ZOS_BrianWheeler wrote: »The metrics we look at regarding server performance capture the overall message flow that servers have to handle per server frame per second. Prior to Imperial City releasing, we regularly saw these numbers spiking well beyond a desired amount but after Imperial City, they have settled down. There are still spikes causing issues you have noted and we're working on resolving those as well.
ZOS_BrianWheeler wrote: »So far the performance of server message rates has seen improvements with the introduction of Imperial City. As some of you have pointed out, the splitting of population into 3 pvp zones has helped significantly, however we also see your feedback about client performance and FPS concerns. There are some fixes going in today's patch, but we'll continue to monitor the client FPS concerns and please keep posting if you notice issues with your client FPS. We are still working on server message rates and seeing what we can do for optimizing this further as well.
Hi @ZOS_BrianWheeler
We had some truly epic battles two days ago in Trueflame (my Emperor group of 10 with what looked like a full 24 of HK & friends on AD vs GoS and friends on EP). During these battles, frame rates dropped to between 5 and 10 FPS (from the normal 50+ FPS) for most of the group, though skill lag didn't seem to get worse than about 1.5 seconds (vs the instant response to skills with no lag). These battles lasted a few minutes over the course of 4-5 hours, and while promising, are not yet enough for us to really see how things have changed.
With the introduction of IC, you don't have large groups fighting large groups, so whatever metrics you're using right now are flawed. You have groups of 30+ on one faction rolling over small groups on other factions often enough, but with no real benefits in IC for a zerg on zerg fight, the Telvar and trophy farmers just stay out of the battles so they are definitively one sided.
When people (hopefully) get back to Cyrodiil, or you implement something to help keep Cyrodiil healthy (and not just have a 24 person group take the entire map whenever they happen to be on whatever faction), we'll get to see if what you've done has actually helped. AP means nothing to most people right now, so they don't really care about the campaigns.
A lot of what's being said these days smells of propaganda to make things look better without empirical evidence of such. There are a good few long term players who would probably be thrilled to help you out in an open discussion about the game, mechanics, issues, challenges, etc. The guild meetings as they are tend to tread lightly so as not to offend or say anything that will make the respective guilds less prominent or *well liked* by your folks.
I strongly believe that you need a few people (for example a few of the leaders of PvP groups such as myself, Slaxis, WRX, Zavus, Zazeer, Bulba, AoE BBQ and a few otheers) to tell you straight what we think of certain things. Open it to anyone who has achieved 50% of the total AP needed for Grand Overlord (Legate grade 2) if you want more input and to ensure that people have been playing long enough to have formulated an intelligent and educated opinion. @Lightingale and I would even be happy to reach out to our opponents and attempt to organize a regular discussion (if you were to be involved), keep minutes, and publish them for the community afterwards.
I know you guys have your 8-10 hours of play together once in a while, and your responses are overwhelmingly positive while you play, though I still strongly feel as though you're not seeing the big picture - just your isolated little world of developer happiness.
If you were to give us an intelligent response to issues, we would be able to soothe ruffled (or is that rumpled?) feathers of the PvPers and feel as though you're actually paying attention to the issues we experience day to day. It is perfectly acceptable to not know an answer, or to respond that you've not considered something, or even that you'll escalate it to the team who manage statistics and the math behind your decisions on game balance (and I sincerely hop you have such a team), though with follow-ups scheduled and responses / updates to us. If you look at us as your *clients* and not *the players*, you'll get a lot more actual respect (rather than brown nosing) from the community.
I don't intend to come off condescending or for you to take offence (though many people seem to do so from my rather straightforward way of saying things). We (at least most of us) feel that someone needs to say these things and I've taken it upon myself to do so.
EDIT: Spelling
ZOS_BrianWheeler wrote: »The metrics we look at regarding server performance capture the overall message flow that servers have to handle per server frame per second. Prior to Imperial City releasing, we regularly saw these numbers spiking well beyond a desired amount but after Imperial City, they have settled down. There are still spikes causing issues you have noted and we're working on resolving those as well.
I love how this thread was created because pvp in Cyrodiil is dead, and now we have people taking victory laps because lag is reduced.
So the solution to reducing lag in Cyrodiil, was to kill Cyrodiil? Wow, this is revolutionary.
I love how this thread was created because pvp in Cyrodiil is dead, and now we have people taking victory laps because lag is reduced.
So the solution to reducing lag in Cyrodiil, was to kill Cyrodiil? Wow, this is revolutionary.
Agree with this. Performance in PvP has improved because massive PvP no longer exists, only small scale.
ZOS_BrianWheeler wrote: »So far the performance of server message rates has seen improvements with the introduction of Imperial City. As some of you have pointed out, the splitting of population into 3 pvp zones has helped significantly, however we also see your feedback about client performance and FPS concerns. There are some fixes going in today's patch, but we'll continue to monitor the client FPS concerns and please keep posting if you notice issues with your client FPS.
We are still working on server message rates and seeing what we can do for optimizing this further as well.
Knootewoot wrote: »(.....and the shower with dad simulator 2015).
@ZOS_BrianWheeler Please look at this picture that @Jules so kindly posted. This is EXACTLY what I received and yes this is after patch today for PC NA server. I was within the Mages Guild in Stonefalls. I have a more than capable computer to run this game. 16 gb ram, core i7 5930K, ati r9 390. To note that I had the same exact FPS drop to 1, and my Ping jumped from 90 (which is where I am usually) to well over 1300 as well.
ZOS_BrianWheeler wrote: »So far the performance of server message rates has seen improvements with the introduction of Imperial City. As some of you have pointed out, the splitting of population into 3 pvp zones has helped significantly, however we also see your feedback about client performance and FPS concerns. There are some fixes going in today's patch, but we'll continue to monitor the client FPS concerns and please keep posting if you notice issues with your client FPS.
We are still working on server message rates and seeing what we can do for optimizing this further as well.
@ZOS_BrianWheeler Please look at this picture that @Jules so kindly posted. This is EXACTLY what I received and yes this is after patch today for PC NA server. I was within the Mages Guild in Stonefalls. I have a more than capable computer to run this game. 16 gb ram, core i7 5930K, ati r9 390. To note that I had the same exact FPS drop to 1, and my Ping jumped from 90 (which is where I am usually) to well over 1300 as well.
I found that AUI or any add-on which contains a mini-map to be the culprit. I disabled them and fixed by fps drops. Hope that helps.
ZOS_BrianWheeler wrote: »@Kronuxx If you're getting that ping in the mages guild, can you tell us if that occurs consistently in there? That's quite odd.
Gonna agree here with many of the PvP "leaders" as it were.
Without the huge battles of old in Cyrodiil, there should not be anyone saying Lag is fixed. Unless IC access is locked or gated for random periods of time or we have to fight for it? It'll be awhile before we see any true battles as a measuring stick on the lag subject.
ZOS_BrianWheeler wrote: »Indeed @Crown! While the fights in IC are fast and furious, it's not as concentrated in mass sustained numbers in one area as much as Cyrodiil.
We will be watching though and as always taking feedback because graphs aren't people...well..technically they're representations of people, but yep...we're not done with performance fixes yet.
ZOS_BrianWheeler wrote: »@Kronuxx If you're getting that ping in the mages guild, can you tell us if that occurs consistently in there? That's quite odd.
ZOS_BrianWheeler wrote: »We are planning on introducing a Campaign or two that have Gated Imperial City access and we are looking into other things to add into Cyrodiil for pulling people back into the warzone.
ZOS_BrianWheeler wrote: »We are planning on introducing a Campaign or two that have Gated Imperial City access and we are looking into other things to add into Cyrodiil for pulling people back into the warzone.
ZOS_BrianWheeler wrote: »We are planning on introducing a Campaign or two that have Gated Imperial City access and we are looking into other things to add into Cyrodiil for pulling people back into the warzone.