@MJallday
I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.
As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.
Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.
It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.
6@MJallday
I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.
As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.
Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.
It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.
Of course they can. Just stop the API hooks/direct calls outside the engine executable.
As for making it easier with addons - how Do you think console players cope?
(This is an entirely different discussion btw)
Spoiler alert - they can’t change engine. It’ll be ESO2 before that happens. They’re going to have to
Work within the limits of the existing
It’s not so much the database space (space is cheap) but the database calls and calculations it (and the code) is having to deal with. That’s what’s strangling it.
6@MJallday
I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.
As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.
Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.
It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.
Of course they can. Just stop the API hooks/direct calls outside the engine executable.
As for making it easier with addons - how Do you think console players cope?
(This is an entirely different discussion btw)
Spoiler alert - they can’t change engine. It’ll be ESO2 before that happens. They’re going to have to
Work within the limits of the existing
It’s not so much the database space (space is cheap) but the database calls and calculations it (and the code) is having to deal with. That’s what’s strangling it.
Just_Attivi wrote: »Logged in for the first time in 3 weeks ( I meant to last weekend, but watching grass grow sounded less frustrating).
-Update that everyone dreaded: Check
-Numerous skill changes that entirely ignored player feedback on them?: Check with a templar taunt gap closer and useless shield with higher cost now WOOOOOpugsAreDoomedButAtLeastTheyAreShinyNow
-Ping jumping all over despite stable connection: Check
anywhere from 4 seconds to "an error has occurred'' boot screen while trying to perform basic crafting dailies?: Check
Genuinely unplayable state. 1am CST with barely anyone around. Information being requested has all been presented multiple times in different forms (here, other forum posts that have since been shut, reports per dev request, videos per dev request). we are approaching 6 months of this come Nov. 7th, and its probably the fastest I've ever been 'an error has occurred' booted from the game tonight at a whopping ~3 minutes. Log in, try the new cloak toggle, wait TWELVE SECONDS for it to actually toggle, teleport around reapers march for a moment, decide its not worth it, let me check endeavors, weekly has an easy 75 crafted items, try to craft a stack of potions for the endeavor, nothing happens, get booted.
I think I'm actually done, my urge to log in is pretty nonexistent at this point. 6 months of this unplayable state for a sizable chunk of obviously dedicated players judging from how much this post is visited, and we are still just getting ''yea but did you try checking your addons?" nah, sorry, but this is some Kagooti doodi. Wish i could request a refund for the thousands I've spent since the product clearly doesn't deliver.
I'll likely check it out again some time in the future, but I honestly hope I don't. Hey, Future me, DON'T DO IT. For the people still hoping and praying, I hope it gets fixed. For those Pointing out the most likely candidates for the problems with a giant neon arrow, I hope the devs actually look at it. I know the OP of this thread basically stopped trying, but @LadyGP I hope you can keep it going til a resolution happens, but I don't think I can give this company any more of my time. Just not worth it. Adios Khajiittoes
OP got forum banned FYI. Which is.. disappointing. I wish they could update the main post to get feedback and create a timeline of events.
6@MJallday
I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.
As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.
Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.
It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.
Of course they can. Just stop the API hooks/direct calls outside the engine executable.
As for making it easier with addons - how Do you think console players cope?
(This is an entirely different discussion btw)
Spoiler alert - they can’t change engine. It’ll be ESO2 before that happens. They’re going to have to
Work within the limits of the existing
It’s not so much the database space (space is cheap) but the database calls and calculations it (and the code) is having to deal with. That’s what’s strangling it.
Console players not having add-ons isn't really pertinent to my point tho. Plenty of people like me who rely on add-ons for things like crafting, RP, furnishing, and other general activities would quit if we couldn't have these. Health issues and other reasons account for this. A lot of people don't play console BECAUSE of a lack of add-ons. I don't mean this in an offensive way but how people on console manage without add-ons isn't really my concern (that sounds bad no matter how it's phrased).
My point was add-ons on PC, a platform we've been able to use them for the game's entire life, suddenly having add-ons taken would not sit well with a number of people. The game obviously needs some major help, and doing things like removing a bunch of sets or making Motifs/Recipes all account-wide, trying to find processes that can be moved client side, doing more improvements on their infrastructure, and so on. But removing add-ons would probably make the game equally as unenjoyable for a lot of people as the current state of it does, especially when there's a lot of other stuff that could be done to improve things that don't involve doing that.
It's too bad they can't take account information and migrate it to a new engine tho. That right there would probably help a lot, but as someone who's been playing since closed beta...I'd flip a table or ten if I had to lose my current account and start a new one lol. So I really hope they never decide to do this. I imagine if they ever do, it'll be because so many people have already quit that they assume new players coming to an ESO 2 will outnumber the remaining players from the original.
Plenty of people like me who rely on add-ons for things like crafting, RP, furnishing, and other general activities would quit if we couldn't have these. Health issues and other reasons account for this. A lot of people don't play console BECAUSE of a lack of add-ons.
I don't know why add-ons are suddenly attracting a lot of attention in this thread, there's no suggestion that they're in any way causing the performance issues that some players are experiencing - some of whom are on console with no add-ons available anyway - and they're unlikely to be part of any fix. Suggesting that add-ons could be removed entirely is just scaremongering as it would impact on a lot of PC players. Incorporating their core features into the base game would go against everything ZOS has done in the last couple of years to reduce database constraints, but if they were then it would need to be optional. Not all PC players use add-ons, myself included. However, in the context of this thread they're a complete red herring.
Hi All, we have a brief update for you on this issue. We are continuing to plug away at investigations related to the performance issues highlighted in this thread. After a call with our leadership team, we have a few more criteria for our engineers to look at. So we need some additional information from you. Some of you have provided some of this information before, but we have a few new questions to ask. Please make sure to note the information in the order listed below. Makes it easier to send feedback when it is formatted the same way.Additionally, we are working on getting some of your questions in this thread answered. This will take some time, so no ETA at the moment. Thanks again for your patience as we continue to work through this.
- What server do you play on?
- What zones are you experiencing performance issues in?
- Have you experienced the same performance issues without add-ons?
- Do you experience performance issues noted in this thread outside of combat?
- Are you or your group mates using scripted abilities when experiencing performance issues?
- If you remember any previous tickets you've submitted on this issue, please note them here.
MJallday
I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.
As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.
Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.
It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.
I don't know why add-ons are suddenly attracting a lot of attention in this thread, there's no suggestion that they're in any way causing the performance issues that some players are experiencing - some of whom are on console with no add-ons available anyway - and they're unlikely to be part of any fix. Suggesting that add-ons could be removed entirely is just scaremongering as it would impact on a lot of PC players. Incorporating their core features into the base game would go against everything ZOS has done in the last couple of years to reduce database constraints, but if they were then it would need to be optional. Not all PC players use add-ons, myself included. However, in the context of this thread they're a complete red herring.
SaffronCitrusflower wrote: »Hi All, we have a brief update for you on this issue. We are continuing to plug away at investigations related to the performance issues highlighted in this thread. After a call with our leadership team, we have a few more criteria for our engineers to look at. So we need some additional information from you. Some of you have provided some of this information before, but we have a few new questions to ask. Please make sure to note the information in the order listed below. Makes it easier to send feedback when it is formatted the same way.Additionally, we are working on getting some of your questions in this thread answered. This will take some time, so no ETA at the moment. Thanks again for your patience as we continue to work through this.
- What server do you play on?
- What zones are you experiencing performance issues in?
- Have you experienced the same performance issues without add-ons?
- Do you experience performance issues noted in this thread outside of combat?
- Are you or your group mates using scripted abilities when experiencing performance issues?
- If you remember any previous tickets you've submitted on this issue, please note them here.
Doesn't ZOS already know the answers to these questions when the report is filed? This feels like more of an effort to pass the buck onto the client instead of the server. This feels like a different version of "check your internet and run a traceroute to make sure it's not a client issue".
If ZOS doesn't know this is a problem with the ZOS servers or code by now no new information from the players is going help.
We did note that we had some of this info, but upon talking to leadership and engineers, they are requesting a bit more that we haven’t asked for previously. We are just trying to get engineers working on this the info they are requesting as they investigate, not to “pass the buck to the client”.
We appreciate everyone who has sent info so far as we are collecting it and passing it to the engineers as soon as we can.
Is another red herring.Are you or your group mates using scripted abilities when experiencing performance issues?
ADDONS:
Are console players not having this problem?
I can't be bothered rereading 75 pages; I did that yesterday to discover that Kevin asked us for much of this information already, way back in July.
Additionally,Is another red herring.Are you or your group mates using scripted abilities when experiencing performance issues?
Scripted abilities came with Gold Road didn't they? On 3 June.
These problems started on 6 May.
Happy to be corrected on this issue but until then, that question is blatantly insulting.
ADDONS:
Are console players not having this problem?
I can't be bothered rereading 75 pages; I did that yesterday to discover that Kevin asked us for much of this information already, way back in July.
Additionally,Is another red herring.Are you or your group mates using scripted abilities when experiencing performance issues?
Scripted abilities came with Gold Road didn't they? On 3 June.
These problems started on 6 May.
Happy to be corrected on this issue but until then, that question is blatantly insulting.
It's possible some of the base code for scripting was added to live prior to it being available to the public. Shouldn't make assumptions about why they're asking things.
ADDONS:
Are console players not having this problem?
I can't be bothered rereading 75 pages; I did that yesterday to discover that Kevin asked us for much of this information already, way back in July.
Additionally,Is another red herring.Are you or your group mates using scripted abilities when experiencing performance issues?
Scripted abilities came with Gold Road didn't they? On 3 June.
These problems started on 6 May.
Happy to be corrected on this issue but until then, that question is blatantly insulting.
It's possible some of the base code for scripting was added to live prior to it being available to the public. Shouldn't make assumptions about why they're asking things.
Except that the previous (formal) update was four weeks earlier.
There were no reported or apparent problems between the previous patch and 6 May.
allochthons wrote: »