Sorry it just occured to me if you had a formal duel area it will bleed a lot of the best players to there and reduce population especially the zerging inclined players. I wont miss Germantrocity killing me a dozen times or whatever you made him rename himself cause he is OP.
Sorry it just occured to me if you had a formal duel area it will bleed a lot of the best players to there and reduce population especially the zerging inclined players. I wont miss Germantrocity killing me a dozen times or whatever you made him rename himself cause he is OP.
With the removal of FC's players are less spread out. If you want players to spread out more, implement some sort of transport to farther out areas. Perhaps put a wayshrine for each alliance in the center of the map (until IC is implemented or something along these lines.
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.
ZOS_PaulSage wrote: »Hello everyone,
Our Cyrodiil performance is something we are very aware of. Performance drags when there are numerous players in the same place at the same time. This is why performance in Cyrodiil is fine for much of the day, but gets worse during more popular times. We are currently investigating ways in which we can reduce the spike of performance loss. We added in some features for Update 6 which we hoped would help, but ultimately did not. This is not a situation where we can just add more hardware. Player population in a given area hurts the performance and the more people that are in one area, the more performance is going to be hurt.
Actively, we are looking at changing the behavior of the players to remove incentives for large groups to stay in the same area. We want to do this by providing larger incentives for Alliances to split up and take on multiple-challenges in Cyrodiil. We’ll continue to work on this. We are also asked by players if there is anything they can do to help. In this situation, the best thing you can do is split off to different objectives when you notice performance going down. Cyrodiil is a big place with lots of different things to do. And thank you for asking.
Just GET RID OF THE *** LIGHTING PATCH IN CYRODIIL!!!!! THIS WILL SOLVE ALL YOUR PROBLEMS!!!
STICK PVP ON PTS SERVER BEFORE LIGHTING PATCH, AND HOST AN EVENT AND SEE IF IT CRASHES
Or actually PLAY on Thornblade NA during prime time with EP, AND FOLLOW AROUND HAVOC AND IR AND SEE HOW THEY ARE CAUSING THE LAG
Just GET RID OF THE *** LIGHTING PATCH IN CYRODIIL!!!!! THIS WILL SOLVE ALL YOUR PROBLEMS!!!
STICK PVP ON PTS SERVER BEFORE LIGHTING PATCH, AND HOST AN EVENT AND SEE IF IT CRASHES
Or actually PLAY on Thornblade NA during prime time with EP, AND FOLLOW AROUND HAVOC AND IR AND SEE HOW THEY ARE CAUSING THE LAG
Just GET RID OF THE *** LIGHTING PATCH IN CYRODIIL!!!!! THIS WILL SOLVE ALL YOUR PROBLEMS!!!
STICK PVP ON PTS SERVER BEFORE LIGHTING PATCH, AND HOST AN EVENT AND SEE IF IT CRASHES
Or actually PLAY on Thornblade NA during prime time with EP, AND FOLLOW AROUND HAVOC AND IR AND SEE HOW THEY ARE CAUSING THE LAG
We log off and rage because of lag but we are causing it, sure.
This is good to hear.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.
Throwing more hardware at the issue tends to work only if the underlying code is designed to support such scaling. I'm assuming that ESO did not anticipate such performance/load scaling.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.)
The root cause isn't zerging players in a small area. The root cause is poor design and/or poor coding: I was under the impression that ZOS wanted large-scale PvP battles. If this was the case, are you saying that you didn't anticipate many players all stacking on flags? After, that's the design mechanic. Am I missing something?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.
joshdm2001_ESO wrote: »Zos makes no sense. You guys removed torchbugs and deer but fixed Jesus beam so everyone and their grandma is using it thus putting more load and strain on the server. Why remove something to put another thing more intensive in its place?! Ridiculous. All the lag is due to the aoe spam and Jesus beams stackings!
Just give the players the option to turn off the lighting effects. Most of us dont like all that shining and sparkling anyway. You are going blind from that in large battles and I could imagine that the light effects take a lot of ressources.
Don't mind me when I'm wrong here...
Thank you, not for the info....but open, honest communication with the players. I'd rather have information told to me bluntly then be told nothing at all, or have it be sugar coated or lacking info. To me, and I think a lot of players, this is all we really want. If you keep this kind of open communication up, I will support you, and this game to the bitter end.
timidobserver wrote: »I like it when Paul Sage posts stuff. I appreciate an real response teling us what is really going on, even if it isn't what we want to hear, rather than the usual canned stuff that we get from other ZOS staff.
NadiusMaximus wrote: »Only real way of fixing it just dawned on me.
Reduce the skills we take into Cyrodil to two per bar and no ultimate.
Make battles be fought with weapons , light and heavy attacks.
One damage ability and one heal, or two damage, or two heals. That's it.