CapuchinSeven 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.
CapuchinSeven 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.
GamerzElite wrote: »No differences, Still having FPS issue.
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.
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.
|
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 |
CapuchinSeven 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.
Personally I can't tell the difference but I run a top end system so I didn't have problems before either.
CapuchinSeven 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