Could you share on how? Show us some screenshots of the population/queues
OtarTheMad wrote: »I applaud them for trying. Maybe they can tweak some things and improve it.
OtarTheMad wrote: »I applaud them for trying. Maybe they can tweak some things and improve it.
they have tried that since 2014 and still this is maybe the worst try ever. and i really dont get them, are they still running the cheap version of server after they did cut them in 10 parts after the first year? or is it the code they use that are so bad? cause this is painful and reminds me of late 90's when online games tok off and we used 128bits phone connection.
OtarTheMad wrote: »OtarTheMad wrote: »I applaud them for trying. Maybe they can tweak some things and improve it.
they have tried that since 2014 and still this is maybe the worst try ever. and i really dont get them, are they still running the cheap version of server after they did cut them in 10 parts after the first year? or is it the code they use that are so bad? cause this is painful and reminds me of late 90's when online games tok off and we used 128bits phone connection.
I’m still happy they are trying to make Cyrodiil better. They can only really test on the live servers so it sucks when an idea doesn’t go well but I’d rather them keep trying then not.
OtarTheMad wrote: »OtarTheMad wrote: »I applaud them for trying. Maybe they can tweak some things and improve it.
they have tried that since 2014 and still this is maybe the worst try ever. and i really dont get them, are they still running the cheap version of server after they did cut them in 10 parts after the first year? or is it the code they use that are so bad? cause this is painful and reminds me of late 90's when online games tok off and we used 128bits phone connection.
I’m still happy they are trying to make Cyrodiil better. They can only really test on the live servers so it sucks when an idea doesn’t go well but I’d rather them keep trying then not.
Maybe they should start using some money on servers then? or hire better coders, cause they did fire those that did some real change and after that it did go south again.but yes i do want them to make pvp better. but are they ready to use the money?
OtarTheMad wrote: »OtarTheMad wrote: »I applaud them for trying. Maybe they can tweak some things and improve it.
they have tried that since 2014 and still this is maybe the worst try ever. and i really dont get them, are they still running the cheap version of server after they did cut them in 10 parts after the first year? or is it the code they use that are so bad? cause this is painful and reminds me of late 90's when online games tok off and we used 128bits phone connection.
I’m still happy they are trying to make Cyrodiil better. They can only really test on the live servers so it sucks when an idea doesn’t go well but I’d rather them keep trying then not.
Maybe they should start using some money on servers then? or hire better coders, cause they did fire those that did some real change and after that it did go south again.but yes i do want them to make pvp better. but are they ready to use the money?
spartaxoxo wrote: »OtarTheMad wrote: »OtarTheMad wrote: »I applaud them for trying. Maybe they can tweak some things and improve it.
they have tried that since 2014 and still this is maybe the worst try ever. and i really dont get them, are they still running the cheap version of server after they did cut them in 10 parts after the first year? or is it the code they use that are so bad? cause this is painful and reminds me of late 90's when online games tok off and we used 128bits phone connection.
I’m still happy they are trying to make Cyrodiil better. They can only really test on the live servers so it sucks when an idea doesn’t go well but I’d rather them keep trying then not.
Maybe they should start using some money on servers then? or hire better coders, cause they did fire those that did some real change and after that it did go south again.but yes i do want them to make pvp better. but are they ready to use the money?
They literally just bought new servers...
That's always been the case in Cyrodiil for me....
Tommy_The_Gun wrote: »Tbh. in order for Cyro to work on an acceptable level, they should lower the cap to 12 people per side, or 24 people per side with grouping disabled.
I know how it sounds, but well... it is just that bad. Even before the test it was bad during peak hours and especially if a Ball Group showed up. Seriously, Idk what it is about those groups, and how it is coded or what that groups are doing, but you can literally have 50 vs 50 vs 50 players fighting (or just 10 vs 10 vs 10), but once a ball group is near, you can simply tell it by how the game becomes unresponsive. They may not even be at the "render distance", so you don't see them yet, but you just know that they are near. And so far (at least for me) it has 100% accuracy.
I am not expert, and I rely don't want to upset players playing in groups in Cyro, but clearly, something is off when it comes to coding. I mean if you have like 40 - 50 players "zerg" all running to attack the keep, how they can cause less lag than 12 players that are grouped ? Is it synergy or healing they are constantly spamming that is causing more stress on the server ? idk. It is weird lol.
does anyone actually know what the potential outcome of these tests are?
is it to see if the servers can handle the pop cap increase or is it to gather data?
Tommy_The_Gun wrote: »Tbh. in order for Cyro to work on an acceptable level, they should lower the cap to 12 people per side, or 24 people per side with grouping disabled.
I know how it sounds, but well... it is just that bad. Even before the test it was bad during peak hours and especially if a Ball Group showed up. Seriously, Idk what it is about those groups, and how it is coded or what that groups are doing, but you can literally have 50 vs 50 vs 50 players fighting (or just 10 vs 10 vs 10), but once a ball group is near, you can simply tell it by how the game becomes unresponsive. They may not even be at the "render distance", so you don't see them yet, but you just know that they are near. And so far (at least for me) it has 100% accuracy.
I am not expert, and I rely don't want to upset players playing in groups in Cyro, but clearly, something is off when it comes to coding. I mean if you have like 40 - 50 players "zerg" all running to attack the keep, how they can cause less lag than 12 players that are grouped ? Is it synergy or healing they are constantly spamming that is causing more stress on the server ? idk. It is weird lol.
It's an APM/Calculation thing. What is a ball group doing? Constantly activating spells and synergies and spam casting and they're affecting the whole group practically, when you've got a large group doing this all at once in a concentrated area of course there's going to be performance issues. This is exacerbated by various procs and other checks having to be done. This is part of why ESO doesn't feel as smooth as it did before, there's so many more things to be processed and calculated at any given time. Look at the other performance complaints most of them involve combat in or around people or things which require large calculations and checks. Somewhere I feel like the code got overwhelmed by how many checks it has to do that it stutters.
Tommy_The_Gun wrote: »Tbh. in order for Cyro to work on an acceptable level, they should lower the cap to 12 people per side, or 24 people per side with grouping disabled.
I know how it sounds, but well... it is just that bad. Even before the test it was bad during peak hours and especially if a Ball Group showed up. Seriously, Idk what it is about those groups, and how it is coded or what that groups are doing, but you can literally have 50 vs 50 vs 50 players fighting (or just 10 vs 10 vs 10), but once a ball group is near, you can simply tell it by how the game becomes unresponsive. They may not even be at the "render distance", so you don't see them yet, but you just know that they are near. And so far (at least for me) it has 100% accuracy.
I am not an expert, and I really don't want to upset players playing in groups in Cyro, but clearly, something is off when it comes to coding. I mean if you have like 40 - 50 players "zerg" all running to attack the keep, how they can cause less lag than 12 players that are grouped ? Is it synergy or healing they are constantly spamming that is causing more stress on the server ? idk. It is weird lol.
Tommy_The_Gun wrote: »Tbh. in order for Cyro to work on an acceptable level, they should lower the cap to 12 people per side, or 24 people per side with grouping disabled.
I know how it sounds, but well... it is just that bad. Even before the test it was bad during peak hours and especially if a Ball Group showed up. Seriously, Idk what it is about those groups, and how it is coded or what that groups are doing, but you can literally have 50 vs 50 vs 50 players fighting (or just 10 vs 10 vs 10), but once a ball group is near, you can simply tell it by how the game becomes unresponsive. They may not even be at the "render distance", so you don't see them yet, but you just know that they are near. And so far (at least for me) it has 100% accuracy.
I am not an expert, and I really don't want to upset players playing in groups in Cyro, but clearly, something is off when it comes to coding. I mean if you have like 40 - 50 players "zerg" all running to attack the keep, how they can cause less lag than 12 players that are grouped ? Is it synergy or healing they are constantly spamming that is causing more stress on the server ? idk. It is weird lol.