically asking them to game performance killing calculations caused by cross healing. Removing the cross healing looks to be what is and the only solution to fixing the majority of lag issues. Fengrush was 100% on the ball when it came to that issue and guess what he was 100% correct that it was a big factor, along with ball groups.

    This poll is obviously bias just by looking at the questions. haha

    The problem is their servers can't handle the load. That is the problem. It also makes absolutely no sense why it would just be healing calculations causing lag but not all the other so-called calculations. So no - I don't believe this is the "major" source of the lag. Another excuse to nerf healing? Absolutely.

    They can trim around the edges to try and make it less of a problem. But until they upgrade their server infrastructure you're always going to have lag when it gets super crowded. And that Fengrush guy should know that - since a massive zerg usually floods into Cyrodil when ever that guy shows up.

    This happens in PvE too when a zone gets extremely crowded. West Skyrim was unplayable the lag was so bad shortly after Greymoor was released. And I don't think that was because everyone was just cross healing each other and over burdening the system with calculations either.
    Edited by Jeremy on 7 October 2020 03:39
  • hellhound223
    hellhound223
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    Other.
    The test hasn’t been running long enough for us to really know, I think, but for me performance tonight on PC-NA Gray Host wasn’t noticeably improved. I still had skills not firing, bars not swapping, rubberbanding, and potions taking 3-4 activations before registering, and at one point in the middle of a keep siege I got booted from the server (error 307) and couldn’t get back in for several minutes. Lost a cold fire ballista, too :\
    PC-NA
  • Thevampirenight
    Thevampirenight
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    Jeremy wrote: »
    Should Test 5 be added in as the perma solution? is this poll.
    Basically Fengrush he's part of the stream team and a major pvper. He's really good at it and is skilled enough to know many moves players make and knows exactly what causes the lag.
    I think he's the one that got Zenimax to do this type of test, and so far everything he has said about healing seems to be correct. It is the biggest cause of Cyrodiil lag. Reducing Group size and removing so much cross healing by limiting it to groups has done a great job in fixing it going by forum threads here. Should Test 5 be the one that is added as the perma solution? As it is the fix, and its the lag fix that is needed to fix pvp Cyrodiil.
    Should the Fengrush solution be implemented?
    Here is a video where he talks about and shows off examples of why cross healing causes the lag and why it causes more strain then damage abilties.
    https://www.youtube.com/watch?v=nO-NLBjSO1U
    second poll option I should have said test go live permanently. The reason why I worded it that way because those that say no to this is basically asking them to game performance killing calculations caused by cross healing. Removing the cross healing looks to be what is and the only solution to fixing the majority of lag issues. Fengrush was 100% on the ball when it came to that issue and guess what he was 100% correct that it was a big factor, along with ball groups.

    This poll is obviously bias just by looking at the questions. haha

    The problem is their servers can't handle the load. That is the problem. It also makes absolutely no sense why it would just be healing calculations causing lag but not all the other so-called calculations. So no - I don't believe this is the "major" source of the lag. Another excuse to nerf healing? Absolutely.

    They can trim around the edges to try and make it less of a problem. But until they upgrade their server infrastructure you're always going to have lag when it gets super crowded. And that Fengrush guy should know that - since a massive zerg usually floods into Cyrodil when ever that guy shows up.

    This happens in PvE too when a zone gets extremely crowded. West Skyrim was unplayable the lag was so bad shortly after Greymoor was released. And I don't think that was because everyone was just cross healing each other and over burdening the system with calculations either.
    They really should upgarde the servers and, its the feeling of some folks and I've seen this talked about aby folks and Fengrush himself. There is a possibility they have in fact switched, changed or downgraded the servers. Possibly to save money, which makes things worse for performance.
    Its clear to me that they add in extra resources to handle the events since more people come back and they have to do that that can in fact handle things a lot better but they shut those down intentionally. So it looks to me like they are only willing to use those in certain case siltation's.

    A better solution is to address the issues plus upgrade the servers. That way they can stay well ahead of it. Use more resources then they are for the servers all the time and not just during events. But like a business they want to get as much money as they can but spend as little for the servers as they can get away with. That is why they are doing things like these aoe tests instead of adding in additional resources I feel. Maybe Microsoft will be willing to invest into upgrading and maintaining the Eso servers.
    Edited by Thevampirenight on 7 October 2020 04:09
    PC NA
    Please add Fangs to Vampires.
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