Dear ZOS,
How can I put this delicately.
Fix your *** game.
Or the minute something better comes along , people will abandon this game like cockroaches fleeing a burning building.
InvictusApollo wrote: »I am downloading Conqueror's Blade right now. It should be finished in 7 minutes.
Also there will be Ashes of Creation soon.
But the best candidate to replace ESOs PvP for me seems to be Spellbound.
InvictusApollo wrote: »I am downloading Conqueror's Blade right now. It should be finished in 7 minutes.
Also there will be Ashes of Creation soon.
But the best candidate to replace ESOs PvP for me seems to be Spellbound.
What about Crowfall?
josh.lackey_ESO wrote: »The performance has been bad for years. The lag comes from the server not being able to keep up with all the calculations in realtime.
One would think eventually hardware upgrades would help. CPU performance has come a long way since 2014.
I don't know what kind of hardware they're on now, but AMD just put out 64 core server CPU's. It's hard to imagine that wouldn't be a substantial performance uplift. Even if their server engine isn't threaded well, single-thread performance is probably 40% higher than in CPU's from 2014.
There is a dollar amount that would definitively fix the lag. I guess it's just not worth it financially. And I can't say I blame them. I doubt Cyrodiil is pulling in a lot of revenue. A bit of a chicken and egg situation, but even if they put out and upgrade tomorrow that totally resolved all the server lag, the game PvP-wise would probably still be in a slow decline. Not even sure if another PvP DLC would turn it around. Their internal numbers are probably telling them no.
josh.lackey_ESO wrote: »The performance has been bad for years. The lag comes from the server not being able to keep up with all the calculations in realtime.
One would think eventually hardware upgrades would help. CPU performance has come a long way since 2014.
I don't know what kind of hardware they're on now, but AMD just put out 64 core server CPU's. It's hard to imagine that wouldn't be a substantial performance uplift. Even if their server engine isn't threaded well, single-thread performance is probably 40% higher than in CPU's from 2014.
There is a dollar amount that would definitively fix the lag. I guess it's just not worth it financially. And I can't say I blame them. I doubt Cyrodiil is pulling in a lot of revenue. A bit of a chicken and egg situation, but even if they put out and upgrade tomorrow that totally resolved all the server lag, the game PvP-wise would probably still be in a slow decline. Not even sure if another PvP DLC would turn it around. Their internal numbers are probably telling them no.
Spot on about how much "value" pvp is to ESO. PvE is the money maker so that is who they will support most of the time. And given how the last pvp dlc turned out, not sure I want to see what else they could turn out.
It's unlikely they're using the same hardware they were using in 2014 and it's possible that throwing hardware at the problem won't solve it. In fact, Brian Wheeler has specifically said that's the case.josh.lackey_ESO wrote: »One would think eventually hardware upgrades would help. CPU performance has come a long way since 2014.
It's unlikely they're using the same hardware they were using in 2014 and it's possible that throwing hardware at the problem won't solve it. In fact, Brian Wheeler has specifically said that's the case.josh.lackey_ESO wrote: »One would think eventually hardware upgrades would help. CPU performance has come a long way since 2014.
There's a key feature of their server tech that appears to be broken. I recall ZOS describing how it should work in the past. Zones are divided into subzones and lag in one subzone isn't supposed to affect others. But for whatever reason, this is not the case. There are zone-wide bottlenecks. It's impossible for us to accurately speculate what the problems might be. My guess is that they just never finished the server tech. The game launched late and unfinished. The code is probably full of poorly documented unoptimized placeholder functions. But again, that's just a guess from someone who has been forced by his employer to produce bad code in a crunch.
Beyond that, I have doubts that any server tech or combination of hardware could handle a 100v100v100 fight in the same subzone based on how the game is currently designed. There are potentially too many things happening at the same time. Abilities, passives and (proc) sets are designed and profiled for 12 player instances.
What AvA needs is its own ruleset. A competent design team could design a good game around the current server tech if they adhered to its limitations. That's not the case here because AvA is an afterthought most of the time.
All servers have limits. The best database hardware and software can be brought to their knees by bad designers. The problem here, ultimately, is that ZOS designed gameplay the server is not capable of handling. So this is, first and foremost, a gameplay design issue.
This is why my dream has long been for ZOS to spin Cyrodiil off as its own f2p game with a small design team who is enabled to optimize 100% for AvA.
Which, for the record, ZOS disputes. Their explanation is that players leveled and learned to play which exposed the inherent weaknesses of the game. The game performed well, as shown in videos, when few players were max level and almost no one knew how to play.antihero727 wrote: »The game was designed originally to have a lot more of the footwork done on the client side. Because of a few programs most of that was moved back to server side. That’s when the downhill slide started to happen in performance
Which, for the record, ZOS disputes. Their explanation is that players leveled and learned to play which exposed the inherent weaknesses of the game. The game performed well, as shown in videos, when few players were max level and almost no one knew how to play.antihero727 wrote: »The game was designed originally to have a lot more of the footwork done on the client side. Because of a few programs most of that was moved back to server side. That’s when the downhill slide started to happen in performance
Everyone points to a patch in 2014 as an example of things being moved server side, but Zazeergate happened 2 years later -- and every so often we're reminded that the client still does far too much for a game with no cheat mitigation.
They're not gaining anything by allegedly lying about it. If they wanted a cop out, blaming their performance issues on cheaters sounds a lot better than admitting their server can't handle gameplay as they designed it 2 months after launching. The latter is MUCH more damning.antihero727 wrote: »We both have been around long enough to not believe the ZOS Fake News
It's unlikely they're using the same hardware they were using in 2014 and it's possible that throwing hardware at the problem won't solve it. In fact, Brian Wheeler has specifically said that's the case..josh.lackey_ESO wrote: »One would think eventually hardware upgrades would help. CPU performance has come a long way since 2014.
josh.lackey_ESO wrote: »We should have seen performance gets at least modestly better due to hardware improvements. But it's not gotten any better at all. It might even have gotten worse. At one point I wondered if they didn't actually downgrade their hardware.