Photosniper89 wrote: »They just upgraded the servers last year and we are right back to where we are. It's not the servers.
Now - are the servers configured improperly some how... sure that is possible. But throwing money and hardware at the issue didn't fix it.
kyle.wilson wrote: »I've seen the complaint in zone chat, but every time I checked /latency it was fine. Sure it's not y'alls internet connection? your ISP could be having an issue even if it's just pinging one specific location, make sure it's whitelisted everywhere it can be and set all your ports properly/etc.
Do you pvp? there is 2 conversations that have been going on in this thread.
One is the slight problem of PVE lag, and the other is the massive problem in Cyrodiil lag.
PVE may be ISP for the ones seeing it most.
PVP is not. when I run ping tests to anything that doesn't belong to ZOS its usually around 12-28ms.
Photosniper89 wrote: »manukartofanu wrote: »Photosniper89 wrote: »Okay - thats kind of what I thought happened but wasn't sure. Disappointing. I'm assuming the decision was made that it's not financially worth it for them to invest in refactoring the game but....
I'd challenge anyone in a leadership role in the company to factor in technical debt they have because they refuse to refactor the code. This is a conversation that hassssssss to happen (most leaders don't even know what technical debt is so it's never even discussed).
I don't think it's a matter of technical debt. You can refactor endlessly, but when the issue is with the servers, it doesn't solve anything. If the problem were in the code, everyone would be experiencing exact same issues. But we see that only a portion of the players are affected simultaniously. This kind of suggests that the questions should be directed not at the programmers, but at the administrators of the whole system.
They just upgraded the servers last year and we are right back to where we are. It's not the servers.
Now - are the servers configured improperly some how... sure that is possible. But throwing money and hardware at the issue didn't fix it.
kyle.wilson wrote: »
Had to just give up for the second night in a row. 300+ just standing at High Rock and 999+ anytime an actual fight was happening anywhere else. Stuck in combat most of the rest of the time.
I know I know.... waa, waa, waa
manukartofanu wrote: »Photosniper89 wrote: »They just upgraded the servers last year and we are right back to where we are. It's not the servers.
Now - are the servers configured improperly some how... sure that is possible. But throwing money and hardware at the issue didn't fix it.
Well, people started talking about problems in PvE precisely when we were announced this very server upgrade. Is that coinsidence?
The problems became more serious and even more people started experiencing them when, on our 10th anniversary, we received an update with faulty configuration. Coinsidence again?
I've been in the development field long enough not to believe in such coincidences.
SeaUnicorn wrote: »Photosniper89 wrote: »manukartofanu wrote: »Photosniper89 wrote: »Okay - thats kind of what I thought happened but wasn't sure. Disappointing. I'm assuming the decision was made that it's not financially worth it for them to invest in refactoring the game but....
I'd challenge anyone in a leadership role in the company to factor in technical debt they have because they refuse to refactor the code. This is a conversation that hassssssss to happen (most leaders don't even know what technical debt is so it's never even discussed).
I don't think it's a matter of technical debt. You can refactor endlessly, but when the issue is with the servers, it doesn't solve anything. If the problem were in the code, everyone would be experiencing exact same issues. But we see that only a portion of the players are affected simultaniously. This kind of suggests that the questions should be directed not at the programmers, but at the administrators of the whole system.
They just upgraded the servers last year and we are right back to where we are. It's not the servers.
Now - are the servers configured improperly some how... sure that is possible. But throwing money and hardware at the issue didn't fix it.
you do realize one could cheap out on hardware and purchase not enough or of questionable quality. In addition, there are other components of infrastructure besides the servers. New compute does not solve issues with the network. Routers and switches handle network traffic and therefore have direct impact on the ping. Few faulty routers means some people experience issues because their traffic gets routed through those, while remaining population does not experience issue because their traffic gets routed through functional ones. In addition there are network components that connect servers themselves, one faulty router there means certain areas that the server behind faulty router would experience issues.
SeaUnicorn wrote: »Photosniper89 wrote: »manukartofanu wrote: »Photosniper89 wrote: »Okay - thats kind of what I thought happened but wasn't sure. Disappointing. I'm assuming the decision was made that it's not financially worth it for them to invest in refactoring the game but....
I'd challenge anyone in a leadership role in the company to factor in technical debt they have because they refuse to refactor the code. This is a conversation that hassssssss to happen (most leaders don't even know what technical debt is so it's never even discussed).
I don't think it's a matter of technical debt. You can refactor endlessly, but when the issue is with the servers, it doesn't solve anything. If the problem were in the code, everyone would be experiencing exact same issues. But we see that only a portion of the players are affected simultaniously. This kind of suggests that the questions should be directed not at the programmers, but at the administrators of the whole system.
They just upgraded the servers last year and we are right back to where we are. It's not the servers.
Now - are the servers configured improperly some how... sure that is possible. But throwing money and hardware at the issue didn't fix it.
you do realize one could cheap out on hardware and purchase not enough or of questionable quality. In addition, there are other components of infrastructure besides the servers. New compute does not solve issues with the network. Routers and switches handle network traffic and therefore have direct impact on the ping. Few faulty routers means some people experience issues because their traffic gets routed through those, while remaining population does not experience issue because their traffic gets routed through functional ones. In addition there are network components that connect servers themselves, one faulty router there means certain areas that the server behind faulty router would experience issues.
Mr Firor himself said that the ongoing multithreading/code rewrite was causing instability. So it's not necessarily just a hardware issue.
https://forums.elderscrollsonline.com/en/discussion/637691/server-multithreading-update-july-2023/p1
PC NA, GH, 6/30 2:00PM EST. Currently seeing ping spiking up to 500+ for no reason whatsoever in the middle of an empty field riding across the map with not a single other player around, and with little to no action happening on the map.
SeaUnicorn wrote: »SeaUnicorn wrote: »Photosniper89 wrote: »manukartofanu wrote: »Photosniper89 wrote: »Okay - thats kind of what I thought happened but wasn't sure. Disappointing. I'm assuming the decision was made that it's not financially worth it for them to invest in refactoring the game but....
I'd challenge anyone in a leadership role in the company to factor in technical debt they have because they refuse to refactor the code. This is a conversation that hassssssss to happen (most leaders don't even know what technical debt is so it's never even discussed).
I don't think it's a matter of technical debt. You can refactor endlessly, but when the issue is with the servers, it doesn't solve anything. If the problem were in the code, everyone would be experiencing exact same issues. But we see that only a portion of the players are affected simultaniously. This kind of suggests that the questions should be directed not at the programmers, but at the administrators of the whole system.
They just upgraded the servers last year and we are right back to where we are. It's not the servers.
Now - are the servers configured improperly some how... sure that is possible. But throwing money and hardware at the issue didn't fix it.
you do realize one could cheap out on hardware and purchase not enough or of questionable quality. In addition, there are other components of infrastructure besides the servers. New compute does not solve issues with the network. Routers and switches handle network traffic and therefore have direct impact on the ping. Few faulty routers means some people experience issues because their traffic gets routed through those, while remaining population does not experience issue because their traffic gets routed through functional ones. In addition there are network components that connect servers themselves, one faulty router there means certain areas that the server behind faulty router would experience issues.
Mr Firor himself said that the ongoing multithreading/code rewrite was causing instability. So it's not necessarily just a hardware issue.
https://forums.elderscrollsonline.com/en/discussion/637691/server-multithreading-update-july-2023/p1
that's a year old post. Multithreading is compute i.e. how game processes calculations. Those would be issues with skills not firing correctly, or not feeling "responsive", mob AI not behaving correctly, general lag in large populated areas. Those issues would cause everyone to experience lag. Issues reported here are network related, some people experience lag and can't stay connected, while others are perfectly fine.
ElderSmitter wrote: »Barely have played eso the last few weeks. Not even logging in once a day anymore for 1 class scrap script. Lag has ruined this game for me and is over the top. PC NA and always around 200-350 range so when i force myself to log in for a class scrap script i do a writ and log out. CP 3200 + I have played a lot and never encountered Lag like this before EVER.!!
Photosniper89 wrote: »ElderSmitter wrote: »Barely have played eso the last few weeks. Not even logging in once a day anymore for 1 class scrap script. Lag has ruined this game for me and is over the top. PC NA and always around 200-350 range so when i force myself to log in for a class scrap script i do a writ and log out. CP 3200 + I have played a lot and never encountered Lag like this before EVER.!!
If it makes you feel any better you're not alone.
I've seen the complaint in zone chat, but every time I checked /latency it was fine. Sure it's not y'alls internet connection? your ISP could be having an issue even if it's just pinging one specific location, make sure it's whitelisted everywhere it can be and set all your ports properly/etc.
Oh, how I wish my network ping was that low.ElderSmitter wrote: »Barely have played eso the last few weeks. Not even logging in once a day anymore for 1 class scrap script. Lag has ruined this game for me and is over the top. PC NA and always around 200-350 range so when i force myself to log in for a class scrap script i do a writ and log out. CP 3200 + I have played a lot and never encountered Lag like this before EVER.!!
Mr Firor himself said that the ongoing multithreading/code rewrite was causing instability. So it's not necessarily just a hardware issue.
https://forums.elderscrollsonline.com/en/discussion/637691/server-multithreading-update-july-2023/p1
He also mentioned that they would let us know when they had any success with the coding upgrade. And as we are still awaiting word on that, it's reasonable to assume that there's still much work to do.
Photosniper89 wrote: »manukartofanu wrote: »Photosniper89 wrote: »Okay - thats kind of what I thought happened but wasn't sure. Disappointing. I'm assuming the decision was made that it's not financially worth it for them to invest in refactoring the game but....
I'd challenge anyone in a leadership role in the company to factor in technical debt they have because they refuse to refactor the code. This is a conversation that hassssssss to happen (most leaders don't even know what technical debt is so it's never even discussed).
I don't think it's a matter of technical debt. You can refactor endlessly, but when the issue is with the servers, it doesn't solve anything. If the problem were in the code, everyone would be experiencing exact same issues. But we see that only a portion of the players are affected simultaniously. This kind of suggests that the questions should be directed not at the programmers, but at the administrators of the whole system.
They just upgraded the servers last year and we are right back to where we are. It's not the servers.
Now - are the servers configured improperly some how... sure that is possible. But throwing money and hardware at the issue didn't fix it.