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Update on Cyrodiil Performance

  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    One thought that I had is the answer is probably simple economics...

    Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.

    Keep raising the costs until we get to a point where the lag is gone.

    my 2 cents...

    Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
    That way no skill is more viable than another exept in certain situations.
    Basically playing with costs upsets game balance.
    [why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
    #canofworms
    Edited by Rune_Relic on April 14, 2015 4:16PM
    Anything that can be exploited will be exploited
  • kojou
    kojou
    ✭✭✭✭✭
    ✭✭
    Rune_Relic wrote: »
    One thought that I had is the answer is probably simple economics...

    Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.

    Keep raising the costs until we get to a point where the lag is gone.

    my 2 cents...

    Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
    That way no skill is more viable than another exept in certain situations.
    Basically playing with costs upsets game balance.
    [why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
    #canofworms

    Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.

    Playing since beta...
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Rune_Relic wrote: »
    One thought that I had is the answer is probably simple economics...

    Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.

    Keep raising the costs until we get to a point where the lag is gone.

    my 2 cents...

    Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
    That way no skill is more viable than another exept in certain situations.
    Basically playing with costs upsets game balance.
    [why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
    #canofworms

    Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.

    Either that or lowering damage across the board rather than regress the improved regen.
    Don't mind either way TBH...same difference.
    Anything that can be exploited will be exploited
  • kojou
    kojou
    ✭✭✭✭✭
    ✭✭
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    One thought that I had is the answer is probably simple economics...

    Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.

    Keep raising the costs until we get to a point where the lag is gone.

    my 2 cents...

    Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
    That way no skill is more viable than another exept in certain situations.
    Basically playing with costs upsets game balance.
    [why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
    #canofworms

    Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.

    Either that or lowering damage across the board rather than regress the improved regen.
    Don't mind either way TBH...same difference.

    I'd personally not recommend to lower the damage because that means that more skills will be cast in order to make up for the loss of damage which means more animations and processing.

    I think an increase of cost to skills and perhaps even consider an increase to damage with heavy and light attacks which should make for less complex animations for the system to process and with a little effort find a good balance to keep things fun.
    Playing since beta...
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    One thought that I had is the answer is probably simple economics...

    Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.

    Keep raising the costs until we get to a point where the lag is gone.

    my 2 cents...

    Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
    That way no skill is more viable than another exept in certain situations.
    Basically playing with costs upsets game balance.
    [why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
    #canofworms

    Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.

    Either that or lowering damage across the board rather than regress the improved regen.
    Don't mind either way TBH...same difference.

    I'd personally not recommend to lower the damage because that means that more skills will be cast in order to make up for the loss of damage which means more animations and processing.

    I think an increase of cost to skills and perhaps even consider an increase to damage with heavy and light attacks which should make for less complex animations for the system to process and with a little effort find a good balance to keep things fun.

    ?

    If you have 18,000 stamina you can only get so many hits before you run out.
    As the number of hits are fixed by regen rate or max....
    ....your damage is purely based on the number of hits.

    So reducing the damager per hit or increasing the cost per hit has the same result.
    The DPS still falls as resource pool is the limiting factor.
    TTK is increased regardless.
    Edited by Rune_Relic on April 14, 2015 6:11PM
    Anything that can be exploited will be exploited
  • Stonesthrow
    Stonesthrow
    ✭✭✭✭
    Just adding to this thread...

    All campaigns except Haderus are currently blocking entry, Azura's as well... 25 guild members so far unable to enter, even with the campaign as a home campaign, jumping to a leader or as an individual alone. Population is only one bar for yellow and blue, and two bars for red, so not full. Also, we already have a small group in there from about an hour ago, so its recent.

    "Unable to que for campaign: Internal Error"

    @ZOS_JessicaFolsom , @ZOS_GinaBruno , @ZOS_KaiSchober ...

    and for giggles... @ZOS_BrianWheeler, @ZOS_PaulSage ...

    Let's see if we can figure this out. :)
    Edited by Stonesthrow on April 14, 2015 10:46PM
  • Stonesthrow
    Stonesthrow
    ✭✭✭✭
    Nevermind... they just fixed it, under an hour... nice!
  • kojou
    kojou
    ✭✭✭✭✭
    ✭✭
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    One thought that I had is the answer is probably simple economics...

    Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.

    Keep raising the costs until we get to a point where the lag is gone.

    my 2 cents...

    Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
    That way no skill is more viable than another exept in certain situations.
    Basically playing with costs upsets game balance.
    [why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
    #canofworms

    Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.

    Either that or lowering damage across the board rather than regress the improved regen.
    Don't mind either way TBH...same difference.

    I'd personally not recommend to lower the damage because that means that more skills will be cast in order to make up for the loss of damage which means more animations and processing.

    I think an increase of cost to skills and perhaps even consider an increase to damage with heavy and light attacks which should make for less complex animations for the system to process and with a little effort find a good balance to keep things fun.

    ?

    If you have 18,000 stamina you can only get so many hits before you run out.
    As the number of hits are fixed by regen rate or max....
    ....your damage is purely based on the number of hits.

    So reducing the damager per hit or increasing the cost per hit has the same result.
    The DPS still falls as resource pool is the limiting factor.
    TTK is increased regardless.

    Ah, but this isn't just about TTK, this is also about reducing the overall use of abilities that are "expensive" for the server to process. If you lower the damage then it means that more hits/casts are required to kill the same target, and even though the damage numbers are smaller the processing is the same per cast and a player can still cast the same amount of times.

    My opinion is still to leave damage numbers where they are and raise the cost of all resources for abilities by 15% (or more) in Cyrodiil.
    Playing since beta...
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    One thought that I had is the answer is probably simple economics...

    Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.

    Keep raising the costs until we get to a point where the lag is gone.

    my 2 cents...

    Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
    That way no skill is more viable than another exept in certain situations.
    Basically playing with costs upsets game balance.
    [why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
    #canofworms

    Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.

    Either that or lowering damage across the board rather than regress the improved regen.
    Don't mind either way TBH...same difference.

    I'd personally not recommend to lower the damage because that means that more skills will be cast in order to make up for the loss of damage which means more animations and processing.

    I think an increase of cost to skills and perhaps even consider an increase to damage with heavy and light attacks which should make for less complex animations for the system to process and with a little effort find a good balance to keep things fun.

    ?

    If you have 18,000 stamina you can only get so many hits before you run out.
    As the number of hits are fixed by regen rate or max....
    ....your damage is purely based on the number of hits.

    So reducing the damager per hit or increasing the cost per hit has the same result.
    The DPS still falls as resource pool is the limiting factor.
    TTK is increased regardless.

    Ah, but this isn't just about TTK, this is also about reducing the overall use of abilities that are "expensive" for the server to process. If you lower the damage then it means that more hits/casts are required to kill the same target, and even though the damage numbers are smaller the processing is the same per cast and a player can still cast the same amount of times.

    My opinion is still to leave damage numbers where they are and raise the cost of all resources for abilities by 15% (or more) in Cyrodiil.

    Still cant see how it makes a difference TBH.
    Anyway, I was thinking around 10% or so myself initially.
    So wont argue that point.

    The problem we have then is 0CP vs 3600CP.
    High CP players have vastly more stamina/magicka/health.
    So you are penalising the weaker players the most.
    The weaker players are not generally the problem.
    Having said that..10% of 500 damage vs 10% of 5000 is a significant difference on the high level damage.
    Anything that can be exploited will be exploited
  • kojou
    kojou
    ✭✭✭✭✭
    ✭✭
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    One thought that I had is the answer is probably simple economics...

    Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.

    Keep raising the costs until we get to a point where the lag is gone.

    my 2 cents...

    Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
    That way no skill is more viable than another exept in certain situations.
    Basically playing with costs upsets game balance.
    [why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
    #canofworms

    Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.

    Either that or lowering damage across the board rather than regress the improved regen.
    Don't mind either way TBH...same difference.

    I'd personally not recommend to lower the damage because that means that more skills will be cast in order to make up for the loss of damage which means more animations and processing.

    I think an increase of cost to skills and perhaps even consider an increase to damage with heavy and light attacks which should make for less complex animations for the system to process and with a little effort find a good balance to keep things fun.

    ?

    If you have 18,000 stamina you can only get so many hits before you run out.
    As the number of hits are fixed by regen rate or max....
    ....your damage is purely based on the number of hits.

    So reducing the damager per hit or increasing the cost per hit has the same result.
    The DPS still falls as resource pool is the limiting factor.
    TTK is increased regardless.

    Ah, but this isn't just about TTK, this is also about reducing the overall use of abilities that are "expensive" for the server to process. If you lower the damage then it means that more hits/casts are required to kill the same target, and even though the damage numbers are smaller the processing is the same per cast and a player can still cast the same amount of times.

    My opinion is still to leave damage numbers where they are and raise the cost of all resources for abilities by 15% (or more) in Cyrodiil.

    Still cant see how it makes a difference TBH.
    Anyway, I was thinking around 10% or so myself initially.
    So wont argue that point.

    The problem we have then is 0CP vs 3600CP.
    High CP players have vastly more stamina/magicka/health.
    So you are penalising the weaker players the most.
    The weaker players are not generally the problem.
    Having said that..10% of 500 damage vs 10% of 5000 is a significant difference on the high level damage.

    Not sure if there are any players that have 3600 CP, but I'm sure it would require a lot of sleepless nights and Adderall to have it any time soon...

    That said, there will always be imbalances and players who are weaker due to gear, CP, level, and just overall skill with the game. The only fair way to do it is to affect everybody the same amount no matter what level they are. Although I wouldn't care if there was an exemption to "battle leveled" players.

    Anyway, it is all just theory, and unless ZOS comments on feasibility and what their ideas are we are just speculating about what *might* help.
    Playing since beta...
  • wraith808
    wraith808
    ✭✭✭✭
    Not sure if there are any players that have 3600 CP, but I'm sure it would require a lot of sleepless nights and Adderall to have it any time soon...

    And this is the problem with those kinds of posts... they compare a theoretical with something that is present, thereby making the comparison moot. I don't understand why the comparisons can't be made between something that is real. 0 vs 300 is at least within the realm of immediate possibilities. Is it to inflate the argument?
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    wraith808 wrote: »
    Not sure if there are any players that have 3600 CP, but I'm sure it would require a lot of sleepless nights and Adderall to have it any time soon...

    And this is the problem with those kinds of posts... they compare a theoretical with something that is present, thereby making the comparison moot. I don't understand why the comparisons can't be made between something that is real. 0 vs 300 is at least within the realm of immediate possibilities. Is it to inflate the argument?

    +100 CP THIEF
    9000 stamina > 10203 stamina [1.133659x]
    12000 stamina > 13604 stamina [1.133659x]

    +100 CP MAGE
    9000 stamina > 10203 stamina [1.133659x]
    12000 stamina > 13604 stamina [1.133659x]

    +100 CP WARRIOR
    9000 stamina > 10214.066594332488 stamina [1.134896x]
    12000 stamina > 13618.755459109983 stamina [1.134896x]

    http://asolutionaday.com/calculators-index/

    300 points gets 13% increase in every stat before adding any benefits of the selected passives.
    So you weapon/spell damage and shields are also increased regardless in both power and lifetime.
    Edited by Rune_Relic on April 16, 2015 4:01PM
    Anything that can be exploited will be exploited
  • wraith808
    wraith808
    ✭✭✭✭
    That's a better comparison. And... the difference isn't overwhelming. I'd expect if someone had been playing quite a bit longer, they'd have an advantage, right?
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    wraith808 wrote: »
    That's a better comparison. And... the difference isn't overwhelming. I'd expect if someone had been playing quite a bit longer, they'd have an advantage, right?

    Isnt overwhelming ?
    Maybe...guess it depends on yer personal perception.
    Its werewolf or vamp bonus or OP racial bonus.
    You bet your arse any mix maxer would consider that a must have....awesome even.
    They would snap it up because they know its the difference between I-win and I-lose

    Say to a trial runner....what do you think of a 15% bonus on ALL stats.
    I think they would have your arm off.
    There is a reason for that no ?

    Its not going to get better either...its going to get much worse.
    Edited by Rune_Relic on April 16, 2015 5:09PM
    Anything that can be exploited will be exploited
  • Jaxsun
    Jaxsun
    ✭✭✭✭
    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.

    I don't think this is completely frank information. The lag started for lots of us with 1.2 when you added the "botting" fix. Will you please respond to this?
  • egosumacunnus
    egosumacunnus
    ✭✭✭
    Add more hardware.
    If real life had a block function i would go out more.

    Proud to have spent a year paying to BETA test ESO for consoles.

    Error Code 301
  • mook-eb16_ESO
    mook-eb16_ESO
    ✭✭✭✭
    I found a solution I uninstalled my client.
  • SHADOW2KK
    SHADOW2KK
    ✭✭✭✭✭
    ✭✭
    [snip]

    Agreed, the thing that some forget, is that we are all customers, we have all paid for the game, and we should all stick together, for the game generally, not just PvP.

    The issues, like lag, affect all, all of us are players of the game, and we all should unite, divided we fall....

    I think most of us can agree on the fact that PvP was not delivered in the way that was promised, and nothing substantial has been done to improve it since, neither in terms of latency or content.

    It achieves nothing, us ripping into each other, we should be a united front.

    Maybe Zeni will get a grip and actually solve the issues, considering they been lying and stonewalling for a long time, instead of funneling our cash into the Crown Store or console release or w/e.

    Game stability is absolutely essential, all else is secondary.

    Let`s all stand together for once.

    My opinon

    [edited to remove quote]
    Edited by ZOS_Icy on June 2, 2024 11:20AM
    Once I was a lamb, playing in a green field. Then the wolves came. Now I am an eagle and I fly in a different universe.

    Been taking heads since TeS 3 Morrowind..

    Been enjoying PvP tears since 2014

    LvL 50 - Dragon Knight EP [PC-EU] = Illuvutar = Ex The Wabbajack = (Stam DK)
    LvL 50 - Night Blade DC [PC-EU] = Legendary Blades = Evil Ninja/Dueller = (StamBlade)
    LvL 50 - Sorcerer DC [PC-EU] = Daemon Lord = (Mag Sorc)
    LvL 50 - Dragon Knight DC [PC-EU] = Khal-Bladez = (Mag DK)
    LvL 50 - Dragon Knight DC [PC-EU] = Tenakha Khan = (Stam DK)
    LvL 50 - Templar DC [PC-EU]] = Blades The Disgruntled = (Stamplar)
    LvL 50 - Night Blade DC [PC-EU] = Ghost Blades = (Assassin)
    LvL 50 - Night Blade DC [PC-EU] = Malekith The Shadow = (Mag NB)
    LvL 50 - Warden DC [PC-EU] = Crimson Blades = (Stamden)

    Guild Master of The Bringers Of The Storm.
    Harrods


    Member Of The Old Guard
    PC Closed Betas 2013

    PC Mastah Race

    Anook Page anook.com/shadow2kk

    Been playing since Beta and Early Access

  • Agrippa_Invisus
    Agrippa_Invisus
    ✭✭✭✭✭
    ✭✭✭
    JTorus wrote: »
    [snip]

    [snip]



    The analogy was still on my mind. :)
    SHADOW2KK wrote: »
    [snip]

    Agreed, the thing that some forget, is that we are all customers, we have all paid for the game, and we should all stick together, for the game generally, not just PvP.

    The issues, like lag, affect all, all of us are players of the game, and we all should unite, divided we fall....

    I think most of us can agree on the fact that PvP was not delivered in the way that was promised, and nothing substantial has been done to improve it since, neither in terms of latency or content.

    It achieves nothing, us ripping into each other, we should be a united front.

    Maybe Zeni will get a grip and actually solve the issues, considering they been lying and stonewalling for a long time, instead of funneling our cash into the Crown Store or console release or w/e.

    Game stability is absolutely essential, all else is secondary.

    Let`s all stand together for once.

    My opinon

    Agreed. When dealing with a faulty product, all consumers should be united in the quest to have their voices heard and grievances addressed.

    Instead, the constant accusations, bitter recriminations, and witch hunting divide what should be a united chorus of voices and I believe, in part, have contributed to why this issue languished for so long.

    [edited to remove quote]
    Edited by ZOS_Icy on June 2, 2024 11:23AM
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Teargrants
    Teargrants
    ✭✭✭✭✭
    ✭✭✭✭
    The PVP forums devolve further and further into blatant McCarthyism.

    We need a clear solution just so the playerbase stops tearing into each other.
    [...]
    When everything lags out wall repair kits are about the only thing that still works. Of course the defenders are going to start repairing the wall when it's the only action they can do.

    If you can't kill ppl in your keep, what's he next best thing to do? Stop more coming in and adding to the lag.

    [Moderator Note: Removed moderated quote]
    Edited by ZOS_UlyssesW on April 21, 2015 9:34PM
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    DC ※ Kirsi ※
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  • rfennell_ESO
    rfennell_ESO
    ✭✭✭✭✭
    ✭✭
    Teargrants wrote: »

    If you can't kill ppl in your keep, what's he next best thing to do? Stop more coming in and adding to the lag.

    I think the next best thing is to create the lag in the first place.

    But anyways, who heads to the breach as the enemy is streaming in to repair unless they know the lag is on?


  • stefan.gustavsonb16_ESO
    stefan.gustavsonb16_ESO
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    It's not happening, it's reasonable to move to a wall and try to repair it while the enemy is streaming in I suppose?

    Combat stonemasons. A hardy bunch, those. You have to admire their ability to just, pardon the pun, stonewall the carnage and focus on their hard labor in the middle of the fray.
  • Agrippa_Invisus
    Agrippa_Invisus
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    Teargrants wrote: »
    The PVP forums devolve further and further into blatant McCarthyism.

    We need a clear solution just so the playerbase stops tearing into each other.
    [...]
    When everything lags out wall repair kits are about the only thing that still works. Of course the defenders are going to start repairing the wall when it's the only action they can do.

    If you can't kill ppl in your keep, what's he next best thing to do? Stop more coming in and adding to the lag.

    Exactly it. When a faction plows a flag with so many bodies all the siege engines on it fall apart from the inability to use them and none of the attacks register, only the game mechanics that work remain to be used. Keeping more bodies out and hoping the lag abates is one of the few steps a defender can take to stop a lag flip of a keep.

    Of course, I could, you know, go stand in the stack on the flag (I'm sure that won't make things worse, really) or I could go meander out of the keep and twiddle my thumbs.

    [Moderator Note: Removed moderated quote]
    Edited by ZOS_UlyssesW on April 21, 2015 9:48PM
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
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  • rfennell_ESO
    rfennell_ESO
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    I think I'm gonna head right to breach as the enemy streams in and start repairing from now on. What do you think my success rate is going to be?
  • Bouvin
    Bouvin
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    It's a code issue.

    Until they rewrite the game core, PvP lag is here to stay.

    And that won't happen due to technical debt. They've continued adding on to a broken system, and now they have to much riding on it to rewrite it.

    It's kind of like what happened with the Obamacare website.

    .
    Edited by Bouvin on April 21, 2015 9:37PM
  • SHADOW2KK
    SHADOW2KK
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    JTorus wrote: »
    [snip]

    [snip]



    The analogy was still on my mind. :)
    SHADOW2KK wrote: »
    [snip]

    Agreed, the thing that some forget, is that we are all customers, we have all paid for the game, and we should all stick together, for the game generally, not just PvP.

    The issues, like lag, affect all, all of us are players of the game, and we all should unite, divided we fall....

    I think most of us can agree on the fact that PvP was not delivered in the way that was promised, and nothing substantial has been done to improve it since, neither in terms of latency or content.

    It achieves nothing, us ripping into each other, we should be a united front.

    Maybe Zeni will get a grip and actually solve the issues, considering they been lying and stonewalling for a long time, instead of funneling our cash into the Crown Store or console release or w/e.

    Game stability is absolutely essential, all else is secondary.

    Let`s all stand together for once.

    My opinon

    Agreed. When dealing with a faulty product, all consumers should be united in the quest to have their voices heard and grievances addressed.

    Instead, the constant accusations, bitter recriminations, and witch hunting divide what should be a united chorus of voices and I believe, in part, have contributed to why this issue languished for so long.

    Aye exactly, considering all the frustrations over the game stem from the same things.

    Namely Zenis inability to deliver a game that they promised, despite many months on..

    [edited to remove quote]
    Edited by ZOS_Icy on June 2, 2024 11:24AM
    Once I was a lamb, playing in a green field. Then the wolves came. Now I am an eagle and I fly in a different universe.

    Been taking heads since TeS 3 Morrowind..

    Been enjoying PvP tears since 2014

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    Guild Master of The Bringers Of The Storm.
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    Been playing since Beta and Early Access

  • Bouvin
    Bouvin
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    Jaxsun 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.

    I don't think this is completely frank information. The lag started for lots of us with 1.2 when you added the "botting" fix. Will you please respond to this?

    That'd be "code".

    But yet, they need to start looking into some of the updates to find out what's causing issues.

    1.2 - Botting "Fix"
    1.4 - Lighting Update
    1.6 - AoE Cap Removal

    .
    Edited by Bouvin on April 21, 2015 10:24PM
  • HiP
    HiP
    ✭✭
    better hardware and bandwidth is the solution.

    why are they saying it is not ?
    because they don't want to invest the money. they probably actually removed hardware and decreased their bandwidth after they went buy to play

    they prefer to let us suffer. we wont do anything anyway. they wont compensate us either.

    remember that huge fail with the lighting update ? cyrodiil dropping to less than 2 fps for a huge majority of players for no reason, for several weeks.
    instead of rolling back the patch, they let us suffer for weeks, and still went on holidays and weekends.
    we got no apology, no compensation.
    most players even forgot.

    it will be the same for the huge lag in cyrodiil.

    even though at launch, the server performance was very good, if not great, and we even had camps, and bat swarm, negate, streak and oïl abuse without aoe cap and mercenaries... at that time lag was not that big of an issue at all, bugs were, even though the servers were in the US for european players !

    also the def tick mechanic is stupid. its range is stupidly low. if you participate to the defense from the beginning and try to get out to push and finish the ennemy attackers, chances are you wont get the tick. while the player that was afk in the keep waiting for the tick will get it even if he did nothing at all. that is sure to encourage players to stick to the same spot as everyone else.
    even worse, players spamming mutagen or rapid regen to farm AP even when fights are over. i'm sure it does not help performance at all.

    getting rid of the stupid mechanics is a sure way to improve performance too, if they are too cheap to improve their hardware.
  • PainfulFAFA
    PainfulFAFA
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    HiP wrote: »
    better hardware and bandwidth is the solution.

    why are they saying it is not ?
    because they don't want to invest the money. they probably actually removed hardware and decreased their bandwidth after they went buy to play

    they prefer to let us suffer. we wont do anything anyway. they wont compensate us either.

    remember that huge fail with the lighting update ? cyrodiil dropping to less than 2 fps for a huge majority of players for no reason, for several weeks.
    instead of rolling back the patch, they let us suffer for weeks, and still went on holidays and weekends.
    we got no apology, no compensation.
    most players even forgot.

    it will be the same for the huge lag in cyrodiil.

    even though at launch, the server performance was very good, if not great, and we even had camps, and bat swarm, negate, streak and oïl abuse without aoe cap and mercenaries... at that time lag was not that big of an issue at all, bugs were, even though the servers were in the US for european players !

    also the def tick mechanic is stupid. its range is stupidly low. if you participate to the defense from the beginning and try to get out to push and finish the ennemy attackers, chances are you wont get the tick. while the player that was afk in the keep waiting for the tick will get it even if he did nothing at all. that is sure to encourage players to stick to the same spot as everyone else.
    even worse, players spamming mutagen or rapid regen to farm AP even when fights are over. i'm sure it does not help performance at all.

    getting rid of the stupid mechanics is a sure way to improve performance too, if they are too cheap to improve their hardware.
    Bolded what i also believe ESO should be. Launch was great, it was just several exploits but lag wasn't very obvious and malicious like it has been several campaigns ago. D tick range needs to be buffed because of afk players and players pushing. Nobody likes Ohh tick.
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  • wraith808
    wraith808
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    HiP wrote: »
    better hardware and bandwidth is the solution.

    Not always. Not always.
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