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New Euro Mega-server.

  • Dekkameron
    Dekkameron
    ✭✭✭✭✭
    I'm actually getting MORE lag and rubberbanding than before. Woohoo!

    and this is in The Rift veteran zone (AD) and there's not that many peeps around.
    Edited by Dekkameron on July 30, 2014 10:55PM
    - Veteran Combat Librarian -
  • gurluasb16_ESO
    gurluasb16_ESO
    ✭✭✭✭
    I cant even play...I keep getting booted with an "Unknown Error"
  • Madval
    Madval
    ✭✭✭
    Don't see any differences, but... It was perfect I never had any problems or lag and it's always perfect now.
  • GamerzElite
    GamerzElite
    ✭✭✭
    No differences, Still having FPS issue.
    . . . .., . ., Looking for PVX Guild in EP/DC
    Warden: GEonWAR (DC) Lvl in progress
    Sorcerer: Jaadugar (EP)
    Dragon Knight: Altep (EP) Unknown DK (DC)
    Templer: Tempu (EP) Unklnownwarrior (DC)
    Nightblade: Jaad NB (EP) Unknown nbl (DC)
  • Neferath
    Neferath
    ✭✭✭
    Vahrokh wrote: »

    Yup. PVP is still a laggy mess.
    Since the server has come all, all anyone has talked about in /z is how laggy it still is.

    I'm worried now, it feels like a netcode issue, could be wrong but it feels like that, and that's not good.

    This could (really hope I'm wrong) turn into yet another MMO that just can't get itself sorted so people can.. you know, actually just play.

    My yesterday's post was simply prophetic.

    No, not really. Living close(r) the the USA I knew the "move to EU and lag will stop" was just wishful thinking.

    About your netcode statements: I have been a close beta tester for many MMOs. I can "sense" the first MMO months (often deciding the MMO life) since the first open beta day.

    When I close beta tested Guild Wars 2, I knew it'd be a success. It had scripting issues, it lacked real anti-gold farmer measures but the bulk of the game was there, it just needed polishing. When open beta started, only the auction house would still pose problems.


    When I beta tested Warhammer Online, I immediately foresaw its failure. Classes grossly imbalanced, a complete lack of any standards to stress test high population PvP, AoE spells with no maximum amount of targets (thus exponentially increasing server stress to cross check all players abilities in real time). Large swaths of content were missing and would not be put in game even past release. The producing company had powerful mouthpieces but could not deliver quality nor had professional quality control.
    Come release, right in the first weeks it became evident that classes were grossly imbalanced and that netcode simply could not cope with 1/4 of the load.
    As many know that MMO was shutdown on December 2013.
    It really left many PvPers with a bitter taste, as the MMO had every element to be able and become a great success.

    When I close beta tested ESO, I immediately foresaw a troublesome future. Classes grossly imbalanced, testing had limited coverage, AoE spells with no maximum amount of targets. Large swaths of content were missing. Netcode was not properly stress tested (imo).
    For an example of proper netcode stress test, see EvE Online. They borked their netcode performance for 2 years due to the Dominion expansion, they had to implement some very emergent technologies (including syntethic "many clients with humanoid behavior" stress simulations) and in the end they managed to mostly fix it.

    Now, it's only on ZoS hands about what to do.

    ESO shares a LOT of common elements with Warhammer Online:

    - a big and important Intellectual Property imposing constraints and raising the bar (brand IP players tend to be demanding in terms of canon consistency and so on).

    - a large budget,

    - attempt to be a "better themepark (than WoW) instead of inventing new concepts (Warhammer did invent "public quests" and something similar to achievements).

    - a long development time, that still proved to be not enough.

    - designed and marketed for large PvP encounters, yet...

    - weak netcode.

    - tangible classes imbalance. Coincidence, casters were both responsible for the AoE induced issues and class imbalance. Being a sorcerer player in most of my MMOs the nerfs that subsequently had to happen, have affected my enjoyment of the games.

    - lack (utter lack) of non PvP end game with entire categories of playerbase quitting once they got to the cap and had the little available content on farm status.


    Sure, over time the netcode issues sort of fixed themselves. In fact the servers rapidly depleted of players and the few guys left would experience less lag.
    But having a smooth PvP involved shutting down dozens of servers, till the game slowly died.


    And don't let me started with Age Of Conan, another "important IP" game, with big budget, lack of content, bad quality testing...

    Let's hope ZoS get the memo.

    Because those who cannot learn from history are doomed to repeat it.

    It's very very sad but actually you're right -.-

    I'll have to admit that the serverlocation change did help with the pve part of the game. Everything seems to run a little bit smother and faster and fells mor ... "allright".

    But if it comes down to pvp, there is no change at all. Actually, with every single patch, the overall performance in cyrodiil got worse and the new server location in Frankfurt/Main - just like expected - didn't change anything at all.

    To be even more "plain honest" ...

    If Zeni isnt able to get rid of these problems within the next 1-2 months, this game is going to die. I love Eso, i would hate to see that happen, but thats how it goes.

    Actually, right atm Zeni gave us a beautiful and gorgeous PvE Solo-Player game. But the MMO-part isnt anything of it, neither pve nor pvp wise. The last great example for something like that was Star Wars - The Old Republic. A wonderful solo playing pve experience but the majority of real "multiplayer-content" especially pvp content didnt work and we all know how SWTOR ended.

    Just like the majority of SWTOR players came to the conclusion that they could also play KotoR I + II without a monthly fee to get the same wonderful solo player quests, people here at ESO will come to the conclusion that they also could play Morrowind, Oblivion or Skyrim to get the same without a montly fee. Not to say they would get even more considering all the great content and gfx mods out there.

    So the bottom line is, Zeni needs to fix all these multiplayer components asap. Actually it's a shame that they still aren't fixed while the game is live for 4 months allready. Keypoint here simply is, that it's more than hard to get a customer back that allready has decided to drop this game. And well ... new customers, that haven't been attracted by now, are very hard to convince to give this game a chance at all after all the negative press ESO had allready.

    Dont get me wrong, i love this game, it's overall concept and the pvp concept, but if these issues arent solved within due time ...

    Well there are many other developers out there with nice looking and promising mmo's.

    So let's hope that Zeni gets these things sorted asap and this game, get's the bright future it definately deserves.
  • SEKON
    SEKON
    Soul Shriven
    I keep getting booted with an "Unknown Error" never had any trouble before.
  • Martinus72
    Martinus72
    ✭✭✭✭
    SEKON wrote: »
    I keep getting booted with an "Unknown Error" never had any trouble before.

    Same here :(
  • Horrum
    Horrum
    ✭✭✭
    My latency was cut in half - happy days for me :)
  • Sotha_Sil
    Sotha_Sil
    ✭✭✭✭✭
    Vahrokh wrote: »

    Yup. PVP is still a laggy mess.
    Since the server has come all, all anyone has talked about in /z is how laggy it still is.

    I'm worried now, it feels like a netcode issue, could be wrong but it feels like that, and that's not good.

    This could (really hope I'm wrong) turn into yet another MMO that just can't get itself sorted so people can.. you know, actually just play.

    My yesterday's post was simply prophetic.

    No, not really. Living close(r) the the USA I knew the "move to EU and lag will stop" was just wishful thinking.

    About your netcode statements: I have been a close beta tester for many MMOs. I can "sense" the first MMO months (often deciding the MMO life) since the first open beta day.

    When I close beta tested Guild Wars 2, I knew it'd be a success. It had scripting issues, it lacked real anti-gold farmer measures but the bulk of the game was there, it just needed polishing. When open beta started, only the auction house would still pose problems.


    When I beta tested Warhammer Online, I immediately foresaw its failure. Classes grossly imbalanced, a complete lack of any standards to stress test high population PvP, AoE spells with no maximum amount of targets (thus exponentially increasing server stress to cross check all players abilities in real time). Large swaths of content were missing and would not be put in game even past release. The producing company had powerful mouthpieces but could not deliver quality nor had professional quality control.
    Come release, right in the first weeks it became evident that classes were grossly imbalanced and that netcode simply could not cope with 1/4 of the load.
    As many know that MMO was shutdown on December 2013.
    It really left many PvPers with a bitter taste, as the MMO had every element to be able and become a great success.

    When I close beta tested ESO, I immediately foresaw a troublesome future. Classes grossly imbalanced, testing had limited coverage, AoE spells with no maximum amount of targets. Large swaths of content were missing. Netcode was not properly stress tested (imo).
    For an example of proper netcode stress test, see EvE Online. They borked their netcode performance for 2 years due to the Dominion expansion, they had to implement some very emergent technologies (including syntethic "many clients with humanoid behavior" stress simulations) and in the end they managed to mostly fix it.

    Now, it's only on ZoS hands about what to do.

    ESO shares a LOT of common elements with Warhammer Online:

    - a big and important Intellectual Property imposing constraints and raising the bar (brand IP players tend to be demanding in terms of canon consistency and so on).

    - a large budget,

    - attempt to be a "better themepark (than WoW) instead of inventing new concepts (Warhammer did invent "public quests" and something similar to achievements).

    - a long development time, that still proved to be not enough.

    - designed and marketed for large PvP encounters, yet...

    - weak netcode.

    - tangible classes imbalance. Coincidence, casters were both responsible for the AoE induced issues and class imbalance. Being a sorcerer player in most of my MMOs the nerfs that subsequently had to happen, have affected my enjoyment of the games.

    - lack (utter lack) of non PvP end game with entire categories of playerbase quitting once they got to the cap and had the little available content on farm status.


    Sure, over time the netcode issues sort of fixed themselves. In fact the servers rapidly depleted of players and the few guys left would experience less lag.
    But having a smooth PvP involved shutting down dozens of servers, till the game slowly died.


    And don't let me started with Age Of Conan, another "important IP" game, with big budget, lack of content, bad quality testing...

    Let's hope ZoS get the memo.

    Because those who cannot learn from history are doomed to repeat it.

    Sometimes, the "I know better than everyone else" annoys me. Great you saw Elder Scrolls was a failure and you still are here criticizing on the forums not even bringing one suggestion in the lot. Well thank you, thank you very much for your input sir. Really helpful.
    Edited by Sotha_Sil on July 31, 2014 12:58PM
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • Kos
    Kos
    ✭✭✭
    No differences, Still having FPS issue.

    May I ask what you processor and graphics card are?
  • Valije
    Valije
    ✭✭✭
    Huge improvement here in responsiveness. I do mainly PvE and did not die because of lag all evening, wich is a good improvement. Now instant skills are instant and can dodge attacks wich were impossible before.

    I was in cyro for a couple of hours. Almost full. Died a lot of times and had fun anyways because they were my fault and not lag. I had a disconnect but I expected some problems from the start.

    Half of the problem is gone. Now that the network lag is not an issue they can concentrate in fixing server overload in PvP. PvE is just fantastic, it seems almost another game for me.

    Oh, and I resubbed again.
    Edited by Valije on July 31, 2014 1:32PM
  • Zubba
    Zubba
    ✭✭✭
    I played for about 3-4 hours last night in Cyrodiil on AB. Huge difference for me especially with the ability lag. I play from Sweden. The campaight was full. No lag spikes and I was around BRK and Arrius most of the time.
    Add PvP loot drops for some risk/reward in this game.

    Captain Morgan Society
    Zub

    How'd ya feel like scraping the barncles off me rudder.. Matey..
  • Dekkameron
    Dekkameron
    ✭✭✭✭✭
    The server lag and lagspikes in The Rift VR AD zone is horrendous, practically unplayable.

    About every 2 minutes or so you get 10-20 second long pauses.
    - Veteran Combat Librarian -
  • Tonnopesce
    Tonnopesce
    ✭✭✭✭✭
    No lag ....trallala..... no crash ...trallala.... i can finaly do a pvp only alt ...trallalà....
    Signature


  • DieAlteHexe
    DieAlteHexe
    ✭✭✭✭✭
    ✭✭
    Bit laggy...okay, a lot. Freezing of everything. Good time to play a lowbie.

    Dirty, filthy casual aka Nancy, the Wallet Warrior Carebear Potato Whale Snowflake
  • Trouvo
    Trouvo
    ✭✭✭
    What i find somewhat hilarious is that a lot of this "lag issue" is the exact same for na players on the na server but yet somehow it was thought that those that had this issue would not have it anymore if the server was moved even tho ZOS said that the design of it would not matter what your ping was..... I lol'd
    Bloodline|RP Guild|Ebonheart Pact
  • Vahrokh
    Vahrokh
    ✭✭✭✭✭
    ✭✭✭
    Sotha_Sil wrote: »
    Sometimes, the "I know better than everyone else" annoys me.

    Easily fixed by signing up for closed betas yourself. Then you'll know as much as those who do.

    Sotha_Sil wrote: »
    Great you saw Elder Scrolls was a failure and you still are here criticizing on the forums

    No, please read what you mass-quote.
    I saw Warhammer going to be a failure, whereas for ESO I typed: "troublesome future". This is a fair assessment, as ESO is not fatally flawed (in example: War had just 2 factions plus penalty for losing = all reroll the winning side and find nobody to fight => people quit). It may still be salvaged. However statistics don't play nice with MMOs wasting away huge chunks of day 1 subscription numbers, so their efforts will really face a steep climb.

    Sotha_Sil wrote: »
    not even bringing one suggestion in the lot. Well thank you, thank you very much for your input sir. Really helpful.

    As beta tester my job is to... test and suggest bugfixes (done in large quantities up to the last week). It's well outside my role and power to impose game design changes.
    Where I have influence, I use it. But this applies to my software house not ZoS, where I am a simple end user.
    Edited by Vahrokh on July 31, 2014 3:51PM
  • stumpy999
    stumpy999
    ✭✭✭
    A nice improvement for me, everything is crisper and quicker. I went through a door a dozen times just because it was so fast. Craft table loads are quicker.

    A general all-round performance increase that is much appreciated.
  • KariTR
    KariTR
    ✭✭✭✭✭
    Dekkameron wrote: »
    The server lag and lagspikes in The Rift VR AD zone is horrendous, practically unplayable.

    About every 2 minutes or so you get 10-20 second long pauses.

    Looks like there may be an issue with that zone. If it persists, bug report it.
  • Murmeltier
    Murmeltier
    ✭✭✭✭
    I see a difference if i cast Skills or open Chests/Crates, the Response is better than before :) .
    Edited by Murmeltier on July 31, 2014 6:15PM
  • rich_nicholsonb16_ESO
    Still not as good before patch 1.2.3 where i could do stuff in large scale battles but a tiny bit better overall. Unfortunately i don't think i'll resub when its up, still too much lag and skills that lock up ( in pvp ) but i'll be back when they have fixed the game as it was before that patch....unless a certain game comes out before then :P
    Patch 1.2.3 nerfed the game....
    Zergballing wrecked pvp......

    Now waiting for Camelot Unchained!!
  • UrQuan
    UrQuan
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'm seeing a slight increase in latency since the server move. Since I'm in NA, that kind of makes sense...
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • mutharex
    mutharex
    ✭✭✭✭✭
    Vahrokh wrote: »

    Yup. PVP is still a laggy mess.
    Since the server has come all, all anyone has talked about in /z is how laggy it still is.

    I'm worried now, it feels like a netcode issue, could be wrong but it feels like that, and that's not good.

    This could (really hope I'm wrong) turn into yet another MMO that just can't get itself sorted so people can.. you know, actually just play.

    My yesterday's post was simply prophetic.

    No, not really. Living close(r) the the USA I knew the "move to EU and lag will stop" was just wishful thinking.

    About your netcode statements: I have been a close beta tester for many MMOs. I can "sense" the first MMO months (often deciding the MMO life) since the first open beta day.

    When I close beta tested Guild Wars 2, I knew it'd be a success. It had scripting issues, it lacked real anti-gold farmer measures but the bulk of the game was there, it just needed polishing. When open beta started, only the auction house would still pose problems.


    When I beta tested Warhammer Online, I immediately foresaw its failure. Classes grossly imbalanced, a complete lack of any standards to stress test high population PvP, AoE spells with no maximum amount of targets (thus exponentially increasing server stress to cross check all players abilities in real time). Large swaths of content were missing and would not be put in game even past release. The producing company had powerful mouthpieces but could not deliver quality nor had professional quality control.
    Come release, right in the first weeks it became evident that classes were grossly imbalanced and that netcode simply could not cope with 1/4 of the load.
    As many know that MMO was shutdown on December 2013.
    It really left many PvPers with a bitter taste, as the MMO had every element to be able and become a great success.

    When I close beta tested ESO, I immediately foresaw a troublesome future. Classes grossly imbalanced, testing had limited coverage, AoE spells with no maximum amount of targets. Large swaths of content were missing. Netcode was not properly stress tested (imo).
    For an example of proper netcode stress test, see EvE Online. They borked their netcode performance for 2 years due to the Dominion expansion, they had to implement some very emergent technologies (including syntethic "many clients with humanoid behavior" stress simulations) and in the end they managed to mostly fix it.

    Now, it's only on ZoS hands about what to do.

    ESO shares a LOT of common elements with Warhammer Online:

    - a big and important Intellectual Property imposing constraints and raising the bar (brand IP players tend to be demanding in terms of canon consistency and so on).

    - a large budget,

    - attempt to be a "better themepark (than WoW) instead of inventing new concepts (Warhammer did invent "public quests" and something similar to achievements).

    - a long development time, that still proved to be not enough.

    - designed and marketed for large PvP encounters, yet...

    - weak netcode.

    - tangible classes imbalance. Coincidence, casters were both responsible for the AoE induced issues and class imbalance. Being a sorcerer player in most of my MMOs the nerfs that subsequently had to happen, have affected my enjoyment of the games.

    - lack (utter lack) of non PvP end game with entire categories of playerbase quitting once they got to the cap and had the little available content on farm status.


    Sure, over time the netcode issues sort of fixed themselves. In fact the servers rapidly depleted of players and the few guys left would experience less lag.
    But having a smooth PvP involved shutting down dozens of servers, till the game slowly died.


    And don't let me started with Age Of Conan, another "important IP" game, with big budget, lack of content, bad quality testing...

    Let's hope ZoS get the memo.

    Because those who cannot learn from history are doomed to repeat it.

    Sorry for the big re-quote guys but something so grossly ridiculous and full of fried air NEEDS to be requoted. Over and over
  • Morvul
    Morvul
    ✭✭✭✭✭
    Sindala wrote: »
    Personally I can't tell the difference but I run a top end system so I didn't have problems before either.

    want to buy a top-end system capable of altering the state of distant servers and the internet in general...
    seriously, start selling one that works and you turn multi-billionair within a month...

    on an actual serious note: general response times notiveably improved, lag and fps issues still unchanged - or in otherwords: everything as expected, hence satisfied with the server move but not satisfied with whatever makes the server or netcode not cope with PvP demands...
  • Sotha_Sil
    Sotha_Sil
    ✭✭✭✭✭
    mutharex wrote: »
    Vahrokh wrote: »

    Yup. PVP is still a laggy mess.
    Since the server has come all, all anyone has talked about in /z is how laggy it still is.

    I'm worried now, it feels like a netcode issue, could be wrong but it feels like that, and that's not good.

    This could (really hope I'm wrong) turn into yet another MMO that just can't get itself sorted so people can.. you know, actually just play.

    My yesterday's post was simply prophetic.

    No, not really. Living close(r) the the USA I knew the "move to EU and lag will stop" was just wishful thinking.

    About your netcode statements: I have been a close beta tester for many MMOs. I can "sense" the first MMO months (often deciding the MMO life) since the first open beta day.

    When I close beta tested Guild Wars 2, I knew it'd be a success. It had scripting issues, it lacked real anti-gold farmer measures but the bulk of the game was there, it just needed polishing. When open beta started, only the auction house would still pose problems.


    When I beta tested Warhammer Online, I immediately foresaw its failure. Classes grossly imbalanced, a complete lack of any standards to stress test high population PvP, AoE spells with no maximum amount of targets (thus exponentially increasing server stress to cross check all players abilities in real time). Large swaths of content were missing and would not be put in game even past release. The producing company had powerful mouthpieces but could not deliver quality nor had professional quality control.
    Come release, right in the first weeks it became evident that classes were grossly imbalanced and that netcode simply could not cope with 1/4 of the load.
    As many know that MMO was shutdown on December 2013.
    It really left many PvPers with a bitter taste, as the MMO had every element to be able and become a great success.

    When I close beta tested ESO, I immediately foresaw a troublesome future. Classes grossly imbalanced, testing had limited coverage, AoE spells with no maximum amount of targets. Large swaths of content were missing. Netcode was not properly stress tested (imo).
    For an example of proper netcode stress test, see EvE Online. They borked their netcode performance for 2 years due to the Dominion expansion, they had to implement some very emergent technologies (including syntethic "many clients with humanoid behavior" stress simulations) and in the end they managed to mostly fix it.

    Now, it's only on ZoS hands about what to do.

    ESO shares a LOT of common elements with Warhammer Online:

    - a big and important Intellectual Property imposing constraints and raising the bar (brand IP players tend to be demanding in terms of canon consistency and so on).

    - a large budget,

    - attempt to be a "better themepark (than WoW) instead of inventing new concepts (Warhammer did invent "public quests" and something similar to achievements).

    - a long development time, that still proved to be not enough.

    - designed and marketed for large PvP encounters, yet...

    - weak netcode.

    - tangible classes imbalance. Coincidence, casters were both responsible for the AoE induced issues and class imbalance. Being a sorcerer player in most of my MMOs the nerfs that subsequently had to happen, have affected my enjoyment of the games.

    - lack (utter lack) of non PvP end game with entire categories of playerbase quitting once they got to the cap and had the little available content on farm status.


    Sure, over time the netcode issues sort of fixed themselves. In fact the servers rapidly depleted of players and the few guys left would experience less lag.
    But having a smooth PvP involved shutting down dozens of servers, till the game slowly died.


    And don't let me started with Age Of Conan, another "important IP" game, with big budget, lack of content, bad quality testing...

    Let's hope ZoS get the memo.

    Because those who cannot learn from history are doomed to repeat it.

    Sorry for the big re-quote guys but something so grossly ridiculous and full of fried air NEEDS to be requoted. Over and over

    I can only but agree :)
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
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