SaffronCitrusflower wrote: »
I feel like your post, while not misinformation outright, is misdirection and doesn't address the actual issue. Through the years there has always been issues that popped up and negatively affected performance in Cyrodiil. Until about 4 years ago, ZOS was pretty good about fixing the issues when they popped up. Now all ZOS does is lower the population cap and call the job done without ever fixing the core performance issues in Cyrodiil.
Cyrodiil needs more server resources. That's the bulk of what's causing the issues.
SaffronCitrusflower wrote: »
I feel like your post, while not misinformation outright, is misdirection and doesn't address the actual issue. Through the years there has always been issues that popped up and negatively affected performance in Cyrodiil. Until about 4 years ago, ZOS was pretty good about fixing the issues when they popped up. Now all ZOS does is lower the population cap and call the job done without ever fixing the core performance issues in Cyrodiil.
Cyrodiil needs more server resources. That's the bulk of what's causing the issues.
The actual issue is that ZOS made the choice to deprioritize Cyrodiil and not do the things necessary to provide the experience promised because they pivoted to a different audience. ESO was originally designed for core MMO players, but they pivoted to the massive casual Skyrim audience. Like Matt Firor said himself, Skyrim changed everything.
History shows that bugs in Cyrodiil weren't quickly resolved. Here are some that immediately come to mind off the top of my head:
- stuck in combat bugs which have plagued Cyrodiil since launch
- loading screen bugs which took years to be fixed and still recur now and then
- LOD texture bug that took 5+ years to be resolved
- postern wall hole bug, a critical gameplay issue, that took years to fix
- sound bug introduced in 2.3 (TG) that took months to be fixed
- 50% FPS drop bug introduced in 2.2 that took years to be fixed
- server processing lag isn't a bug, but it's a design flaw that has never been resolved when the server is highly active
Also, ZOS explained long ago that the problems that cause server lag in Cyrodiil cannot be fixed by throwing more hardware at the problem. If it was that easy, they would have done it. The bottom line is they designed gameplay their servers cannot support. The ultimate solution is a combination of software and gameplay changes. But they chose to deprioritize Cyrodiil and invest in other aspects of the game instead.
Anyone who remembers the infamous 1.3 Lighting Patch knows this is the rose-tinted glasses OP is talking about.SaffronCitrusflower wrote: »Until about 4 years ago, ZOS was pretty good about fixing the issues when they popped up.
Izanagi.Xiiib16_ESO wrote: »I think the reason people have a better memory of past Cyro is because despite the lag the number of players and action on the map made things feel more epic than it is now with the tiny population base and very static map gameplay.
Both are valuable, as the forum posts give an idea how players felt and reacted to the videos and numbers. Dunno when my own glory days were, I've done too many different things from sweaty dueling to being a zerglord, but I know for sure they aren't right now. Awful range spam meta, low pop caps... Scribing can't come soon enough.Izanagi.Xiiib16_ESO wrote: »Using forum posts as a recollection of history is one measurement but I prefer to use videos as they show more accurately the playability of the game and numbers faced etc.
xylena_lazarow wrote: »Both are valuable, as the forum posts give an idea how players felt and reacted to the videos and numbers. Dunno when my own glory days were, I've done too many different things from sweaty dueling to being a zerglord, but I know for sure they aren't right now. Awful range spam meta, low pop caps... Scribing can't come soon enough.Izanagi.Xiiib16_ESO wrote: »Using forum posts as a recollection of history is one measurement but I prefer to use videos as they show more accurately the playability of the game and numbers faced etc.
I have been hoping for years a meta where ball groups can annihilate a zerg in seconds. No more stalemates, no more 40 minutes of running in circles, just 40 seconds of 40 zergers getting absolutely destroyed by the ball and not coming back. Never coming back. Now they know better. Finally.Izanagi.Xiiib16_ESO wrote: »Also I don't think you realise how bad scribing is going to be for pvp if you want it to come soon :P Groups are gonna be insane after it.
Another good example of rose tinted glasses. Let's see, cheese nerfed long ago...There's more cheese in the game now than there has ever been
xylena_lazarow wrote: »Another good example of rose tinted glasses. Let's see, cheese nerfed long ago...There's more cheese in the game now than there has ever been
Light armor DDs with literal permablock
MagSorcs with more shields than hp
15k Skoria procs
Camo Hunter as a burst damage proc that affected humans
3 years of Warden tanks wearing 3 damage sets
40k Inferno heavies from stealth
Overload + Crystal Wep + Crushing Wep stacked from stealth
Zaan + vamp mist
Every source of oblivion damage before it got multiple nerfs
Steel Tornado spam when it was 12.5m radius and was also the execute morph
Implosion passive
High uptime Corrosive Armor
Mara's Balm causing the worst tank meta in history
Range spam from players that cannot be engagedNow list the cheese currently in the game.
xylena_lazarow wrote: »I have been hoping for years a meta where ball groups can annihilate a zerg in seconds. No more stalemates, no more 40 minutes of running in circles, just 40 seconds of 40 zergers getting absolutely destroyed by the ball and not coming back. Never coming back. Now they know better. Finally.Izanagi.Xiiib16_ESO wrote: »Also I don't think you realise how bad scribing is going to be for pvp if you want it to come soon :P Groups are gonna be insane after it.
Unless I'm with my smallscale and it's even numbers, I'm avoiding engaging groups (and have been for years).
No they don't, and you seem to have missed the irony. In a hypothetical scenario where balls won so decisively that pugs literally stopped trying to fight them at all, the consequences would certainly be interesting. I think that's what it would take for ZOS to finally bring a change to the group meta. When a ball group runs around the walls 12v40 for an hour, ZOS sees 52 players engaging for an hour, why would they change that? Like the players complain but still do it lol.Your absolutely toxic take is exactly the reason Cyrodiil is the way it is now. Ballgroups can and do exactly that
Izanagi.Xiiib16_ESO wrote: »Using forum posts as a recollection of history is one measurement but I prefer to use videos as they show more accurately the playability of the game and numbers faced etc. There were specific lag issues all they way back to launch, these worsened with the addition of the server side anticheat stuff brought in with the lighting patch. (E.g. 2014) When enough players clashed in a ball the server would essentially completely stop responding, sometimes even crashing, you could place 30/40 banners without the ultimate spending because of the lag etc BUT this was a specific lag instance and wasn't the norm. ZOS even ran a PTS test with players to try and identify issues back then. Ofc people are going to complain about that in a post but the general gameplay was so much smoother than now. The point I'm making is that the level of performance we have now with how few players there are on the map is really sad to see when you compare it to the actual playability of 2014-2017 cyro. That being said performance now is 'slightly' better than 2020-2022 Cyrodiil but has worsened significantly since 2023.
I don't think people are just looking at the "glory days" of Cyrodiil through rose tinted glasses. There's definitely something there. What your post shows most is that people will always complain. Cyrodiil has never been perfect, that much is true. There has always been issues with it. The thing about each of the posts you listed is that the people complaining had no idea that things could get SO much worse.
xylena_lazarow wrote: »No they don't, and you seem to have missed the irony. In a hypothetical scenario where balls won so decisively that pugs literally stopped trying to fight them at all, the consequences would certainly be interesting. I think that's what it would take for ZOS to finally bring a change to the group meta. When a ball group runs around the walls 12v40 for an hour, ZOS sees 52 players engaging for an hour, why would they change that? Like the players complain but still do it lol.
In case it wasn't clear, I'd quite like to see a significant shakeup in the organized group meta, but we're getting off topic.
Joy_Division wrote: »(typically, 1.4 or 1.5).
The other issue I have is the thread is linking "glory days" with "My post was purely about server-side lag and technical issues, without consideration for gameplay." That's way oversimplifying things.
Yeah like a few months in 2014 lol. Performance was also better back then because there was a lot of stuff being done client side (which allowed for a lot of cheating), they moved all that stuff server side after the Meteor Incident. Performance got worse, but at least there's very little cheating now (of course bad players still cry cheats constantly).Joy_Division wrote: »If any of us do refer to PvP's early day performance as good, we are almost always referring to pre-lighting patch.
xylena_lazarow wrote: »Yeah like a few months in 2014 lol. Performance was also better back then because there was a lot of stuff being done client side (which allowed for a lot of cheating), they moved all that stuff server side after the Meteor Incident. Performance got worse, but at least there's very little cheating now (of course bad players still cry cheats constantly).Joy_Division wrote: »If any of us do refer to PvP's early day performance as good, we are almost always referring to pre-lighting patch.
xylena_lazarow wrote: »
xylena_lazarow wrote: »