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Dont Siege Keeps During Prime Time On Azuras

sabresandiego_ESO
sabresandiego_ESO
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Today I noticed there was a lot less lag on Azuras for a period of time during primetime. I took a look at the map and noticed that no keeps on the entire map were under siege. About 30 minutes later, azuras was unplayable lag as usual, and I looked on the map again and 2 keeps were marked as being sieged.

If you want playable pvp during prime time hours, be respectful and do not siege any keeps.
Ali Dreadsabre -Necromancer
Ali Sabre -Nightblade
  • Raizin
    Raizin
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    Today I noticed there was a lot less lag on Azuras for a period of time during primetime. I took a look at the map and noticed that no keeps on the entire map were under siege. About 30 minutes later, azuras was unplayable lag as usual, and I looked on the map again and 2 keeps were marked as being sieged.

    If you want playable pvp during prime time hours, be respectful and do not siege any keeps.

    Nice idea, but it wont ever happen... and the siege is not to blame, not directly... as u did and looked at the map - so did other 150 ppl and they all moved to one place = thats the reason of lag.
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  • sabresandiego_ESO
    sabresandiego_ESO
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    The lag has something to do with keeps and siege weapons. Zergs contribute immensely, but when these same zergs fight away from keeps and without using siege weapons the lag is noticeably improved.
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • Levo18
    Levo18
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    And how are you supposed to take keeps? With a battering ram while getting oiled from above?
  • WRX
    WRX
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    The lag has something to do with keeps and siege weapons. Zergs contribute immensely, but when these same zergs fight away from keeps and without using siege weapons the lag is noticeably improved.

    It might just be me, but I have noticed a lot more lag around anything that has a tick.

    Mentioned this 8 or so months ago.
    Decibel GM

    GLUB GLUB
  • Teargrants
    Teargrants
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    WRX wrote: »
    The lag has something to do with keeps and siege weapons. Zergs contribute immensely, but when these same zergs fight away from keeps and without using siege weapons the lag is noticeably improved.

    It might just be me, but I have noticed a lot more lag around anything that has a tick.

    Mentioned this 8 or so months ago.
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  • Karamis_Vimardon
    Karamis_Vimardon
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    Teargrants wrote: »
    WRX wrote: »
    The lag has something to do with keeps and siege weapons. Zergs contribute immensely, but when these same zergs fight away from keeps and without using siege weapons the lag is noticeably improved.

    It might just be me, but I have noticed a lot more lag around anything that has a tick.

    Mentioned this 8 or so months ago.
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  • Lava_Croft
    Lava_Croft
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    If you really wanna be respectful, don't log in during prime time.
  • frozywozy
    frozywozy
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    This thread is ridiculous. Keeps themselves and tick ranges have nothing to do with the latency itself. It is just pure logical that people work toward objectives *cough keeps* which will obviously bring more latency issues if more people merge into the same area because there are more chances to see players exchanging damage / heal to each other.
    Edited by frozywozy on November 13, 2015 5:18PM
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • WRX
    WRX
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    frozywozy wrote: »
    This thread is ridiculous. Keeps themselves and tick ranges have nothing to do with the latency itself. It is just pure logical that people work toward objectives *cough keeps* which will obviously bring more latency issues if more people merge into the same area because there are more chances to see players exchanging damage / heal to each other.

    I am going to have to disagree with you here.

    Not saying it is the cause or it isn't, but there are a lot more things going on server side around a keep.

    The same fights I used to have at keeps that caused massive lag would be playable away from the keep.

    Not to mention, say a random guild whom we will call KPN, has 100 dudes in nikel. Everything is all fine and dandy, but the moment you come within the tick range of nikel you get hit by a large fps drop and obvious latency issues before you ever see the other players. Same idea with keep sieges, you can telling roughly how many people are there just by your latency even though they aren't fighting and no one is in sight. Just an observation.
    Decibel GM

    GLUB GLUB
  • Winnamine
    Winnamine
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    WRX wrote: »
    frozywozy wrote: »
    This thread is ridiculous. Keeps themselves and tick ranges have nothing to do with the latency itself. It is just pure logical that people work toward objectives *cough keeps* which will obviously bring more latency issues if more people merge into the same area because there are more chances to see players exchanging damage / heal to each other.

    I am going to have to disagree with you here.

    Not saying it is the cause or it isn't, but there are a lot more things going on server side around a keep.

    The same fights I used to have at keeps that caused massive lag would be playable away from the keep.

    Not to mention, say a random guild whom we will call KPN, has 100 dudes in nikel. Everything is all fine and dandy, but the moment you come within the tick range of nikel you get hit by a large fps drop and obvious latency issues before you ever see the other players. Same idea with keep sieges, you can telling roughly how many people are there just by your latency even though they aren't fighting and no one is in sight. Just an observation.

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  • sabresandiego_ESO
    sabresandiego_ESO
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    WRX is absolutely correct here and I have to disagree with frozywozy. The same "zerg sized battles" when fought away from keeps are for some reason less laggy (assuming no other keep battles are going on at the same time). There was almost never "unplayable lag" in Imperial City even when zergs were there like there is in Cyrodil. It did get bad sometimes, but nothing like Cyro lag.
    Edited by sabresandiego_ESO on November 13, 2015 6:37PM
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • frozywozy
    frozywozy
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    Of course the D/O tick system brings more calculations into the server and it makes sense that it would tend to create more lag issues. What is ridiculous is the OP of this thread asking people to not fight near keeps during primetime. I loled
    Frozn - Stamdk - AR50
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Robbmrp
    Robbmrp
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    Today I noticed there was a lot less lag on Azuras for a period of time during primetime. I took a look at the map and noticed that no keeps on the entire map were under siege. About 30 minutes later, azuras was unplayable lag as usual, and I looked on the map again and 2 keeps were marked as being sieged.

    If you want playable pvp during prime time hours, be respectful and do not siege any keeps.

    @ZOS_GinaBruno, @ZOS_JessicaFolsom, @ZOS_RichLambert, @ZOS_BrianWheeler

    This is seriously how bad the lag is affecting PVP lately. People are now suggesting NO SIEGE WEAPONS....

    Originally it was "Make smaller groups" in the game DESIGNED for large scale battles....

    What's next to stop the lag? Don't queue up???? If no one queue's up, there will be no lag.... With the way things keep going and nothing helping the lag, it really won't be long before that's a reality.....
    NA Server - Kildair
  • Fruitdog
    Fruitdog
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    So to clarify keeps and outposts are ERP only zones during primetime hours.
  • _Chaos
    _Chaos
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    Fruitdog wrote: »
    So to clarify keeps and outposts are ERP only zones during primetime hours.

    Correct. Outposts are for ERP, keeps are for lore RP.
    See you at sejANUS tn ;)
    'Chaos
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    You know those large siege battles featuring hundreds of players on screen at the same time complete with destructible terrain and siege warfare.

    Those cause lag. Avoid them.


    As always, the best way to play the game is not to play.
  • Manoekin
    Manoekin
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    Wrong. You're not experiencing the same fights in the open field that you are in keeps. Anyone that was there can attest to this. A few days ago I grabbed a scroll from a DC home keep and started running it south. Just before that Daniel had grabbed a scroll from an AD home keep. We ended up running into each other, and what happened was the game completely *** itself. It was actually worse than pretty much any keep fight I've experienced since the changes to LoS checks.
  • WRX
    WRX
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    Manoekin wrote: »
    Wrong. You're not experiencing the same fights in the open field that you are in keeps. Anyone that was there can attest to this. A few days ago I grabbed a scroll from a DC home keep and started running it south. Just before that Daniel had grabbed a scroll from an AD home keep. We ended up running into each other, and what happened was the game completely *** itself. It was actually worse than pretty much any keep fight I've experienced since the changes to LoS checks.

    Of course that will still cause a lot of lag. I was with you, and no exaggeration there was maybe 120 people at that fight, with all 3 factions. Its going to lag.

    What I am suggesting is the fights that are ~30 vs ~30 are more playable away from keeps and it appears that tick range plays at least a part in latency. Not saying to avoid keeps or its the only issue, but it does play a role in my opinion.
    Decibel GM

    GLUB GLUB
  • _Chaos
    _Chaos
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    Manoekin wrote: »
    Wrong. You're not experiencing the same fights in the open field that you are in keeps. Anyone that was there can attest to this. A few days ago I grabbed a scroll from a DC home keep and started running it south. Just before that Daniel had grabbed a scroll from an AD home keep. We ended up running into each other, and what happened was the game completely *** itself. It was actually worse than pretty much any keep fight I've experienced since the changes to LoS checks.

    Yeah it's too bad, that was actually going to be a really really good fight too. Some of us got footage of that fight, but there's just way too much latency spiking to be enjoyable. There was also 2 AD guilds, an EP group, Daniels group, and 3/4 a raid of VE all in the same area. Which should be fine, but ZOS.
    Edited by _Chaos on November 13, 2015 8:06PM
    'Chaos
  • Manoekin
    Manoekin
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    Manoekin wrote: »
    Wrong. You're not experiencing the same fights in the open field that you are in keeps. Anyone that was there can attest to this. A few days ago I grabbed a scroll from a DC home keep and started running it south. Just before that Daniel had grabbed a scroll from an AD home keep. We ended up running into each other, and what happened was the game completely *** itself. It was actually worse than pretty much any keep fight I've experienced since the changes to LoS checks.

    Yeah it's too bad, that was actually going to be a really really good fight too. Some of us got footage of that fight, but there's just way too much latency spiking to be enjoyable. There was also 2 AD guilds, an EP group, Daniels group, and 3/4 a raid of VE all in the same area. Which should be fine, but ZOS.

    Yeah. I was pretty much like "Alright lets bomb these dudes" and then no skills went off and some cursing happened.
    WRX wrote: »
    Manoekin wrote: »
    Wrong. You're not experiencing the same fights in the open field that you are in keeps. Anyone that was there can attest to this. A few days ago I grabbed a scroll from a DC home keep and started running it south. Just before that Daniel had grabbed a scroll from an AD home keep. We ended up running into each other, and what happened was the game completely *** itself. It was actually worse than pretty much any keep fight I've experienced since the changes to LoS checks.

    Of course that will still cause a lot of lag. I was with you, and no exaggeration there was maybe 120 people at that fight, with all 3 factions. Its going to lag.

    What I am suggesting is the fights that are ~30 vs ~30 are more playable away from keeps and it appears that tick range plays at least a part in latency. Not saying to avoid keeps or its the only issue, but it does play a role in my opinion.

    I won't deny that. You can tell the difference in ping spike once you get close to certain keeps/outposts.
  • SHADOW2KK
    SHADOW2KK
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    Ok then maybe we should kick the doors in...
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  •  Jules
    Jules
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    It's cool guys, we'll just leap in.
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  • OdinForge
    OdinForge
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    Jules wrote: »
    It's cool guys, we'll just leap in.

    Dragon in name only, fly in reality.

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  • Alucardo
    Alucardo
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    Jules wrote: »
    It's cool guys, we'll just leap in.
    You haven't lived until you've pulled yourself in on a CC immune player on the edge of a tower with chains. I felt like spiderman.
    Edited by Alucardo on November 13, 2015 9:53PM
  •  Jules
    Jules
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    Alucardo wrote: »
    Jules wrote: »
    It's cool guys, we'll just leap in.
    You haven't lived until you've pulled yourself in on a CC immune player on the edge of a tower with chains. I felt like spiderman.

    LOL. Analogy game = 100 :D
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  • Ezareth
    Ezareth
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    WRX wrote: »
    frozywozy wrote: »
    This thread is ridiculous. Keeps themselves and tick ranges have nothing to do with the latency itself. It is just pure logical that people work toward objectives *cough keeps* which will obviously bring more latency issues if more people merge into the same area because there are more chances to see players exchanging damage / heal to each other.

    I am going to have to disagree with you here.

    Not saying it is the cause or it isn't, but there are a lot more things going on server side around a keep.

    The same fights I used to have at keeps that caused massive lag would be playable away from the keep.

    Not to mention, say a random guild whom we will call KPN, has 100 dudes in nikel. Everything is all fine and dandy, but the moment you come within the tick range of nikel you get hit by a large fps drop and obvious latency issues before you ever see the other players. Same idea with keep sieges, you can telling roughly how many people are there just by your latency even though they aren't fighting and no one is in sight. Just an observation.

    Doesn't explain my experience in the Districts with a 30 man zerg lagging it out just as bad as cyrodiil.

    I think there are *some* latency issues with ticks as I've experienced that myself when I was the only player at a stronghold and my FPS went to crap when I got a random tick for about 10 seconds.
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  • WRX
    WRX
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    Ezareth wrote: »
    WRX wrote: »
    frozywozy wrote: »
    This thread is ridiculous. Keeps themselves and tick ranges have nothing to do with the latency itself. It is just pure logical that people work toward objectives *cough keeps* which will obviously bring more latency issues if more people merge into the same area because there are more chances to see players exchanging damage / heal to each other.

    I am going to have to disagree with you here.

    Not saying it is the cause or it isn't, but there are a lot more things going on server side around a keep.

    The same fights I used to have at keeps that caused massive lag would be playable away from the keep.

    Not to mention, say a random guild whom we will call KPN, has 100 dudes in nikel. Everything is all fine and dandy, but the moment you come within the tick range of nikel you get hit by a large fps drop and obvious latency issues before you ever see the other players. Same idea with keep sieges, you can telling roughly how many people are there just by your latency even though they aren't fighting and no one is in sight. Just an observation.

    Doesn't explain my experience in the Districts with a 30 man zerg lagging it out just as bad as cyrodiil.

    I think there are *some* latency issues with ticks as I've experienced that myself when I was the only player at a stronghold and my FPS went to crap when I got a random tick for about 10 seconds.

    Like I said, I'm not saying its the only issue or the main source of lag.

    But I have found it is more severe in tick range, it can obviously happen anywhere else.
    Decibel GM

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  • Hektik_V
    Hektik_V
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    Breaking News: Nothing going on on the map results in no lag.
    Das Hektik
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  • Ghost-Shot
    Ghost-Shot
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    Hektik_V wrote: »
    Breaking News: Nothing going on on the map results in no lag.

    Are you sure? I don't believe you.
  • Teargrants
    Teargrants
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    Here's a tip to improve FPS in laggy situations: take a bunch of screens and make them into PowerPoint slides, then play the ppt. You'll have better FPS.

    You're welcome.
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