Mountain_Dewed wrote: »ZOS_GinaBruno wrote: »For those of you running into lag outside of Cyrodiil, can you let us know exactly where you're seeing it? Is it a specific town, dungeon, etc.?
I see it at random times but the horse will totally stop dead when riding(feels like lag) in his tracks at random times also. The only place I remember exactly where lag was in Elden Root when I spawned at wayshrine but never really paid attention enough the other times as it was short 2-3 seconds and not unbearable but still lag. One time around a group of people in pve but again, don't remember where. <
all pve though
I did play from launch until january with no lag problems in pve
Welcome to ESO enjoy your stay! Any problems you encounter will be fixed soon. I can say for certain after being here every day from day 1 and before they are working on it and it will be fixed!
SOON!
alainjbrennanb16_ESO wrote: »even though i don't agree with ur wording i agree with what you have said, pve are laggy and you can get long loading screens since it went f2p but personal i don't think they care with all the lies they have said there is no point anymore complaining
Rawlka for me....god help u if u log out there and try to log back in between 6 and 10pm central.ZOS_GinaBruno wrote: »For those of you running into lag outside of Cyrodiil, can you let us know exactly where you're seeing it? Is it a specific town, dungeon, etc.?
I figure the next few patches or sometime in the near future we're going to see server stability work become a popular thing between downtime sessions. Makes sense, there's probably a huge new influx of players as well as those returning for the first time (speaking as one myself) so servers were bound to be flakey. That being said, at launch last year, PVP always had issues with lag in Campaigns that were too crowded. Despite trying to develop a game that would allow 200+ players on the screen in battle with no strike against ping was easier said than done.
nobertpaulb16_ESO wrote: »I figure the next few patches or sometime in the near future we're going to see server stability work become a popular thing between downtime sessions. Makes sense, there's probably a huge new influx of players as well as those returning for the first time (speaking as one myself) so servers were bound to be flakey. That being said, at launch last year, PVP always had issues with lag in Campaigns that were too crowded. Despite trying to develop a game that would allow 200+ players on the screen in battle with no strike against ping was easier said than done.
Problem is though, the lag has not gotten better at all since the last time you were here; it has gotten worse. Even before the influx of new players.
For example, in Cyrodiil, the population has been lowered, effects and items have also been removed.... No improvement.
It's not even so much as a hardware issue, it's the software that dives the game. It's not up to the task.
OS_PaulSage
mod
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.
Edited by ZOS_GinaBruno on March 13, 2015 2:56PM
nobertpaulb16_ESO wrote: »OS_PaulSage
mod
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.
Edited by ZOS_GinaBruno on March 13, 2015 2:56PM
Just a quick quote.
demonaffinity wrote: »nobertpaulb16_ESO wrote: »OS_PaulSage
mod
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.
Edited by ZOS_GinaBruno on March 13, 2015 2:56PM
Just a quick quote.
This is not a cyrodiil issue though. This is a problem in PvE
ZOS_GinaBruno wrote: »For those of you running into lag outside of Cyrodiil, can you let us know exactly where you're seeing it? Is it a specific town, dungeon, etc.?
ZOS_GinaBruno wrote: »For those of you running into lag outside of Cyrodiil, can you let us know exactly where you're seeing it? Is it a specific town, dungeon, etc.?
ZOS_GinaBruno wrote: »For those of you running into lag outside of Cyrodiil, can you let us know exactly where you're seeing it? Is it a specific town, dungeon, etc.?