how does high fps help? Can you respond to attacks within 1/100 second?
Lightspeed through a medium is not the same as lightspeed through a vacuum. On top of that you're bouncing from your home to the satellite back to a ground station and then finally off to the races. Those distances are pretty big leaps to make even at lightspeed and you've got to do it twice. Couple that with extreme limits of bandwidth from the providers which requires more work for them to manage traffic and on top of that then you've got lots of extra re-transmissions because more data tends to get lost or mangled along the way. It's honestly a miracle of engineering that people can do anything on the internet with those issues.I haven't worked out why Satellite is so poor (750-999); it's still lightspeed transmission.
To be honest, it doesn't matter how good your internet is because the issue is with the game.
I mostly agree with this. I'd say it's more accurate that the game is overly dependent on the assumption that we all have rocksolid, low-latency connections. And then they build mechanics based on that assumption - like the poison aoes in vMA Stage 7, or the pull-sets used by groups in Cyrodiil.silky_soft wrote: »The game is overly tuned to ask for permission from the sever if it's ok for you to skill.
Being stuck in a cast-time skill has more to do with the server and client loosing contact with each other. Sometimes it's just the nature of the internet and there's nothing zos can do to fix that. A lot of times it's clearly the server failing to keep up with the workload and incoming inputs start getting purged so that it can avoid the spiral of death. There's everything Zos can do about this. I'm pretty sure there's some bugs on the client that also cause it when the server is lagging and things get so badly out of sync that you just get stuck.silky_soft wrote: »You cant 'prefire' like in FPS. For some of us in Aus, you can easily test this by using melee skills with a cast time in battlegrounds. Makes the game feel extra laggy when you get stuck in animation and billed for GCD. Sound plays too ha.
I think you could argue both ways with this. It feels very frustrating when skills don't feel like they are working. But it's also not a great time when you think you landed a combo because the game said so only to find nothing in the last three seconds actually ever happened. Pick your poison: Lack of accuracy or frustrating feedback.silky_soft wrote: »They could just put the damage calculation outside and allow the animations to fall. Would at least make the game more fluid. The client will always put you through the GCD.
Unfortunately, this is the reality of networked gaming. I see the same thing on a daily basis even when testing networked games locally on the same machine. Adding a few hundred-to-several-thousand miles is only going to exacerbate this. There literally is nothing ZoS can do to fix this. It's just physics.silky_soft wrote: »I've watched myself on streams and it's nothing like what I see on my screen. I look really silly. I've got 2 PC's next to each at my place. If you have both players standing next to each other, look in between both screen, jump on one, the one you pressed jump on will nearly land before the other one starts to jump. That's how slow it is.
I haven't worked out why Satellite is so poor (750-999); it's still lightspeed transmission.
Unfortunately, this is the reality of networked gaming. I see the same thing on a daily basis even when testing networked games locally on the same machine. Adding a few hundred-to-several-thousand miles is only going to exacerbate this. There literally is nothing ZoS can do to fix this. It's just physics.
Unfortunately, this is the reality of networked gaming. I see the same thing on a daily basis even when testing networked games locally on the same machine. Adding a few hundred-to-several-thousand miles is only going to exacerbate this. There literally is nothing ZoS can do to fix this. It's just physics.
With all due respect, this is mostly false. ESO's netcode is a serious problem and there is most certainly something they can do about it. I have played many online games with buddies at my place, and the amount of delay you see with ESO is still leagues worse than other online games I've played despite living in Northeast NA. Yes, there is a limit to how much they can do due to physics, but people need to stop running defense for ESO's bad delay by attributing it to ONLY physics, because it is just not the case.
EDIT: My post did some weird stuff