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Lag and zergs version 2?

GRxKnight
GRxKnight
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For those that didn't see my earlier thread that has been removed...but it basically was a theory of mine that dealt with not zergs or ball group being the major cause of lag but rather the sheer numbers that are present in an area at any given time...this became more and more apparent especially after last night at BRK where there was no one stacked anywhere in the keep yet somehow frames and ping went to absolute garbage...so discuss away as to your own theories on the matter, whether you think my theory has merit, or if i'm a complete idiot and a zergling who should L2P and go 1v1 how the game was intended for all of us to do
Edited by GRxKnight on November 19, 2015 3:22AM
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  • GRxKnight
    GRxKnight
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    bump to keep this going

    Member of Victorem, RÁGE ; Decibel Alumni (RIP)

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  • FMonk
    FMonk
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    Why even bother? What can you possibly say that hasn't already been beaten to death?
  • GRxKnight
    GRxKnight
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    FMonk wrote: »
    Why even bother? What can you possibly say that hasn't already been beaten to death?

    IDK i missed all of the conversation in the previous thread due to real life and I can't view it anymore since it doesnt even exist...plus this thread already existed due to my phone being dumb earlier so I'm making use of it
    Member of Victorem, RÁGE ; Decibel Alumni (RIP)

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  •  Jules
    Jules
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    Can easily test this. Bring multiple guilds together and don't attack. See if ping jumps from mere presence and test to see what makes it better / worse. @Manoekin sounds like a job for n&c
    Edited by Jules on November 19, 2015 12:11PM
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  • contact.opiumb16_ESO
    contact.opiumb16_ESO
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    Raizin wrote: »
    GRxKnight wrote: »
    ...

    this

    [Moderator Note: Removed moderated quote]
    Edited by ZOS_Racheal on November 21, 2015 12:51AM
  • ataggs
    ataggs
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    If this is what causes lag then it really bolsters a previous thread calling people to TF to spread the population out. Maybe we could get a one week commitment from a few guilds just to test.
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  • Psilent
    Psilent
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    Jules wrote: »
    Can easily test this. Bring multiple guilds together and don't attack. See if ping jumps from mere presence and test to see what makes it better / worse. @Manoekin sounds like a job for n&c

    Would totally love to do some testing; maybe even Brian Wheeler would show up to observe!
  • Zheg
    Zheg
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    Psilent wrote: »
    Jules wrote: »
    Can easily test this. Bring multiple guilds together and don't attack. See if ping jumps from mere presence and test to see what makes it better / worse. @Manoekin sounds like a job for n&c

    Would totally love to do some testing; maybe even Brian Wheeler would show up to observe!

    I feel like all of us have already been in enough fights with large groups minus the lag that there's at least anecdotal evidence to back this up. They were all on Trueflame back when VE and haxus used to run there.

    Does anyone remember from patch notes if they fixed the calculation load from meteor? Or did they only implement fixes for LOS checks across the board? I see a lot of people using meteor in 2.1/2.2 now that the skill will actually fire off (...unlike 1.6) - I'd be curious if this is negligible or a noticeable contributor to the ping spikes.
  • GRxKnight
    GRxKnight
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    Raizin wrote: »
    ...

    There are people out there who love this game through it's faults and will continue to do so...if you aren't one of those people why are you here commenting on this thread and not taking your own advice to try and find another game to play.

    I'd be happy to test this theory on another server since we'll get skewed data in azura's...I'll talk to rage/victorem about trying to organize something, record it, and then post findings
    [Moderator Note: Removed moderated quote]
    Edited by ZOS_Racheal on November 21, 2015 12:52AM
    Member of Victorem, RÁGE ; Decibel Alumni (RIP)

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  • Raizin
    Raizin
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    GRxKnight wrote: »
    Raizin wrote: »
    GRxKnight wrote: »
    For those that didn't see my earlier thread that has been removed...but it basically was a theory of mine that dealt with not zergs or ball group being the major cause of lag but rather the sheer numbers that are present in an area at any given time...this became more and more apparent especially after last night at BRK where there was no one stacked anywhere in the keep yet somehow frames and ping went to absolute garbage...so discuss away as to your own theories on the matter, whether you think my theory has merit, or if i'm a complete idiot and a zergling who should L2P and go 1v1 how the game was intended for all of us to do
    ...

    There are people out there who love this game through it's faults and will continue to do so...if you aren't one of those people why are you here commenting on this thread and not taking your own advice to try and find another game to play.

    I'd be happy to test this theory on another server since we'll get skewed data in azura's...I'll talk to rage/victorem about trying to organize something, record it, and then post findings

    just for *** and giggles and since i log into game once a week to keep in touch with ppl who are moving to other games cause my ts is broken.

    sooo, thats why.

    [Moderator Note: Removed moderated quote]
    Edited by ZOS_Racheal on November 21, 2015 12:53AM
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  • Manoekin
    Manoekin
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    Jules wrote: »
    Can easily test this. Bring multiple guilds together and don't attack. See if ping jumps from mere presence and test to see what makes it better / worse. @Manoekin sounds like a job for n&c

    How many people? We can get a RAGE group fri/sat, and I'm sure Victorem wouldn't mind? VE on blue, Haxus EP. Could use more EP and maybe some DC if you wanted to take it to the extremes :P Otherwise one guild each shouldn't be hard.
  • dRudE
    dRudE
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    As much as I want this game to succeed, this is a real issue and is game breaking. It's not our machines, it's not the connections, we can change all the settings and do as many trace routes as we like but it's the same type of lag we get when a campaign is remotely populated.

    But it's up to ZoS to organise a controlled stress test if we want to help isolate the cause of the lag which I will happily help.
    ~Necrow
  • Grampa_Smurf
    Grampa_Smurf
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    The lag issue could be caused by lag groups or just large amount of players in one area causing the servers to slowdown due to well been crap, and it all could be as easy as the grouping tools they use.

    I remember when the game started in open world you couldn't invite anymore then 12 ( even though you could have more ) because it would lag out group and over half the group DC'ed, so not unrealistic having more large groups in and area during peak time could be a reason why there is more lag.

    Any way just another theory to throw in there. But all in all I think just excess coding and cheap servers. :)



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