ZOS_BrianWheeler wrote: »For Cyrodiil the answer is simply that it's one zone and if anything floods the server with requests from that zone, regardless of where it occurred in the zone, will effect the entire zone. There may have been a battle at Alessia bridge, but it could effect what happens at Fort Warden.
ZOS_BrianWheeler wrote: »Campaigns consist of Cyrodiil, IC, the Sewers, Cathedral, and all 18 delves when considering population of a Campaign. Imperial Prison and WGT are not included in the cap as they are separate PVE instances.
The Campaign zones don't get separated into their own population capped areas because of queue'ing just like you're saying. Once you're in your Campaign, you're in, as opposed to having to Queue for each individual thing attached to Cyrodiil.
@ZOS_BrianWheeler We know the pop caps for Cyrodiil have been adjusted up and down as you've implemented different measures to alleviate lag; is the value on this article of 1800 players per campaign, whch would be 600 per alliance, still accurate?
@Dissentinel The pop cap only limits number of people in Cyrodiil at one time, not the total number of players that can be assigned to a campaign (which is what you see on the leaderboards).Dissentinel wrote: »Definitely not accurate. When I first started playing on Azura's Star a few days after the campaign started recently, I was ranked lower than 600. 658 or something like that.
@Dissentinel The pop cap only limits number of people in Cyrodiil at one time, not the total number of players that can be assigned to a campaign (which is what you see on the leaderboards).
ZOS_BrianWheeler wrote: »We have some adjustments coming to the ability system in terms of how it handles requirements, cost evaluations, and some further optimizations on the server with handling temporary storage of these messages. These changes however are far reaching into the combat system at it's roots, and is taking a bit longer to do as it takes a combination of server work and data changes.
ZOS_BrianWheeler wrote: »Campaigns consist of Cyrodiil, IC, the Sewers, Cathedral, and all 18 delves when considering population of a Campaign. Imperial Prison and WGT are not included in the cap as they are separate PVE instances.
The Campaign zones don't get separated into their own population capped areas because of queue'ing just like you're saying. Once you're in your Campaign, you're in, as opposed to having to Queue for each individual thing attached to Cyrodiil.
ZOS_BrianWheeler wrote: »Campaigns consist of Cyrodiil, IC, the Sewers, Cathedral, and all 18 delves when considering population of a Campaign. Imperial Prison and WGT are not included in the cap as they are separate PVE instances.
The Campaign zones don't get separated into their own population capped areas because of queue'ing just like you're saying. Once you're in your Campaign, you're in, as opposed to having to Queue for each individual thing attached to Cyrodiil.
ZOS_BrianWheeler wrote: »The next incremental patch will have some changes to underlying combat resolutions to speed up calculations on the server, but also some changes to how abilities check their cost per cast. We found many abilities were evaluating their costs when they didn't need to, so we're fixing that.
There are some changes to how abilities are structured coming in the Thieves Guild patch itself. These changes don't effect the ability functionality on the player or their effects against other players, but how the server handles the process of the abilities themselves.
MisterBigglesworth wrote: »
^^^ THIS ^^^
seriously tho... ^^^ THIS SO HARD ^^^
People! You need to understand!
This right here is THE CENTRAL ISSUE to this game's performace. It cannot be overstated how important this is.
The netcode issues introduced in patch 1.2.3 vastly supercedes all problems with AOE caps, Champion Point system imbalance, lack of softcaps, etc.
June 26th, 2014
A day that will live in infamy...
The day the Lag Bombs fell...
It seems that they talk only about ping problem forgetting about fps problem.
ZOS_BrianWheeler wrote: »The next incremental patch will have some changes to underlying combat resolutions to speed up calculations on the server, but also some changes to how abilities check their cost per cast. We found many abilities were evaluating their costs when they didn't need to, so we're fixing that.
There are some changes to how abilities are structured coming in the Thieves Guild patch itself. These changes don't effect the ability functionality on the player or their effects against other players, but how the server handles the process of the abilities themselves.
ZOS_BrianWheeler wrote: »The next incremental patch will have some changes to underlying combat resolutions to speed up calculations on the server, but also some changes to how abilities check their cost per cast. We found many abilities were evaluating their costs when they didn't need to, so we're fixing that.
There are some changes to how abilities are structured coming in the Thieves Guild patch itself. These changes don't effect the ability functionality on the player or their effects against other players, but how the server handles the process of the abilities themselves.
ZOS_BrianWheeler wrote: »The next incremental patch will have some changes to underlying combat resolutions to speed up calculations on the server, but also some changes to how abilities check their cost per cast. We found many abilities were evaluating their costs when they didn't need to, so we're fixing that.
There are some changes to how abilities are structured coming in the Thieves Guild patch itself. These changes don't effect the ability functionality on the player or their effects against other players, but how the server handles the process of the abilities themselves.
bchulettub17_ESO wrote: »Is this in relation to champion point bonus/passive calculations being done? Just curious, if so that could also be a reason why BWB is less lag intensive.
ZOS_BrianWheeler wrote: »The next incremental patch will have some changes to underlying combat resolutions to speed up calculations on the server, but also some changes to how abilities check their cost per cast. We found many abilities were evaluating their costs when they didn't need to, so we're fixing that.
There are some changes to how abilities are structured coming in the Thieves Guild patch itself. These changes don't effect the ability functionality on the player or their effects against other players, but how the server handles the process of the abilities themselves.
ZOS_BrianWheeler wrote: »The next incremental patch will have some changes to underlying combat resolutions to speed up calculations on the server, but also some changes to how abilities check their cost per cast. We found many abilities were evaluating their costs when they didn't need to, so we're fixing that.
There are some changes to how abilities are structured coming in the Thieves Guild patch itself. These changes don't effect the ability functionality on the player or their effects against other players, but how the server handles the process of the abilities themselves.
@ZOS_BrianWheeler did today's incremental patch have the fixes mentioned above?