I suppose it wouldn't be possible to bubble the areas around keeps into their own phase/layer/channel (whatever you want to call it)? You can "see" the phasing in PvE zones around some places, as NPCs and scenery pop in an out of existence when you enter one of those phases. Of course, then you would end up with a situation where players on opposite sides of the phase boundary wouldn't know the others were there, or would lose them as they crossed the boundary, making battle difficult.ZOS_BrianWheeler wrote: »For Cyrodiil the answer is simply that it's one zone and if anything floods the server with requests from that zone, regardless of where it occurred in the zone, will effect the entire zone. There may have been a battle at Alessia bridge, but it could effect what happens at Fort Warden.
I was banned early in 1.6 and it was primarily because I had a raid of players reporting me daily for "hacking" because their leader couldn't accept that I was beating them fairly.
ZOS_BrianWheeler wrote: »In the case of BwB vs. "Vet Campaign X" we're looking at the XBOX where Haderus and BWB have quite literally the same population and BWB performance is great vs. Haderus' which isn't.
When PC switched over to Tamriel Unlimited, the same thing was noted with BwB vs. Azura in which case both had the same population and the same comparison was seen there.
ZOS_BrianWheeler wrote: »The culling of figures won't actually do anything server wise because those players still exist and are casting abilities that hit the server. It would help with your client sure, but so does turning down your graphics options, which in either of those cases, don't help at all with server performance. Running your client at 60 FPS is great, but when the server is hitching, it doesn't really matter what your client is doing.
The bubble/phasing approach would also be an issue with the server because it still tracks everyone in the same world/zone definition. You sort of see this already with a fight happening on Alessia Bridge affecting a fight in Fort Warden in the prior example.
Either in 1.7 (2.1) or later that stopped being the case. I don't know whether they've shrunk the server cluster or the number of players has grown significantly but things are now lagging in areas where before I'd never seen it.
Less that the number of players has grown overall, and more that they continue to close campaigns, thus further compressing the PvP population. So now, the lag is showing up everywhere because we're all crammed onto fewer campaigns.
I was banned early in 1.6 and it was primarily because I had a raid of players reporting me daily for "hacking" because their leader couldn't accept that I was beating them fairly.
Yes I'm sure that was it.. people jealous of you.... although your stance in another thread where you consider cheating in PvE a non-issue kind of puts this theory in a different light.
ZOS_BrianWheeler wrote: »The culling of figures won't actually do anything server wise because those players still exist and are casting abilities that hit the server. It would help with your client sure, but so does turning down your graphics options, which in either of those cases, don't help at all with server performance. Running your client at 60 FPS is great, but when the server is hitching, it doesn't really matter what your client is doing.
The bubble/phasing approach would also be an issue with the server because it still tracks everyone in the same world/zone definition. You sort of see this already with a fight happening on Alessia Bridge affecting a fight in Fort Warden in the prior example.
ZOS_BrianWheeler wrote: »The culling of figures won't actually do anything server wise because those players still exist and are casting abilities that hit the server. It would help with your client sure, but so does turning down your graphics options, which in either of those cases, don't help at all with server performance. Running your client at 60 FPS is great, but when the server is hitching, it doesn't really matter what your client is doing.
The bubble/phasing approach would also be an issue with the server because it still tracks everyone in the same world/zone definition. You sort of see this already with a fight happening on Alessia Bridge affecting a fight in Fort Warden in the prior example.
r.jan_emailb16_ESO wrote: »maybe 64bit client will improve the lag
ZOS_BrianWheeler wrote: »For Cyrodiil the answer is simply that it's one zone and if anything floods the server with requests from that zone, regardless of where it occurred in the zone, will effect the entire zone. There may have been a battle at Alessia bridge, but it could effect what happens at Fort Warden.
I'm talking about PvE not campaigns in this respect so that theory wouldn't hold. They've also only ever closed dead campaigns so that wouldn't significantly contribute to performance degradation.
This was the primary reason that I enjoyed my nightblade so much and especially cracked wood cave because I could PvP in there with flawless response times and could count on everything just working. Either in 1.7 (2.1) or later that stopped being the case. I don't know whether they've shrunk the server cluster or the number of players has grown significantly but things are now lagging in areas where before I'd never seen it.
ZOS_BrianWheeler wrote: »Each Campaign does have it's own dedicated "world" that it resides on. Furthermore, if Cyrodiil is having performance issues in Azura's Star, Imperial City in Azura's star is not effected by said issues.
I'm talking about PvE not campaigns in this respect so that theory wouldn't hold. They've also only ever closed dead campaigns so that wouldn't significantly contribute to performance degradation.
You also referred to PvP, to wit (from your post):This was the primary reason that I enjoyed my nightblade so much and especially cracked wood cave because I could PvP in there with flawless response times and could count on everything just working. Either in 1.7 (2.1) or later that stopped being the case. I don't know whether they've shrunk the server cluster or the number of players has grown significantly but things are now lagging in areas where before I'd never seen it.
and that is what my comment was in reply to.
Yeah I thought that would probably be the case; there's no loading screen when you go between phases in PvE, so it makes sense that this is because the server is tracking every phase concurrently, and just putting you in the correct one. So phasing would probably make Cyrodiil worse because it would be tracking multiple phases of the same location instead of just one.ZOS_BrianWheeler wrote: »The bubble/phasing approach would also be an issue with the server because it still tracks everyone in the same world/zone definition. You sort of see this already with a fight happening on Alessia Bridge affecting a fight in Fort Warden in the prior example.
Would it be possible to do something like remove all of the resource nodes in Cyrodiil and then specifically eliminate some of the anti-botting logic that was added which pushed a lot of the client-side computations back to the server
Considering that, and going off on a slight tangent, does one Campaign's "world" include both its Cyrodiil and its IC, and is that why they share a pop cap? Or do they share a pop cap in order to avoid having to re-queue when entering/exiting the city?ZOS_BrianWheeler wrote: »Each Campaign does have it's own dedicated "world" that it resides on. Furthermore, if Cyrodiil is having performance issues in Azura's Star, Imperial City in Azura's star is not effected by said issues.
Considering that, and going off on a slight tangent, does one Campaign's "world" include both its Cyrodiil and its IC, and is that why they share a pop cap? Or do they share a pop cap in order to avoid having to re-queue when entering/exiting the city?ZOS_BrianWheeler wrote: »Each Campaign does have it's own dedicated "world" that it resides on. Furthermore, if Cyrodiil is having performance issues in Azura's Star, Imperial City in Azura's star is not effected by said issues.
Going off on a further tangent - why do you hear the ESO Theme Tune when loading into Cyrodiil, but not when loading between PvE zones or between Cyro and IC? Conversely, why do you not get the theme tune when returning to PvE-land from Cyro? Is that also to do with the "worlds"?
Factoring in IC into population has made relying on server population unreliable at best. I've seen campaign populations at two bars, but we don't have a single person defending or available to help attack on Trueflame. Trueflame was dead yesterday during the first part of prime time, picked up later, then died off again. It's really discouraging to jump to another campaign hoping/praying to find some combat, and the campaign you jumped to, with two bars, is likewise just as dead.ZOS_BrianWheeler wrote: »Campaigns consist of Cyrodiil, IC, the Sewers, Cathedral, and all 18 delves when considering population of a Campaign. Imperial Prison and WGT are not included in the cap as they are separate PVE instances.
Would it be possible to do something like remove all of the resource nodes in Cyrodiil and then specifically eliminate some of the anti-botting logic that was added which pushed a lot of the client-side computations back to the server (while keeping any in tact that could be used to gain a competitive advantage)? Or is this kind of thing done universally on the client with no way to distinguish how it is done depending on your zone?
I know that I for one would happily sacrifice every non-pvp essential component of Cyrodiil if it meant I'd see a noticeable improvement in performance.
Based on what Brian said above, I assume it's already like that. Essentially each place with its own loading screen contains its own lag.I'd say it's purely to avoid re-queuing, having IC be separate from Cyrodiil with itself being separated into districts and sewers would be a way to handle lag or at least contain it to the area the lag is being caused in.Considering that, and going off on a slight tangent, does one Campaign's "world" include both its Cyrodiil and its IC, and is that why they share a pop cap? Or do they share a pop cap in order to avoid having to re-queue when entering/exiting the city?ZOS_BrianWheeler wrote: »Each Campaign does have it's own dedicated "world" that it resides on. Furthermore, if Cyrodiil is having performance issues in Azura's Star, Imperial City in Azura's star is not effected by said issues.
Going off on a further tangent - why do you hear the ESO Theme Tune when loading into Cyrodiil, but not when loading between PvE zones or between Cyro and IC? Conversely, why do you not get the theme tune when returning to PvE-land from Cyro? Is that also to do with the "worlds"?
ZOS_BrianWheeler wrote: »Lighting would effect your client and not the server, and that's what these changes are focused on.
Jessica Folsom wrote:It's a very grey area.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Would it be possible to do something like remove all of the resource nodes in Cyrodiil and then specifically eliminate some of the anti-botting logic that was added which pushed a lot of the client-side computations back to the server (while keeping any in tact that could be used to gain a competitive advantage)? Or is this kind of thing done universally on the client with no way to distinguish how it is done depending on your zone?
I know that I for one would happily sacrifice every non-pvp essential component of Cyrodiil if it meant I'd see a noticeable improvement in performance.
If the anti-botting logic is intended to prevent macro-ing...
1. It's not working properly - people are still macroing
2. I for one do NOT want to see it eliminated
If the resource nodes in Cyrodiil are adding to the headache, then yes, eliminate them. There are very few people who go out specifically to resource hunt in Cyrodiil - sure, you might stop and pick up a particularly nice one on your way to wherever it is you're going (I brake for Columbine! should be a bumper sticker on my horse's backside). But if wiping all resources off the map would improve performance? I'm all for it.
ETA: Last evening for the first time ever, a number of my guildies experienced lag on BWB of the same horrible level as found on the vet campaigns. This was during prime-time, when there were significant numbers in the campaign. I didn't see proxy dets, but I did see a lot of Vigor spam.
ZOS_BrianWheeler wrote: »The culling of figures won't actually do anything server wise because those players still exist and are casting abilities that hit the server. It would help with your client sure, but so does turning down your graphics options, which in either of those cases, don't help at all with server performance. Running your client at 60 FPS is great, but when the server is hitching, it doesn't really matter what your client is doing.
The bubble/phasing approach would also be an issue with the server because it still tracks everyone in the same world/zone definition. You sort of see this already with a fight happening on Alessia Bridge affecting a fight in Fort Warden in the prior example.