KlauthWarthog wrote: »Answering the question in the title, no, I do not think Cyrodiil will ever be lag/delay free.
The actual issue for me is not that the game lags, but that the core combat mechanics flat out stop working when it does.
If an online game is lagging, I expect any actions that I take to have a delay before they actually happen. This is a sane online service response to lag.
But in this game here, if it is lagging, I can issue a command to swap weapon bars, and have it just... not happen. Ever. I can issue a command to break free from hard CC, and watch it get blissfully ignored by the server.
That is the big problem I have with this game. It is extremely fragile. If things move out of the expected lab parameters, it seizes up and dies.
ZOS used to do just fine keeping cyrodiil running well and with population caps more than triple what they are today. They could do it again if they wanted to.
I'm sure they'd have to implement a number of different methods to restore cyrodiil to it's former glory, but it's indisputable that if they could do it before that they could do it again if they tried. Instead they only reduce cyrodiil server resources and lower the population caps.
Would be nice if they updated the hardware more frequently as it was lag free until they started doing patches
The lag is caused by hardware limitations, it's easily resolved by dedicating more if the servers resources to it (which they did a couple of years back during the PvP event, at the cost of trials) or by aquring more hardware, the entire reason they do not do this is quite simple (and more than a little disheartening), the PvP poptulation is not large and/or profitable enough to justify such costs on ZoS's end of things.
El_Borracho wrote: »Not a tech guy, but it seems that if you encourage massive battles in Cyrodiil involving 18-24+ players (like a siege), lag is unavoidable. There is lag in PVE trials, albeit uncommon, with only 12 players battling a NPC/preprogrammed enemy. Double that number and then deal with the randomness of classes, skills, buffs, debuffs, styles, etc. in PVP, and you get lag
JustLovely wrote: »The lag is caused by hardware limitations, it's easily resolved by dedicating more if the servers resources to it (which they did a couple of years back during the PvP event, at the cost of trials) or by aquring more hardware, the entire reason they do not do this is quite simple (and more than a little disheartening), the PvP poptulation is not large and/or profitable enough to justify such costs on ZoS's end of things.
I agree with everything you said up until the "pvp population is not large and/or profitiable..."
The PvP population used to be exponentially larger than it is now. ZOS ran them off with poor performance and radically lowering the population caps. My friends list is now 1/10 of what it used to be because almost everyone left due to lack of PvP support from ZOS. It's also not at all accurate the PvP players don't spend major bank on the game. Every PvP player I know spend, per capita, WAY more on the game than the average PvE player. PvP is all the PvE plus PvP both in terms of participation and money spent on the game.
tl;dr most likely people voted with their wallets and zos listened, thus resources taken from pvp and put in other places
JustLovely wrote: »The lag is caused by hardware limitations, it's easily resolved by dedicating more if the servers resources to it (which they did a couple of years back during the PvP event, at the cost of trials) or by aquring more hardware, the entire reason they do not do this is quite simple (and more than a little disheartening), the PvP poptulation is not large and/or profitable enough to justify such costs on ZoS's end of things.
I agree with everything you said up until the "pvp population is not large and/or profitiable..."
The PvP population used to be exponentially larger than it is now. ZOS ran them off with poor performance and radically lowering the population caps. My friends list is now 1/10 of what it used to be because almost everyone left due to lack of PvP support from ZOS. It's also not at all accurate the PvP players don't spend major bank on the game. Every PvP player I know spend, per capita, WAY more on the game than the average PvE player. PvP is all the PvE plus PvP both in terms of participation and money spent on the game.
While I am not saying your personal experience is incorrect or wrong, I am going to say there's a reason why ZoS scaled back the server resrouces being spent on PvP, and given that ZoS is a company, thus money driven it is only logical to conclude that the PvP base wasn't bring in enough coin for it to be feasable to keep that level of PvP inrastructure running, so downscaled it and redistributed the resources elsewhere in the game.
tl;dr most likely people voted with their wallets and zos listened, thus resources taken from pvp and put in other places
No, but because they don't care enough to take fixing the lag seriously.
AmenKind of a poorly written poll, as all of these are probably true.
The hardware gave us the most lag free experience I've ever had on eso, but it didn't last very long. This is either due to them reallocating resources away from cyrodiil, or because of the unoptimized code hampering the servers. So it is both possible that new/additional hardware or server resources allocated to cyrodiil could fix the problem, but also that a rewrite of the code could. They were supposed to be rewriting the code over the past two years, but after leading us along all that time their most recent update was that they'd made "no significant progress and had no eta for the future of the project", or something to that effect.
HOT stacking/ball group behavior in general undeniably causes performance issues. As soon as these groups are present and in combat, the campaign becomes measurably more laggy. When you're nearby these groups, you often encounter delays with abilities, spikes in ping, frame loss, etc.
Finally, it is almost certain we will never have a lag free cyrodiil. I think that when they conceded defeat with the code rewrite project, they more or less confirmed this.
The best I think we can hope for is that the Q4 pvp update will give us a meaningful new pvp system that will have measures in place to avoid some of the things that we know cause problems in cyrodiil, such as 12 man group sizes + destructible structures + objective systems that encourage everybody to stack in the same spots.
I play another game with 10k online players (during prime time) and it has 7 ms lag. Whole map is open for pvp and there are massive world boss battles with hundreds of players killing each other. The difference is that it has almost no damage\healing over time skills, no CP tree, gear sets are passive, basically many times less things to account into calculations. Also they use many hundreds of cores AMD EPYC servers.