Four_Fingers wrote: »Maybe should stop blaming ball groups and the servers and look at you own potatoes that are getting old.
Four_Fingers wrote: »Maybe should stop blaming ball groups and the servers and look at you own potatoes that are getting old.
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...
jad11mumbler wrote: »Four_Fingers wrote: »Maybe should stop blaming ball groups and the servers and look at you own potatoes that are getting old.
Is a 4090 & 13900k too old or should I upgrade?
jad11mumbler wrote: »Four_Fingers wrote: »Maybe should stop blaming ball groups and the servers and look at you own potatoes that are getting old.
Is a 4090 & 13900k too old or should I upgrade?
People who say ball groups aren't the issue, the people who push the limits of how many effects they can have on a character at a time, are just gaslighting.
Four_Fingers wrote: »Maybe should stop blaming ball groups and the servers and look at you own potatoes that are getting old.
People who say ball groups aren't the issue, the people who push the limits of how many effects they can have on a character at a time, are just gaslighting.
Freilauftomate wrote: »People who say ball groups aren't the issue, the people who push the limits of how many effects they can have on a character at a time, are just gaslighting.
Ballgroups, zergs, hot stacking, siege weapons, the hammer, proc sets, primetime, consoles and all the other scapegoats are NOT the issue.
ESO not being able to handle what's happening, that's the issue.
Customers can not fix the game by playing it in a certain way. (Naked fistfights maybe?)
The people making and selling the game should have done that with the money from their investors. Or do it 10 years later (now) with the money "over 20 million" customers gave them.
Heck even Square Enix had trouble getting hardware for ffxiv to open new servers, I don't expect there to be any to buy to upgrade with if yall insist on them upgrading them again.
Also I think OP doesn't understand that the point of a stress test is to break the server.
acastanza_ESO wrote: »This is what they said but I got a screenshot of 104 AD players on Miat's player counter on the hammer fight this afternoon in Grey Host on PCNA while there was zero queue to get in.
Cyro is the ABSOLUTE WORST it has ever been
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.
jad11mumbler wrote: »Four_Fingers wrote: »Maybe should stop blaming ball groups and the servers and look at you own potatoes that are getting old.
Is a 4090 & 13900k too old or should I upgrade?
People who say ball groups aren't the issue, the people who push the limits of how many effects they can have on a character at a time, are just gaslighting.
IZZEFlameLash wrote: »jad11mumbler wrote: »Four_Fingers wrote: »Maybe should stop blaming ball groups and the servers and look at you own potatoes that are getting old.
Is a 4090 & 13900k too old or should I upgrade?
People who say ball groups aren't the issue, the people who push the limits of how many effects they can have on a character at a time, are just gaslighting.
The game was advertised to have LARGE SCALE PvP combat action. That was a selling point stated in physical case of base game. So, you'd think ballgrouping is actually a part of the intended way to play. Because, if there's a large AvA in the game, anyone should expect organized groups emerging. Game being unable to handle what was advertised is a problem for the studio to fix not gamers.
IZZEFlameLash wrote: »The game was advertised to have LARGE SCALE PvP combat action. That was a selling point stated in physical case of base game. So, you'd think ballgrouping is actually a part of the intended way to play. Because, if there's a large AvA in the game, anyone should expect organized groups emerging. Game being unable to handle what was advertised is a problem for the studio to fix not gamers.
It's been over 10 years and today we can see that devs simply can't make it work. No matter what they will be doing zergs will be always causing the issue for both balance and performance. It's not the first advertisement they failed at and it won;t be the last.
IZZEFlameLash wrote: »jad11mumbler wrote: »Four_Fingers wrote: »Maybe should stop blaming ball groups and the servers and look at you own potatoes that are getting old.
Is a 4090 & 13900k too old or should I upgrade?
People who say ball groups aren't the issue, the people who push the limits of how many effects they can have on a character at a time, are just gaslighting.
The game was advertised to have LARGE SCALE PvP combat action. That was a selling point stated in physical case of base game. So, you'd think ballgrouping is actually a part of the intended way to play. Because, if there's a large AvA in the game, anyone should expect organized groups emerging. Game being unable to handle what was advertised is a problem for the studio to fix not gamers.
It's been over 10 years and today we can see that devs simply can't make it work. No matter what they will be doing zergs will be always causing the issue for both balance and performance. It's not the first advertisement they failed at and it won;t be the last.
I'm sorry but how are ball groups the issue when a single alliance can run 80 players deep to take a outpost? Lol. Just tonight it felt like AD had 6 bars (their queue was 144+ even...lol) no matter where EP went. Flag sej? 80 AD players run out, flag a resource? Here comes a server. I get everyone wants to blame ball groups but there's gotta be a counter to the zergs that run the map
OtarTheMad wrote: »I'm sorry but how are ball groups the issue when a single alliance can run 80 players deep to take a outpost? Lol. Just tonight it felt like AD had 6 bars (their queue was 144+ even...lol) no matter where EP went. Flag sej? 80 AD players run out, flag a resource? Here comes a server. I get everyone wants to blame ball groups but there's gotta be a counter to the zergs that run the map
Ball groups don't help but neither do faction stacks. It's not the ball group technically it's any group that stays tight together and spams spells in a small area, basically on top of one another, that makes the servers crap themselves. So stuff like that on top of non-player-caused issues make it hard. Heck, a few years ago that was a way to lag the servers so bad they crashed and caused a rollback.
Miat's player counter didn't work properly since U37. Did someone fix it?acastanza_ESO wrote: »Reminder, this test is for PC EU only for now, the rest of the servers are untouched.
This is what they said but I got a screenshot of 104 AD players on Miat's player counter on the hammer fight this afternoon in Grey Host on PCNA while there was zero queue to get in. This is simply impossible if the population cap wasn't adjusted.
Ball groups are the issue.