...
Or in general, maybe the much more regulated environment of a console game is in favour of delicate game mechanics like those in Cyrodiil?
I remember when they said that 200 players on screen at the same time wouldn't be a problem, now 50 players at the same time seem to be to much.
kaidanfanlava wrote: »Is ZOS just ignoring all of this? Is there any way of knowing whether they are even aware of our problems...?
I'm pretty confident that animation canceling is a large contributor to lag in Cyrodil - especially now that it's been encouraged by ZOS.
Other than the fact that animation canceling has been in the game through good times and bad with lag in Cyrodiil.
And your supposition as to what's happening with it is suspect at best.
Where the hell is the dev response to this thread?
Other than the fact that animation canceling has been in the game through good times and bad with lag in Cyrodiil.
And your supposition as to what's happening with it is suspect at best.
And how is it suspect?
Prior to ESO Live #11 it was considered a possible exploit. Since ESO Live #11 it was endorsed by ZOS and even macroing was approved. I'm pretty sure since then it has exploded in it's use especially in the zerg clusters.
Other than the fact that animation canceling has been in the game through good times and bad with lag in Cyrodiil.
And your supposition as to what's happening with it is suspect at best.
And how is it suspect?
Prior to ESO Live #11 it was considered a possible exploit. Since ESO Live #11 it was endorsed by ZOS and even macroing was approved. I'm pretty sure since then it has exploded in it's use especially in the zerg clusters.
It's suspect because of the fact that you're sending the same commands that you would be under any circumstances- it's just the timing that's different. It's not rocket science.
Other than the fact that animation canceling has been in the game through good times and bad with lag in Cyrodiil.
And your supposition as to what's happening with it is suspect at best.
And how is it suspect?
Prior to ESO Live #11 it was considered a possible exploit. Since ESO Live #11 it was endorsed by ZOS and even macroing was approved. I'm pretty sure since then it has exploded in it's use especially in the zerg clusters.
It's suspect because of the fact that you're sending the same commands that you would be under any circumstances- it's just the timing that's different. It's not rocket science.
Exactly. Timing. With animation canceling you are sending 2-3 times as many network transactions in the same period of time. It's not rocket science. It's grade school math.
They are the same actions that you would normally send. You don't actively cancel the animation. The animation is cancelled by the timing of the next action. Your talk about cancelling an animation being an action is wrong. The cancel is a function of the timing.
They are the same actions that you would normally send. You don't actively cancel the animation. The animation is cancelled by the timing of the next action. Your talk about cancelling an animation being an action is wrong. The cancel is a function of the timing.
Correct. It is the same "actions" that you would normally perform. The difference is you are performing 2-3 of them in the same time that you could only perform 1 without animation canceling.
You are "allowing" 2-3x the networking traffic with animation canceling.
Imagine if you replace "animation" with "cooldown." Same effect.
Or imagine you have to drink two 8 ounce glasses of water in 10 seconds.
Now, with animation canceling you have to drink five or six 8 ounce glasses of water in the same 10 seconds.
That is the networking bandwidth issue with animation canceling.
Do you not like animation canceling? I notice that you say that it is an exploit, even though they've said it's not, and continue to do so? I just ask, because it would help me to understand why you phrase it as such, and talk against it in other threads also, and so I don't continue down this line with you if that's your perspective.
ZOS_PaulSage wrote: »Just to clarify. There seemed to be a misunderstanding that I was saying we are "giving up" or "blaming this on players." Absolutely not. We are looking at the issue from many angles. I certainly didn't mean to imply we couldn't or wouldn't change code to improve performance, but rather that the answer wasn't more hardware. (It is often suggested this is the best way to fix problems.) I also wasn't implying you shouldn't play naturally, but unfortunately it is true that more players right now in a smaller area causes the performance problems. I say this not to discourage behavior or try push off the issue, but rather to give completely frank information about the root cause.
They are not putting anyone on probation or banning anyone for any length of time if that is what you're asking.ZOS_PaulSage wrote: »Just to clarify. There seemed to be a misunderstanding that I was saying we are "giving up" or "blaming this on players." Absolutely not. We are looking at the issue from many angles. I certainly didn't mean to imply we couldn't or wouldn't change code to improve performance, but rather that the answer wasn't more hardware. (It is often suggested this is the best way to fix problems.) I also wasn't implying you shouldn't play naturally, but unfortunately it is true that more players right now in a smaller area causes the performance problems. I say this not to discourage behavior or try push off the issue, but rather to give completely frank information about the root cause.
Are there issues with players cheating and intentionally causing lag that ZOS knows about and is taking steps to correct?
ThinkerOfThings wrote: »So I have given this some thought, and sorry if I am repeating anything, however as others have pointed out, other meaningful objectives would help spread players out. So thinking about fun objectives that are rooted in the Elder Scrolls Universe I realized that Cyrodiil needs more Daedric Artifacts. It doesn't make sense to have everyone running around with these legandary weapons, so what if they were tied to an objective in Cyrodiil and available briefly but had a meaningful impact in PvP.
So to expand on this, what if we had shrines to 15 of the Daedric Princes ( I know there are 17 but Jyggalag is dormant at the moment and Molag Bal is doing his own thing ) which would leave 5 shrines in the vicinity of each of factions borders. Maybe once every x Minutes one of these shrines could become active ( with no more than like 3 active at a time ). While active any faction could come to the shrine and "worship" by occupying an area. After occupying the area for so long a randomly chosen player in the vicinity becomes the favored of that Daedra granting them a completely different skill bar and some nifty buffs to help keep them alive.
In order for the players to maintain their new champion status, a number of players would have to stay and guard the shrine, while others would have to stay with the champion. A buff would be given to both those players that stayed with the champion and those that stayed at the shrine, providing some form of diminishing returns the greater the number of players in the vicinity of the champion or the shrine so that it would encourage groups of certain sizes to split off. One to guard the shrine and those to follow the new Daedric Champion. Overall I see the champion having power almost in scale or on par with an emperor, however Daedric Power is fleeting and as such, easier to lose than Emporership.
When the shrine is no longer occupied by the faction that created a champion or the champion dies, the shrine goes dormant and x number of minutes later a new shrine activates somewhere on the map. If the newly active shrine was not announced to the campaign, this would require players to form scouting parties to figure out which ones may be occupied. Additionally there could be achievements gained for becoming favored of each of the different Daedric Princes and one for getting them all.
I am working on coming up with general ideas for each of the princes skills, some of which I thought would be awesome if they made the player a living siege weapon, provide buffs to the group, or faction, or were greater in strength when the player was alone in enemy territory, here is some of what I have so far:
Daedric Princes:
Azura - The female Deity who maintains/draws power from the balance of night and day, light and dark
Skills: Sun beans / Moon beam skills, passive buff that increases soul gem's filling for the faction.
Boethiah - A Deity of deceit, secrecy, conspiracy, treason, and unlawful overthrow of authority
Skills: Buffs that depend on slaying whoever holds the most territory.
Clavicus Vile - A shape-shifter, who grants power and wishes through ritual invocations and pact
Skills: Summon Barbas? Extra Mana Regen?
Hermaeus Mora - The formless Daedra of knowledge and memory, seeks to possess all that is knowable
Skills: Summon Tentacled Horrors, group debuffs, ranged stamina draining attacks? Tentacles!
Hircine - The Prince of the hunt, sport, the Great Game, and the Chase
Skills: Change into an uber were wolf and wreck shop, super health and stam regen.
Malacath - The Prince whose sphere is the patronage of the spurned and ostracized
Skills: Rage mode activate? Normal / heavy attacks do siege damage?
Mehrunes Dagon - The Prince of destruction, violent upheaval, energy, and mortal ambition
Skills: Become a living siege machine calling fire from the sky. The Razor just seems to OP for PvP.
Mephala - The Prince of unknown plots and obfuscation, a master manipulator, a sewer of discord
Skills: Gets buffs from staying away from group, perma stealth, debuffs enemy forces, summons spider daedra.
Meridia - A female Deity, the patron of the energies of all living things, enemy of the undead
Skills: Wield Dawnbreaker with extra effectiveness. Extra damage vs Undead Players.
Namira - A female Deity of the "ancient darkness", the patron of all things considered repulsive
Skills: Health regen based on enemies killed. Feeding skills. Poison damage
Nocturnal - A female Deity of the night and darkness, the patron of all things secretive
Skills: Stealth skills, group stealth buffs, summon crows.
Peryite - The Taskmaster, the Daedric Prince of Pestilence, desires order in his domain
Skills: Poison damage, summon daedra.
Sanguine - the Prince of hedonism, debauchery, and the further indulgences of one's darker nature
Skills: Summon daedra, life drains.
Sheogorath - The infamous Prince of Madness, whose motives are unknowable
Skills: Cheese Mortar? Fork of doom? Summon Haskil? Wabbajack would one shot people and also seems to OP for PvP.
Vaermina - A female Deity of dreams and nightmares, a deliverer of evil omens and dark portents
Skills: Stun abilities?
ESO has alot of great potential and I hope this thought helps, if nothing else gets ideas growing for other innovations!
stefan.gustavsonb16_ESO wrote: »
If things work like I think they might (and I'm only guessing, but hopefully in an educated way), the console platforms might do just fine without all the server side safety checks to defend against hacked clients. Consoles do not allow running unsigned code, and that could be the salvation for ESO PvP. Without all the extra CPU load on the server side, without the increased network traffic and without the increasing sensitivity to latency that we have seen since update 1.2.3, their original "naive trust" networking model might just be able to handle the kind of large scale battles we had back then, and which they are still advertising.
No, I've seen nothing to this and doubt they are as a significant contributor as suspected by many.stefan.gustavsonb16_ESO wrote: »
If things work like I think they might (and I'm only guessing, but hopefully in an educated way), the console platforms might do just fine without all the server side safety checks to defend against hacked clients. Consoles do not allow running unsigned code, and that could be the salvation for ESO PvP. Without all the extra CPU load on the server side, without the increased network traffic and without the increasing sensitivity to latency that we have seen since update 1.2.3, their original "naive trust" networking model might just be able to handle the kind of large scale battles we had back then, and which they are still advertising.
Has anyone confirmed it is the server safety checks that are causing the slowdowns? Have any devs commented on this? If this unlikely scenario is true then I would rather put up with a few cheaters that can be pointed out and banned by the community than a nearly unplayable PvP experience.
No, I've seen nothing to this and doubt they are as a significant contributor as suspected by many.stefan.gustavsonb16_ESO wrote: »
If things work like I think they might (and I'm only guessing, but hopefully in an educated way), the console platforms might do just fine without all the server side safety checks to defend against hacked clients. Consoles do not allow running unsigned code, and that could be the salvation for ESO PvP. Without all the extra CPU load on the server side, without the increased network traffic and without the increasing sensitivity to latency that we have seen since update 1.2.3, their original "naive trust" networking model might just be able to handle the kind of large scale battles we had back then, and which they are still advertising.
Has anyone confirmed it is the server safety checks that are causing the slowdowns? Have any devs commented on this? If this unlikely scenario is true then I would rather put up with a few cheaters that can be pointed out and banned by the community than a nearly unplayable PvP experience.