Daviiid_ESO wrote: »works fine in housing and roleplay, stop complaining :DDDDDDDDD
Joy_Division wrote: »This is the only game in which I have upgraded my computer, software, and ISP and yet the performance has deteriorated.
Joy_Division wrote: »This is the only game in which I have upgraded my computer, software, and ISP and yet the performance has deteriorated.
I still really don't see why they feel it's the combat team's job to fix performance.
What are we to do about it, noting. What's the combat team to do with it, ...
Joy_Division wrote: »This is the only game in which I have upgraded my computer, software, and ISP and yet the performance has deteriorated.
I still really don't see why they feel it's the combat team's job to fix performance.
What are we to do about it, noting. What's the combat team to do with it, ...
Not sure why I was tagged on asking what the combat team is to do about the lag. It really is not the combat team but the overall management of the game.
Joy's statement is correct. This is the only game I have played where performance continues to get worse outside of the initial launch of this game. Matt Firor tries to claim they are "killing it" as though they are actually making improvements. The decay of the game's performance we have experienced speaks loudly to the failures and poor decisions management of this game have made over the years and the only thing getting killed by Zos is the performance.
But no, it is not the fault of the combat team. The issues leading to the decay in performance are managed by different people and the management of Zos such as the game's director. In reality, all major issues lay at the feet of the game's director as they have the final say in every major aspect of this game.
Behind-the-scenes Combat Ability Improvements Phase 3
AoE Ability Performance on the Server: This work focuses on making these ability types more specialized so that they are more efficient on server performance. The code work is complete, and data work has been shifted to Update 27. The current focus is on tracking down current issues on the live servers. Note: The overall player experience for these abilities (damage/functionality) should not change.
But no, it is not the fault of the combat team. The issues leading to the decay in performance are managed by different people and the management of Zos such as the game's director. In reality, all major issues lay at the feet of the game's director as they have the final say in every major aspect of this game.
Maybe it's a hardware problem.
But no, it is not the fault of the combat team. The issues leading to the decay in performance are managed by different people and the management of Zos such as the game's director. In reality, all major issues lay at the feet of the game's director as they have the final say in every major aspect of this game.
While it might not be the fault of the combat team, up through the various directors and producers responsible for the combat team, they certainly did not help the situation. If you drill down on what they said, a lot of what they admitted was causing problems was because they made game play decisions, mainly combat and itemization, that contributed to the problem.
If they blame too much sustain, then it is them that made that possible. If they blame too much AoE, then it is them that made that possible. If they blame too many people in a tight area, with too much sustain, doing too much AoE, then it is them that made that possible.
While I agree that, at the core, it is not the combat team, they certainly drove the party bus to where we are today.Maybe it's a hardware problem.
Lambert pretty much laid it bare, assuming he used proper language to describe it.
"we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time."
In a nutshell, the server process that handles this combat was not designed for the load that it is being asked to handle. It is simply failing to perform as it needs to, and that failure cascades until it shows up as lag, desync, and whatever else.
Sadly, if that is the case, this is not a "moar hardware" fix. They could fill the room to the rafters with server hardware and the only change people would notice is that the lights would dim in Frankfurt when they powered it up.
They could use faster CPUs, but this is a dead end road. Here, we hit the limit of how much performance a company like Intel can put into a "server process". It is easily possible that they are already at that limit.
There are only two basic solution paths, and neither of them are hardware.
1. Reduce the demand being placed on the server process. This means less combat calculation over the same of time. It is where they have spent most of their time. This is where the "3 second cooldown" comes in and why they are thinking about applying it to more than just a single person. Personally, I like the idea of eliminating stacking of similar effects, or at least limiting how many can be stacked until the server process can handle it better.
2. Re-architect the combat calculation process from the ground up to increase the load that it can handle and make it more resilient against failure due to high demand. I feel that this is the core solution, but if they have taken any steps down this path, they have not talked about it enough.
Good answer.
It is true I'm a "moar hardware" guy, but that solution isn't necessarily a better hardware solution. The more hardware solution doesn't test the limits of hardware and Intel. What is does is disperse server load so that one server has to handle less AoEs and calculations. That way you won't see a spike. Unless your going to tell me Glademist grounds and Fort Glademist zones are on two different servers (unlikely as there would have to be a combat transfer between servers,) then the partition Cyrodiil idea will work. Take into account that although IC does lag lower level clients because of all the renderings, it probably has the best server performance out of battlegrounds and Cyrodiil. It has low population on an unstrained server. I'm not going to state that as a sure fact, as I have seen videos from out of IC with positioning lag. But positioning lag, can sometimes be a clients delayed internet, not necessarily pinpointed at the servers. Which is why I asked a few important questions in another thread.
Now I put in bold a point of yours that I want to talk about. It goes along with Re-architecting the servers calculation process. If what you are saying about the servers is that even a low level amount of AoEs and abilities are causing the servers to go haywire, then that is a problem "moar hardware" wont fix. However, that is a fundamental problem that needs to addressed directly through recoding the servers. AoE cooldowns may be a bandaid, for a much bigger, however simpler problem. It's like trying to put a giant cork in a braking Dam, it's still going to brake if abilities are incompatible with the servers code. Now I was going to say that not even the AoE cooldown thing would work as your essentially doing the same thing as "moar hardware," and just trying to lower server load. But you do, do something a little different, and no lie I may have pinpointed the problem without even looking at the code. There's a corruption stack around an array or variable. It's an error I found while coding my last project for a class and it makes a lot of sense. Pretty much the servers have an overlooked and undesigned que for abilities. A variable is only supposed to store one set of data. However their is no hardwire for this, and they can become corrupted if programed incorrectly. The result usually is that they don't work. I'm thinking more so thinking it's a corruption around an array or string. Where someone tried to set the null character (\0) as the escape/sentinel character for filling the array. I learned that when you fill an array you can over wright this character if you over populate the entry to a string all at once. This results in an overpopulated array, but unlike a variable when corrupted it still runs.
Enough of the background info. What this means and why I think this applies, is because the server is designed to store and execute transmitted abilities, but was is purposefully or contingently designed to que them? And is the array for the que big enough for all the back log? The thing is with an array, it still will execute all the unassigned data that exceeds the size of the array, depending on the escape character for the loop that runs it. Worse yet all the unassigned data will stick around after execution unless a similar loop structure that wrote it clears it. But this will cause spikes in memory while it's there as you have rouge elements. I'm not sure how they tried to fix macro slicing but chances are they didn't fix the core of it, which was probably an array overstacking.
They might be able to fix some problems by designing the server side current ability string, to hold a massive amount of abilities so it doesn't get a corruption stack.
Interestingly enough I didn't get an error in visual studios till after I exited the program.
Why I say the AoE cooldown might be a bandaid is because it lowers the chance of abilities stacking in an array of abilities waiting to be executed. However, my skepticism doesn't fully go away as any chain of abilities can stack.
I say it again here though, do you really want to fix the five second skill delay, by adding a five second skill delay?
YesY'all are still barking up this tree?
Good answer.
It is true I'm a "moar hardware" guy, but that solution isn't necessarily a better hardware solution. The more hardware solution doesn't test the limits of hardware and Intel. What is does is disperse server load so that one server has to handle less AoEs and calculations. That way you won't see a spike. Unless your going to tell me Glademist grounds and Fort Glademist zones are on two different servers (unlikely as there would have to be a combat transfer between servers,) then the partition Cyrodiil idea will work. Take into account that although IC does lag lower level clients because of all the renderings, it probably has the best server performance out of battlegrounds and Cyrodiil. It has low population on an unstrained server. I'm not going to state that as a sure fact, as I have seen videos from out of IC with positioning lag. But positioning lag, can sometimes be a clients delayed internet, not necessarily pinpointed at the servers. Which is why I asked a few important questions in another thread.
It is already known that they "partition" Cyrodiil. That was a topic of discussion around the time they explained why they needed to remove all the deer, and other related Cyrodiil things, a few years back. My thinking is that this is what the "server process" is, and there are more than one of them. This concept has probably been around since launch. It is also known that Cyrodiil is broken into many "cells", since they made reference to this already, and these "server processes" probably cover a series of contiguous cells.Now I put in bold a point of yours that I want to talk about. It goes along with Re-architecting the servers calculation process. If what you are saying about the servers is that even a low level amount of AoEs and abilities are causing the servers to go haywire, then that is a problem "moar hardware" wont fix. However, that is a fundamental problem that needs to addressed directly through recoding the servers. AoE cooldowns may be a bandaid, for a much bigger, however simpler problem. It's like trying to put a giant cork in a braking Dam, it's still going to brake if abilities are incompatible with the servers code. Now I was going to say that not even the AoE cooldown thing would work as your essentially doing the same thing as "moar hardware," and just trying to lower server load. But you do, do something a little different, and no lie I may have pinpointed the problem without even looking at the code. There's a corruption stack around an array or variable. It's an error I found while coding my last project for a class and it makes a lot of sense. Pretty much the servers have an overlooked and undesigned que for abilities. A variable is only supposed to store one set of data. However their is no hardwire for this, and they can become corrupted if programed incorrectly. The result usually is that they don't work. I'm thinking more so thinking it's a corruption around an array or string. Where someone tried to set the null character (\0) as the escape/sentinel character for filling the array. I learned that when you fill an array you can over wright this character if you over populate the entry to a string all at once. This results in an overpopulated array, but unlike a variable when corrupted it still runs.
Enough of the background info. What this means and why I think this applies, is because the server is designed to store and execute transmitted abilities, but was is purposefully or contingently designed to que them? And is the array for the que big enough for all the back log? The thing is with an array, it still will execute all the unassigned data that exceeds the size of the array, depending on the escape character for the loop that runs it. Worse yet all the unassigned data will stick around after execution unless a similar loop structure that wrote it clears it. But this will cause spikes in memory while it's there as you have rouge elements. I'm not sure how they tried to fix macro slicing but chances are they didn't fix the core of it, which was probably an array overstacking.
They might be able to fix some problems by designing the server side current ability string, to hold a massive amount of abilities so it doesn't get a corruption stack.
Interestingly enough I didn't get an error in visual studios till after I exited the program.
Why I say the AoE cooldown might be a bandaid is because it lowers the chance of abilities stacking in an array of abilities waiting to be executed. However, my skepticism doesn't fully go away as any chain of abilities can stack.
I say it again here though, do you really want to fix the five second skill delay, by adding a five second skill delay?
It is impossible to tell, without looking at the code, how to fix it. One thing that I am pretty certain about is that they have looked at the code in quite a bit of detail. Could there be a bug? Can't rule it out. I don't think that is the answer, though. This is simply situation that is inherent in the design, probably through a decision that was made a decade ago.
Reducing the server load is equivalent to "moar hardware". It suffers from the same fatal flaw as "moar hardware". As soon as the server process load gets too high, the problem returns. The symptoms are being managed, not the disease. Maybe that is enough, though. It isn't like this game is going to be actively developed by ZOS a decade from now.
Joy_Division wrote: »This is the only game in which I have upgraded my computer, software, and ISP and yet the performance has deteriorated.
I feel for you guys, I really do. But this game is done. It's been 6 years and performance has been garbage the whole time. We all know what this game could be, but they blew it.
ESO is a single player game now.