Actually we ware lagging the same. The thing is, you use these addons to support a certain tactic and you will adapt, like using skills, that don't lag out so hard. Two examples:FantasticFreddie wrote: »And how on earth would it make sense that the people running these big fat addons aren't lagging out worse than the people they are fighting? I can't follow that logic at all.
I believe the Add-on RDK and Add-on's like it that communicate with the server via Map Pings, etc., are possibly creating an unfair advantage to the Add-on user. I've come to this conclusion after engaging in fights with 24 & 12 player groups running this Add-on and having run the Add-on for less than a week myself. While perhaps not it's original design, the addon seems to create scenarios where the Add-on user can use their skills and their opponents can not use their skills. Additional side effects included increased damage mitigation from ground AoE's, including Siege. Allied players not running the Add-on seemed to gain the same benefits at times but found it difficult to use skills once enough players using the Add-on consolidated in one area. Negative effects for the non-user include the inability to swap bars, use skills, trigger ultimate, drink potion, fire siege, light/heavy attack and included phantom actions where animation & sound would trigger but resource consumption and effect/dmg would not register. Operating a unique PvP area like Cyrodiil doesn't come without it's own issues, whatever issues those maybe, this Add-on seems to only multiply them.
Given the choice between using skills (Add-on On) and not using skills (Add-on Off), I'm going to want those skills. While at first the number of groups running this Add-on remained small, the amount has grown exponentially since the group cap was lowered to 12. If this issue can not be addressed in a timely manner I'm going to be forced to recommend Add-on to be used in our groups as well.
Flangdoodle wrote: »Theories:
I personally don’t have much knowledge of computer code or servers -particularly as they apply to videogames; however, several in our group do. The consensus theory is that because this add-on attempts to do many things at once –especially functions which require data about where players in a group are on the map and where they are in proximity to one another, it makes too many “pings” to the server and that when people are running this add-on, there are so many requests being made of the server that data packets are lost, and players experience this as an inability to play the game.
The test(s) we ran for ourselves were with this add-on alone, with this add-on along with other add-ons, and with no add-ons at all.
Though we experienced slightly better performance with no add-ons, this was erased when we encountered the aforementioned groups, and we had the same problems mentioned above.
The determining factor seems to be this add-on, and possibly others like it which “ping” the servers. When we turned it on, the problem(s) nearly vanished and when we turned it off, things were as problematic as before.
alterfenixeb17_ESO wrote: »Flangdoodle wrote: »Theories:
I personally don’t have much knowledge of computer code or servers -particularly as they apply to videogames; however, several in our group do. The consensus theory is that because this add-on attempts to do many things at once –especially functions which require data about where players in a group are on the map and where they are in proximity to one another, it makes too many “pings” to the server and that when people are running this add-on, there are so many requests being made of the server that data packets are lost, and players experience this as an inability to play the game.
The test(s) we ran for ourselves were with this add-on alone, with this add-on along with other add-ons, and with no add-ons at all.
Though we experienced slightly better performance with no add-ons, this was erased when we encountered the aforementioned groups, and we had the same problems mentioned above.
The determining factor seems to be this add-on, and possibly others like it which “ping” the servers. When we turned it on, the problem(s) nearly vanished and when we turned it off, things were as problematic as before.
Now that part is interesting as it could indeed be possible under condition that communication related to certain activities is done in similar way (example given for character position):
- Server sends event on new character position
- Client receives event and passes it to UI in form of blocking/synchronous operation
- UI (including addons) processes it and gets back to client with confirmation that update is completed
- Client sends back update to server that event has been successfully processed
If this or similar approach is used then it is a problem for a few reasons:
- It is an exploit - addons can utilize it by for instance creating never ending operations. Either client gets broken (in case above player never gets updates on where others are currently) or server has issue as i.e. suddenly too many updates may come from client. May result in for example need for recalculations.
- It is a bug basically - validity of information present on the screen may be always questionable
I have not tested it for this behavior but I hope it is not what is going on.
Actually one does not exclude another. First "too many" is relative term (how many is too many?). Second this mechanism is indeed in place but rather for cases where event is triggered by client and not when client is just purposely or not slacking with processing what was already triggered somewhere else. Situation I described is not for case when single client triggers 100 events that need to be propagated to other clients. It is case when 100 clients trigger 1 even each (so not too many) and information about this 100 is just propagated. Slacking client would not be spamming anything that is not expected by server but would just follow an ordinary routine designed by developers in order to maintain status sync between multiple clients. Also most certainly it is not increasing amount of updates sent to server as it does mess only with it's timing.alterfenixeb17_ESO wrote: »Flangdoodle wrote: »Theories:
I personally don’t have much knowledge of computer code or servers -particularly as they apply to videogames; however, several in our group do. The consensus theory is that because this add-on attempts to do many things at once –especially functions which require data about where players in a group are on the map and where they are in proximity to one another, it makes too many “pings” to the server and that when people are running this add-on, there are so many requests being made of the server that data packets are lost, and players experience this as an inability to play the game.
The test(s) we ran for ourselves were with this add-on alone, with this add-on along with other add-ons, and with no add-ons at all.
Though we experienced slightly better performance with no add-ons, this was erased when we encountered the aforementioned groups, and we had the same problems mentioned above.
The determining factor seems to be this add-on, and possibly others like it which “ping” the servers. When we turned it on, the problem(s) nearly vanished and when we turned it off, things were as problematic as before.
Now that part is interesting as it could indeed be possible under condition that communication related to certain activities is done in similar way (example given for character position):
- Server sends event on new character position
- Client receives event and passes it to UI in form of blocking/synchronous operation
- UI (including addons) processes it and gets back to client with confirmation that update is completed
- Client sends back update to server that event has been successfully processed
If this or similar approach is used then it is a problem for a few reasons:
- It is an exploit - addons can utilize it by for instance creating never ending operations. Either client gets broken (in case above player never gets updates on where others are currently) or server has issue as i.e. suddenly too many updates may come from client. May result in for example need for recalculations.
- It is a bug basically - validity of information present on the screen may be always questionable
I have not tested it for this behavior but I hope it is not what is going on.
When to many updates/requests come from your client, the game kicks you out with a warning about message spamming. It is how ZOS deals with it now. So if it was done either purposefully or accidentally (like trying to load guild history to quickly by spamming E), you will be booted to login.
That logic is flawed for a two reasons:This one ping event needs to be relayed to other group members, so for n players we have n events being send to the server and n*n events being send from the server to players. So in a 12 man group this cumulates to 12 + 12*12 = 156 events being caused.
Allied players not running the Add-on seemed to gain the same benefits at times but found it difficult to use skills once enough players using the Add-on consolidated in one area. Negative effects for the non-user include the inability to swap bars, use skills, trigger ultimate, drink potion, fire siege, light/heavy attack and included phantom actions where animation & sound would trigger but resource consumption and effect/dmg would not register. Operating a unique PvP area like Cyrodiil doesn't come without it's own issues, whatever issues those maybe, this Add-on seems to only multiply them.
I believe the Add-on RDK and Add-on's like it that communicate with the server via Map Pings, etc., are possibly creating an unfair advantage to the Add-on user. I've come to this conclusion after engaging in fights with 24 & 12 player groups running this Add-on and having run the Add-on for less than a week myself. While perhaps not it's original design, the addon seems to create scenarios where the Add-on user can use their skills and their opponents can not use their skills. Additional side effects included increased damage mitigation from ground AoE's, including Siege. Allied players not running the Add-on seemed to gain the same benefits at times but found it difficult to use skills once enough players using the Add-on consolidated in one area. Negative effects for the non-user include the inability to swap bars, use skills, trigger ultimate, drink potion, fire siege, light/heavy attack and included phantom actions where animation & sound would trigger but resource consumption and effect/dmg would not register. Operating a unique PvP area like Cyrodiil doesn't come without it's own issues, whatever issues those maybe, this Add-on seems to only multiply them.
Given the choice between using skills (Add-on On) and not using skills (Add-on Off), I'm going to want those skills. While at first the number of groups running this Add-on remained small, the amount has grown exponentially since the group cap was lowered to 12. If this issue can not be addressed in a timely manner I'm going to be forced to recommend Add-on to be used in our groups as well.
No. It makes life more decent, but so do all AddOns. The ZOS ToS do allow them. If there is an issue, ZOS will restrict the API (as seen in Miat's).Flangdoodle wrote: »I second this and would like to add a few thoughts:
RDK Group Tool and similar add-ons which ping the server seem to create an exploit which, intended or not, gives players running the add-on an unfair advantage over other players when fighting in Cyrodiil.
Flangdoodle wrote: »RDK Group Tool is a “Swiss Army Knife” add-on which, according to its own description, attempts to consolidate the functions of other add-ons into one, so that players can run one add-on instead of several. This is not to attack the creator of this add-on or discredit that premise, but merely to report that it appears to have the unintended side-effect of making gameplay against those who are running it next to impossible. Moreover, this is not an indictment of players who have been running this add-on. We are assuming that they don’t know that this is happening to players they encounter.
Flangdoodle wrote: »Our group members come from across the country and some from across the world. They have varying PC/ and internet setups from “potato” to “supercollider” and they are of varying skill levels and lengths of time in this game, yet they all report similar effects.
It’s one thing to lose a fair fight against other players, but this add-on and others like it have created a situation where players aren’t playing against other players -they’re playing against a glitch.
Flangdoodle wrote: »When we encounter groups (usually “ball-groups”) running this add-on or others like it:
- Our skills stop working (sometimes the player animation works but sometimes not, regardless there is no skill animation and clearly the skills have not affected the enemy players)
Flangdoodle wrote: »- Ultimate abilities will not fire off no matter how many times or how carefully the key is clicked
Flangdoodle wrote: »- Siege stops working (doesn’t fire even though apparently ready and often the message “the [siege] is busy)
Flangdoodle wrote: »- Light and heavy attacks stop working (no player animation at all no matter how often you click or how long you wait to click)
Flangdoodle wrote: »- Bar-swaps stop working (clicking the bar swap key does nothing)
Flangdoodle wrote: »- Potions stop working – the sound effect goes off, but there is no effect and the potion continues to display as ready to be used (i.e. the icon doesn’t “gray-out” as it does when the potion works)
Flangdoodle wrote: »- Often many in our group will completely crash and have to re-log into the game and into Cyrodiil.
Flangdoodle wrote: »- Damage often does not register on players in these groups. There are no damage numbers which appear, the health bars of the players in the group are unchanged. This has happened even when they are directly hit with cold fire siege. It’s not as if they are damaged and then healed, they’re just not taking damage.
Flangdoodle wrote: »This happens whenever we are in any proximity of these groups – sometimes even when we are outside of keeps where they are.
Flangdoodle wrote: »We know these groups are in fact running this add-on through contact with some of their members, because they post videos where the player recording the video has the interface of this add-on on their screen, and because some of these groups live-stream on Twitch and YouTube, and the add-on’s interface shows on the screen of the streamers.
Flangdoodle wrote: »This is not simply “lag”, because when we experience lag, our skills will eventually work – though late. Here the skills simply do not work at all – no damage registers on enemies, and even light attacks, potions, ultimates and siege stop working.
Flangdoodle wrote: »Neither is this simply being under the effect of Crowd Control skills (CC’s), because it has happened at times when we are all the way on the other side of a keep from these groups – and even sometimes when we are outside of a keep when they are inside.
Flangdoodle wrote: »We decided to run our own test where *we* were running this add-on for two nights. Here is what we observed:
- When we ran the add-on our skills both went off and registered damage on these groups and others nearly all the time.
- Performance wise, it felt as if a weight had been lifted from our gameplay
- While we were running this add-on, we noticed that many enemy players seemed to have difficulty “hitting” us.
Flangdoodle wrote: »At one point, I was actually able to stand right in the middle of groups of enemies who were trying to fight us – without a scratch – and without having cast any shields or buffs. Others in our group reported similar things. I can’t say for sure, but it appeared as if the enemies were trying to attack us but nothing was working – which is the same problem we had before we ran the add-on.
Flangdoodle wrote: »At times enemies seemed to either be frozen in place or noticeably slowed down – and this was when we hadn’t cast any CC’s.
Flangdoodle wrote: »Theories:
I personally don’t have much knowledge of computer code or servers -particularly as they apply to videogames; however, several in our group do. The consensus theory is that because this add-on attempts to do many things at once –especially functions which require data about where players in a group are on the map and where they are in proximity to one another, it makes too many “pings” to the server and that when people are running this add-on, there are so many requests being made of the server that data packets are lost, and players experience this as an inability to play the game.
Flangdoodle wrote: »The test(s) we ran for ourselves were with this add-on alone, with this add-on along with other add-ons, and with no add-ons at all.
Though we experienced slightly better performance with no add-ons, this was erased when we encountered the aforementioned groups, and we had the same problems mentioned above.
Flangdoodle wrote: »The determining factor seems to be this add-on, and possibly others like it which “ping” the servers. When we turned it on, the problem(s) nearly vanished and when we turned it off, things were as problematic as before.
Flangdoodle wrote: »Conclusion:
We appreciate the time and effort ZOS and the ESO teams have put into studying and testing the continuing performance problems in Cyrodiil.Our group has whole-heartedly endorsed these tests and have run full group raids nearly every night throughout every testing period so far. The effect that add-ons have on Cyrodiil performance has yet to be officially tested, but it desperately needs to be. If it’s possible to eliminate proc-sets for a test, it should be possible to eliminate add-ons for a testing period? In addition, this specific add-on needs to be examined at the code level, and as to how it interacts with the servers in Cyrodiil.
We shouldn’t have to run any add-on just to be able to play as intended, but if ZOS doesn’t do anything to fix this this I suppose we’ll have to run this one.
InvitationNotFound wrote: »]
Here we go again.
Lag exists also on console. The server do not have anything to do with consols and still aren't able to handle a lot of players [...]
Flangdoodle wrote: »InvitationNotFound wrote: »]
Here we go again.
Lag exists also on console. The server do not have anything to do with consols and still aren't able to handle a lot of players [...]
Good grief. Dostoyevsky is rolling in his grave with jealousy at the length of that post.
So many words to basically ignore what we said and say "git guud".
Glad you enjoy running RDK. Have fun with it!
Flangdoodle wrote: »LOL. I admitted in my post that I didn't know anything about the calculations, etc., however you're mistaken - the people I spoke to read through your code with a fine-toothed comb. They were actually very impressed with your programming of it.
By the way- you might have mentioned that you were the author of the addon. [snip]
Sorry if you were hurt by my relating what we noticed regarding your addon. I went out of my way to say that my post was not meant to attack you or your work on it. [snip]
It wasn't about one Add-On during the no Add-on test, it was about zero Add-Ons. Rather than another No-Add-on test in an Add-On environment, I'm requesting a No-Add-on test in a No-Add-on environment. Groups are welcome to run their own tests of No-Add-Ons but the number one issue noted throughout our tests was that we were a No-Add-On group in an Add-On Environment engaging Add-On groups.
Add-On:
Asked players to download RDK specifically and was able to get 2 groups running that Add-On with a 3rd with players either not running the Add-On or groups 1&2 were full. Players not running the Add-On voiced "Event" issues even during non-PvP encounters. PvP encounters required enemy forces to regroup and start accompanying additional forces when engaging us. Groups we had previous encountered before tests displaying "Event" issues appeared to be on an "Even" playing field and required them to regroup as well.
No-Add-Ons:
Throughout our tests we had a group of picking up players who were using add-ons as turning off All Add-ons was a bridge too far. Voices of liberation quickly changed to voiced discomfort with players turning off all their Add-Ons but was able to run a 1-2 full groups with no Add-Ons, asked players at min. avoid any Map Ping Add-Ons. Guild members familiar with programing reviewed the code and provided lists of Add-Ons to what I specifically meant by map-ping Add-Ons. Players noticed & voiced considerable decrease in quality of gameplay when engaging in PvP, particularly with groups known for "Event" conflicts.
Having participated in a number of PvP battles I've noticed a particular flavor of lag. Most noticeably from the group that introduced RDK to me almost a year ago and was interested in training our group on how to run like they do. That event didn't happen, the group switched factions and every time they entered our zone they were often identified by the Signiant lag signature they seem to have carried. Since then it has been noticeable when a group adopts RDK or Add-Ons like it as we engage them.
RDK Group Tool isn't the only group leader Add-On on the market, there are a number of Add-Ons listed and unlisted that do the same things. RDK itself comprise of several other Add-Ons used in PvP and if the effects of such Add-Ons effect player experience it should be either removed or integrated. With that said, I can not ask players to stop running Add-Ons, they are a vital tool in any MMORPG, particularly one with no built in mini map. This is why I've also requested a test in which Add-Ons that are exclusively client side are allowed and cut the cord on any Add-on that relays information through the server.
By Testing Existing Cyrodiil (Add-Ons On) vs. Testing Cyrodiil (Add-ons Disabled) in a High Pop Campaign & comparing them. Tests might want to be short due to player reactions but solid request for testing min. Removal of Add-ons that create 'Events' to communicate data to Group & Guild members.
Army of the Pact is an EP(NA) Organized Casual PvP group that recruits from zone during primetime (CP) High Pop. Faction Lock Campaign. We run around 12-48+ player groups including several ranks of group leaders. Our rules for streamers consist of having a delay and recording or streaming audio from the groups discord channel is stickily prohibited. The clip you displayed was from 2018 during the years of it's founding, in addition to changes in Guild Leadership, updates to rules and regulations have been instituted since I've been granted the role of GM. We consist of a wide verity of active veteran players. We do not currently have requirements on Add-Ons and during our tests I was reliant on the honesty of our players to turn off their Add-Ons. And as I stated, throughout our tests we had a group picking up people who were using Adds because some players just need their Add-Ons, I get it. I'm voicing these opinions because I'm not against Add-ons, I love Add-ons. I've voicing them because I'm for fair play.
Add-On Recommendations:
There are a number Add-Ons that do the same thing and where one Map-Ping Add-On may have borrowed from other Map Ping Add-On, said Add-Ons established conflicts could create additional undesired effects.
A programmer I am not, but logically one would think if a player is having a constant steady conversation with the server via a third party program or Add-On, other player's "Events" Add-Ons conversation might be helping prioritize additional Player "Event" packets as well as clogging up a Zone with a High "Event" count causing greater "Event" loss.
If our theories about this Add-On and Add-On's like it are correct, considering the size of our groups and variety of tactics we deploy, there may be a noticeable increase in server stress. This isn't my intention, my intentions are recommending things to help players compete on an even playing field.
With the number groups running this these types of Add-Ons we're forced to run them ourselves, but not first without protest. While some players may have already discovered RDK or other Group Tool Add-Ons like it, if such issues do exist they will become noticeable when a group our size adopts one.
That being said, April, 9th 2021, one year after being introduced to this Add-On, I'm going turn this mapPing Add-On back on as well as all my other favorite Add-Ons, and request our groups run them as well. Do we know what will happen? No. We do have our suppositions and inaction to address this issue forces us to conform.
I'd like to see that too.InvitationNotFound wrote: »Well, I don't mind having a complete no-addon test week. I'm quite confident here, that nothing in regards with lag will change as the only thing that is being actively transferred are map pings. Everything else runs directly on the client with information already available to the client.
Not that it matters, but that video looks like it's a guest raid leader running my "Piece of Candy" addon which does a small subset of what RDK Group Tool does. It uses the same communication mechanism as your addon, of course. I'm one of the people in the raid who shows up on the ultimate list. That addon used to be required in the guest raid leader's primary guild. He's since moved using RDK, AFAIK. He's also switched factions. Not that any of that matters either.Furthermore, I would like to have more information on how you tested this. Respectively how you believe that your feelings about this can really be measured. There are so many variables, like other fights nearby or at another spot on the map etc.
What you describe is Cyrodiil and bad code / servers in my opinion.
And here's another thing. As i play on a different Server (PC EU) i have no idea who Army of the Pact is (your guild right?). So i did a short little search on YouTube and found this one here:
*snip*
Since the video is exposing discord voice chat, I'd think it was against a TOS or a law or something. It might be safer to take it down. I'd say the guy who posted it on YouTube probably shouldn't have done that. If your point is that there may be people in Army of the Pact running a map ping addon, we can cheerfully attest to that. Until recently, there hasn't been an organized effort to use anything like that, though.As it is publicly available and from one of your members (plays in the group) i think it is okay for being posted here. Otherwise let me know and I will edit the post.
I wish there was some way we could test this in controlled conditions. I also wish that someone techincal from ZoS would be willing to engage us on a technical level. Obviously some of us have programming backgrounds and could contribute in some small way.Don't get me wrong here. You can play as you want and that's all part of the game and legit. I don't care if you do and won't judge here. But i can assure you, that the amount of players i see in that group including the ungrouped players with the same guild tag, stacking at a single place certainly adds more to the lag and performance issues than some map pings of an addon.
marlonbrando wrote: »I'd like to see that too.InvitationNotFound wrote: »Well, I don't mind having a complete no-addon test week. I'm quite confident here, that nothing in regards with lag will change as the only thing that is being actively transferred are map pings. Everything else runs directly on the client with information already available to the client.Not that it matters, but that video looks like it's a guest raid leader running my "Piece of Candy" addon which does a small subset of what RDK Group Tool does. It uses the same communication mechanism as your addon, of course. I'm one of the people in the raid who shows up on the ultimate list. That addon used to be required in the guest raid leader's primary guild. He's since moved using RDK, AFAIK. He's also switched factions. Not that any of that matters either.Furthermore, I would like to have more information on how you tested this. Respectively how you believe that your feelings about this can really be measured. There are so many variables, like other fights nearby or at another spot on the map etc.
What you describe is Cyrodiil and bad code / servers in my opinion.
And here's another thing. As i play on a different Server (PC EU) i have no idea who Army of the Pact is (your guild right?). So i did a short little search on YouTube and found this one here:
*snip*Since the video is exposing discord voice chat, I'd think it was against a TOS or a law or something. It might be safer to take it down. I'd say the guy who posted it on YouTube probably shouldn't have done that. If your point is that there may be people in Army of the Pact running a map ping addon, we can cheerfully attest to that. Until recently, there hasn't been an organized effort to use anything like that, though.As it is publicly available and from one of your members (plays in the group) i think it is okay for being posted here. Otherwise let me know and I will edit the post.
As you know, the only way an info sharing addon is of any use is if a large number (majority) of the people in raid are using it. The contention is that when every single person is using one of these, it causes problems. However, as it turns out, RDK is not the addon that is used by at least one of the people we fight against where we experience the most lag.I wish there was some way we could test this in controlled conditions. I also wish that someone techincal from ZoS would be willing to engage us on a technical level. Obviously some of us have programming backgrounds and could contribute in some small way.Don't get me wrong here. You can play as you want and that's all part of the game and legit. I don't care if you do and won't judge here. But i can assure you, that the amount of players i see in that group including the ungrouped players with the same guild tag, stacking at a single place certainly adds more to the lag and performance issues than some map pings of an addon.
InvitationNotFound wrote: »I just think stacking that many players at one point and complaining about map pings is quite strange as the own behavior certainly causes more server stress. (And again, play as you want and so on. It is a game and it was intended to play like that. It is ZOS' fault, that their code / servers can't handle that properly)