NadiusMaximus wrote: »Another thing,
He says spread out. .. Yet in the pics of the upcoming Imperial city, all the fighting looks like it is in close quarters, sewer pipes, and rooms the size of keeps. How's that gonna work?
ThinkerOfThings wrote: »Perhaps a massive armored troll or a giant can come by large groups and swat them across the map. Just a thought...
sc_prabhu1986rwb17_ESO wrote: »I blame it all on the lighting patch, that's where it all began for me. Remove it from Cyrodiil, we PvPers don't need no fancy lights. What we need is a stable place to smash each other's heads with wood and metal.
You can keep the fancy lights for places outside of Cyrodiil.
See if that works.
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.
sc_prabhu1986rwb17_ESO wrote: »I blame it all on the lighting patch, that's where it all began for me. Remove it from Cyrodiil, we PvPers don't need no fancy lights. What we need is a stable place to smash each other's heads with wood and metal.
You can keep the fancy lights for places outside of Cyrodiil.
See if that works.
I have read this many times now. What does a lighting patch, that, if I understand it correctly, is a client side change, have to do with server side problems?
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.
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.
kelly.medleyb14_ESO wrote: »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.
Thanks for addressing we will await patiently whilst you work on it
AbraXuSeXile wrote: »Whatever they did that patch (which they didnt fix for at least 2 weeks of hell) messed up this game, There was absolutely no issues before then and the game ran like a dream.
ZOS_PaulSage wrote: »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.
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.)
sc_prabhu1986rwb17_ESO wrote: »I blame it all on the lighting patch, that's where it all began for me. Remove it from Cyrodiil, we PvPers don't need no fancy lights. What we need is a stable place to smash each other's heads with wood and metal.
You can keep the fancy lights for places outside of Cyrodiil.
See if that works.
I have read this many times now. What does a lighting patch, that, if I understand it correctly, is a client side change, have to do with server side problems?
- Show more key information regarding active areas on the map
- Increase AP for "grouped" players of 20+ more that accomplish tasks separately/distanced (use same code for auto-grouping AP gains to detect when separate)
- Reduce AP for "grouped" players that conglomerate for a period of time > XX and with XX number of players or more
Developer event ideas on the PTS server.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.
I'll lol myself for that one, but might be how they handle it vs. Fixing it for real before next year.
lordrichter wrote: »The lighting change gets a bum rap because it happened to be in the same update that they made some other change in the way the game worked at a fundamental level. They have already said, in one of the ESO Live episodes, if I remember, that the lighting change was not the problem. There is not much else in that Update, so whatever it was, they never told us about it.
Fizzlewizzle wrote: »Why not make the PvP area smaller, and provide other content in the areas which aren't used for PvP?
(Beware, Professionally drawn map in the next spoiler) The red area could be the main PvP zone.
There won't be things like Dolmens, Quests or dungeons here. Just a pure PVP area.
Two Keeps for each alliance would provide an entrance to a tunnel (two tunnels per alliance), which will end at the scroll holding place (hidden underground).
The 2 scrolls will be held at these hiding places, two scrolls at the keeps that give access to it, and 2 scrolls at the small can be kept close to the wall, which would force an enemy group to get close to it to steal the scroll.
The Black circle would be the end of the PvP area. It will be a huge wall with at the "alliance borders" (the Blue, Red and Yellow lines) enough NPC's on the walls to kill any hostile groups that tries to "conquer" the walls.
The players that belong to said alliance could just pass through a gate (or multiple gates) on these walls.
There will be a town at the other side of the walls which level 10 players could teleport too when they start a campaign.
The Gray areas will be Neutral areas (you will see who belongs to which alliance, but you can't fight eachother) with an endgame (VR14) Dolmen at the keeps that are located in those areas.
These Dolmens will be extremely hard, spawning only the toughest enemies (the ones you normally fight just before destroying a normal dolmen) as normal mobs, and Uber Titan-like enemies for bosses.
All 3 alliances will be able to enter these areas, the two alliances next to the gray area by a "side door"and the third alliance through a door thats connected to the PvP area.
The Alliance areas (The red, Blue and Yellow zones) could be VR14 areas with quests, dolmens and dungeons for the players to do.
It nothing more then an idea, it would counter the horse simulator we have now.
I personally haven't had any lag or anything while in PVP. I don't see many people (might be the cause), but when i find a group to siege with i don't notice a drop in performance or the like.Fizzlewizzle wrote: »Why not make the PvP area smaller, and provide other content in the areas which aren't used for PvP?
(Beware, Professionally drawn map in the next spoiler) The red area could be the main PvP zone.
There won't be things like Dolmens, Quests or dungeons here. Just a pure PVP area.
Two Keeps for each alliance would provide an entrance to a tunnel (two tunnels per alliance), which will end at the scroll holding place (hidden underground).
The 2 scrolls will be held at these hiding places, two scrolls at the keeps that give access to it, and 2 scrolls at the small can be kept close to the wall, which would force an enemy group to get close to it to steal the scroll.
The Black circle would be the end of the PvP area. It will be a huge wall with at the "alliance borders" (the Blue, Red and Yellow lines) enough NPC's on the walls to kill any hostile groups that tries to "conquer" the walls.
The players that belong to said alliance could just pass through a gate (or multiple gates) on these walls.
There will be a town at the other side of the walls which level 10 players could teleport too when they start a campaign.
The Gray areas will be Neutral areas (you will see who belongs to which alliance, but you can't fight eachother) with an endgame (VR14) Dolmen at the keeps that are located in those areas.
These Dolmens will be extremely hard, spawning only the toughest enemies (the ones you normally fight just before destroying a normal dolmen) as normal mobs, and Uber Titan-like enemies for bosses.
All 3 alliances will be able to enter these areas, the two alliances next to the gray area by a "side door"and the third alliance through a door thats connected to the PvP area.
The Alliance areas (The red, Blue and Yellow zones) could be VR14 areas with quests, dolmens and dungeons for the players to do.
It nothing more then an idea, it would counter the horse simulator we have now.
So your solution to the issue of lag caused by too many PvP players in a small area is to forcibly confine all PvP players to an even smaller map, and turn the rest of Cyrodiil into PvE zones?
No thank you.
We need fixes to make PvP in Cyrodiil more viable in its intended format, not a castration of PvP in Cyrodiil.
Perfectly fine with turning all the PvE quests in Cyrodiil to v14 and dramatically increasing their experience output for endgame players, but they should also remain part of the PvP map to accomodate.
Perhaps the quest hub towns need to have their quest exp dramatically increased, and have the completion of 10 daily quests in a town provide a buff that is meaningful to PvP players (ex: increases spell power and weapon power by 5% and increases AP gains by 5% for 5 hours; only applies to a character while in Cyrodiil).
This could help spread people out a bit by giving other tasks worth doing in Cyrodiil, and turn the quest hubs back into small-scale PvP hotspots like they used to be before their experience got nerfed.
ZoS kept a low profile and recoded the network code from "optimistic" to "realistic". That is, they had to move a lot of "anti-cheat checks" from the potentially tampered with clients to the server. This put a massive additional stress on the amount of data to be processed. There are some ways around this but they require a true recode from scratch, they can't affort it.