Teargrants wrote: »Once you understand the ZOS approach, it all makes sense.
No, he said the server performances didn't take any particular hit with the lightning patch, he never talked about fps, and I don't think they ever denied that fps went to crap after that patch ? Perfomance wise, the lag existed before, and existed after, and I do think that slowly over time, the passives getting unlocked and the new stack on crown playstyle progressively made the lag worse.RinaldoGandolphi wrote: »People keep beating this dead horse called 1.6
It's already been said numerous times that the entire population started to max out about that time. Everyone had morphs of their abilities. Everyone had gotten new sparkly effects on their skills. Please go watch the last videocast with Brian Wheeler. It explains a LOT of what's been happening.
Should it have been foreseen or fixed by now? YES! ... Can we all wish for those days when 200 ppl could be on screen? Sure.
Can we all turn down or off certain effects? Yes we can.Can we all stop blaming the lighting patch now? Yeah, I think we can. Calculating LoS, crunching the numbers to enhance or limit the AE of many abilities really is way more intensive on server load than the light crap. So please, that horse is nothing but atoms now.
Trust me, I hate the lag just as much as anyone. I want it fixed just as badly. But lets point in the right direction for the cause. Which isn't 1.6 directly.
I linked patch notes from the Devs stating this isn;t true. They admitted in their own patch notes the FPS bug with 1.2.3 was never fully fixed. They brushed it under the rug after giving us lip service. the cause of today's lag is listed in ZOS very own patch notes, that horrible FPS bug from back in the day was never fully fixed...performance was been down the drain since that patch, they need to roll the darn thing back, it worked before that update.
Correct. I was about to post those notes too!
Though Brian said via ESO live recently it wasnt the lighting patch. But somehow the patch notes paint a different picture.
Also, many of those visual patches were vague with 2 sentences only. I wonder how much of the light is being reflected around, how skill's lighting effects calculation if at all, if the slider bars introduced to reduce performance problems actually work?
Lots of craziness.
PainfulFAFA wrote: »
sigh..
good ol' days of cyrodiil
Best thing was that a zerg like Joe's could be cut thru and wiped with an experienced guild.
Funny thing is, if you watch the intro trailer for this game, it is clear from a design standpoint that the game is suppose to have large scale battles with epic heroes running around killing people. Your comment represents the closest thing to the trailer intent.
Edit:https://m.youtube.com/watch?v=soKDyDjc3KQ
Look at that Breton dude kick butt without a zerg!!!
forgive me but ill post here what i have written in other thread.
Let me sum up what i got from all the threads about lag and overall pvp performance in which Z. (or rather devs hired by Z.) put some input.
Game started with a lot of client side processing - which in turn allowed for large scale battles but also lead to multiple hacks. Extremely surprising decision judging by the fact that while ESO was first game developed by Z. but many people hired in development process are MMO veterans. So either total lack of control on developing process or "well we need to give people massive battles no matter what happens and we will worry later" attitude.
Changes to above resulted in very big loss of performance quality.
Mr. Wheeler tries to contain the issue as far as he can - removing mercenaries, forward camps, lowering campaign population , deerocide and so on - those didnt bring much change.
At the same time combat team led by mr. Wrobel led to situation in which players are able to constantly spam abilities due to plentiful resources. Pityful idea of introducing "zergbuster skill" led only to zergs using that skill themselves (who would have thought, right?). With lack of cooldowns, lack of limited ability usage caused bu rigorous resource management and last but not least animation canceling (which was a bug initially then converted to official tactic, perhaps by lack of ability of fixing it on the dev side?) servers performance goes down despite desperate measures implemented by mr Wheeler.
Doesnt it look like a serious problem in teams cooperation? Left hand doesn't know what right hand does, does it?
Now mr. Wheeler comes and tells us the lag is caused by players who unlocked High lvl skills and spam them. Were those skills hidden from developers? Weren't they included in server performance tests? Or perhaps another "give them cake and we will fix it later" attitude?
Please feel free to correct me but from what i see i dont have much hope for my return to the game, since the only element that was fun at some point - pvp is right now hopeless.
don't know how much the lighting patch had to do with it. i think the majority of the lag problems came because they moved too many things from application to server in response to such things as speed hacks. which is putting too much strain on the server.
just my opinion.
Joy_Division wrote: »forgive me but ill post here what i have written in other thread.
Let me sum up what i got from all the threads about lag and overall pvp performance in which Z. (or rather devs hired by Z.) put some input.
Game started with a lot of client side processing - which in turn allowed for large scale battles but also lead to multiple hacks. Extremely surprising decision judging by the fact that while ESO was first game developed by Z. but many people hired in development process are MMO veterans. So either total lack of control on developing process or "well we need to give people massive battles no matter what happens and we will worry later" attitude.
Changes to above resulted in very big loss of performance quality.
Mr. Wheeler tries to contain the issue as far as he can - removing mercenaries, forward camps, lowering campaign population , deerocide and so on - those didnt bring much change.
At the same time combat team led by mr. Wrobel led to situation in which players are able to constantly spam abilities due to plentiful resources. Pityful idea of introducing "zergbuster skill" led only to zergs using that skill themselves (who would have thought, right?). With lack of cooldowns, lack of limited ability usage caused bu rigorous resource management and last but not least animation canceling (which was a bug initially then converted to official tactic, perhaps by lack of ability of fixing it on the dev side?) servers performance goes down despite desperate measures implemented by mr Wheeler.
Doesnt it look like a serious problem in teams cooperation? Left hand doesn't know what right hand does, does it?
Now mr. Wheeler comes and tells us the lag is caused by players who unlocked High lvl skills and spam them. Were those skills hidden from developers? Weren't they included in server performance tests? Or perhaps another "give them cake and we will fix it later" attitude?
Please feel free to correct me but from what i see i dont have much hope for my return to the game, since the only element that was fun at some point - pvp is right now hopeless.
That's a lot of it.
ZoS is throwing darts at a board though and the latest theory, that people all of a sudden unlocked passives at the time of the lighting patch, is just the new trendy explanation people have latched onto now that spamming meteors has apparently fell out of favor.
But I would add to your list ZoS's incredible arrogance and audacity in it's insistence on holding onto the garbage mechanic of AoE caps - something 87% of its customers do not want - which promotes precisely the type of gameplay that they themselves have admitted strains the servers.
Joy_Division wrote: »forgive me but ill post here what i have written in other thread.
Let me sum up what i got from all the threads about lag and overall pvp performance in which Z. (or rather devs hired by Z.) put some input.
Game started with a lot of client side processing - which in turn allowed for large scale battles but also lead to multiple hacks. Extremely surprising decision judging by the fact that while ESO was first game developed by Z. but many people hired in development process are MMO veterans. So either total lack of control on developing process or "well we need to give people massive battles no matter what happens and we will worry later" attitude.
Changes to above resulted in very big loss of performance quality.
Mr. Wheeler tries to contain the issue as far as he can - removing mercenaries, forward camps, lowering campaign population , deerocide and so on - those didnt bring much change.
At the same time combat team led by mr. Wrobel led to situation in which players are able to constantly spam abilities due to plentiful resources. Pityful idea of introducing "zergbuster skill" led only to zergs using that skill themselves (who would have thought, right?). With lack of cooldowns, lack of limited ability usage caused bu rigorous resource management and last but not least animation canceling (which was a bug initially then converted to official tactic, perhaps by lack of ability of fixing it on the dev side?) servers performance goes down despite desperate measures implemented by mr Wheeler.
Doesnt it look like a serious problem in teams cooperation? Left hand doesn't know what right hand does, does it?
Now mr. Wheeler comes and tells us the lag is caused by players who unlocked High lvl skills and spam them. Were those skills hidden from developers? Weren't they included in server performance tests? Or perhaps another "give them cake and we will fix it later" attitude?
Please feel free to correct me but from what i see i dont have much hope for my return to the game, since the only element that was fun at some point - pvp is right now hopeless.
That's a lot of it.
ZoS is throwing darts at a board though and the latest theory, that people all of a sudden unlocked passives at the time of the lighting patch, is just the new trendy explanation people have latched onto now that spamming meteors has apparently fell out of favor.
But I would add to your list ZoS's incredible arrogance and audacity in it's insistence on holding onto the garbage mechanic of AoE caps - something 87% of its customers do not want - which promotes precisely the type of gameplay that they themselves have admitted strains the servers.
I actually think Brian's explanation made a lot of sense and the timing of it did line up with the point at which many players had begun to lock the top tier abilities. I remember playing my Sorc and having a ton of sorcs asking me what was that ability that I was using to teleport all over the place. Skill advancing then was far slower than it is now and the time it took to reach Vet 10 was just insane compared to getting Vet 16 today.
Now when you go into PvP easily 80-90% of the players are Vet16 with most of them running every ability they want on their bars. There was so little information available about the game out there at the time of the lighting patch, the vast majority of players didn't even understand how Impenetrable worked (broken as hell then).
PvP did swifty mature from the 1.3 to 1.5 patch but even in 1.5 there were a ton of players who simply did not understand how shields worked and such. Look at the skill level of players in any PvP videos from the 1.3-1.5 era. It was significantly less than it is from the videos you watch today.
Joy_Division wrote: »forgive me but ill post here what i have written in other thread.
Let me sum up what i got from all the threads about lag and overall pvp performance in which Z. (or rather devs hired by Z.) put some input.
Game started with a lot of client side processing - which in turn allowed for large scale battles but also lead to multiple hacks. Extremely surprising decision judging by the fact that while ESO was first game developed by Z. but many people hired in development process are MMO veterans. So either total lack of control on developing process or "well we need to give people massive battles no matter what happens and we will worry later" attitude.
Changes to above resulted in very big loss of performance quality.
Mr. Wheeler tries to contain the issue as far as he can - removing mercenaries, forward camps, lowering campaign population , deerocide and so on - those didnt bring much change.
At the same time combat team led by mr. Wrobel led to situation in which players are able to constantly spam abilities due to plentiful resources. Pityful idea of introducing "zergbuster skill" led only to zergs using that skill themselves (who would have thought, right?). With lack of cooldowns, lack of limited ability usage caused bu rigorous resource management and last but not least animation canceling (which was a bug initially then converted to official tactic, perhaps by lack of ability of fixing it on the dev side?) servers performance goes down despite desperate measures implemented by mr Wheeler.
Doesnt it look like a serious problem in teams cooperation? Left hand doesn't know what right hand does, does it?
Now mr. Wheeler comes and tells us the lag is caused by players who unlocked High lvl skills and spam them. Were those skills hidden from developers? Weren't they included in server performance tests? Or perhaps another "give them cake and we will fix it later" attitude?
Please feel free to correct me but from what i see i dont have much hope for my return to the game, since the only element that was fun at some point - pvp is right now hopeless.
That's a lot of it.
ZoS is throwing darts at a board though and the latest theory, that people all of a sudden unlocked passives at the time of the lighting patch, is just the new trendy explanation people have latched onto now that spamming meteors has apparently fell out of favor.
But I would add to your list ZoS's incredible arrogance and audacity in it's insistence on holding onto the garbage mechanic of AoE caps - something 87% of its customers do not want - which promotes precisely the type of gameplay that they themselves have admitted strains the servers.
I actually think Brian's explanation made a lot of sense and the timing of it did line up with the point at which many players had begun to lock the top tier abilities. I remember playing my Sorc and having a ton of sorcs asking me what was that ability that I was using to teleport all over the place. Skill advancing then was far slower than it is now and the time it took to reach Vet 10 was just insane compared to getting Vet 16 today.
Now when you go into PvP easily 80-90% of the players are Vet16 with most of them running every ability they want on their bars. There was so little information available about the game out there at the time of the lighting patch, the vast majority of players didn't even understand how Impenetrable worked (broken as hell then).
PvP did swifty mature from the 1.3 to 1.5 patch but even in 1.5 there were a ton of players who simply did not understand how shields worked and such. Look at the skill level of players in any PvP videos from the 1.3-1.5 era. It was significantly less than it is from the videos you watch today.
You might be right, but the issue is - how they didnt see that coming? Lag is caused by players who lvled up enough to unlock certain skill? What does it tell us about QA in Z.? And its absolutely beyond me how people are still subbing - its enabling a poor quality of development imho.
Joy_Division wrote: »forgive me but ill post here what i have written in other thread.
Let me sum up what i got from all the threads about lag and overall pvp performance in which Z. (or rather devs hired by Z.) put some input.
Game started with a lot of client side processing - which in turn allowed for large scale battles but also lead to multiple hacks. Extremely surprising decision judging by the fact that while ESO was first game developed by Z. but many people hired in development process are MMO veterans. So either total lack of control on developing process or "well we need to give people massive battles no matter what happens and we will worry later" attitude.
Changes to above resulted in very big loss of performance quality.
Mr. Wheeler tries to contain the issue as far as he can - removing mercenaries, forward camps, lowering campaign population , deerocide and so on - those didnt bring much change.
At the same time combat team led by mr. Wrobel led to situation in which players are able to constantly spam abilities due to plentiful resources. Pityful idea of introducing "zergbuster skill" led only to zergs using that skill themselves (who would have thought, right?). With lack of cooldowns, lack of limited ability usage caused bu rigorous resource management and last but not least animation canceling (which was a bug initially then converted to official tactic, perhaps by lack of ability of fixing it on the dev side?) servers performance goes down despite desperate measures implemented by mr Wheeler.
Doesnt it look like a serious problem in teams cooperation? Left hand doesn't know what right hand does, does it?
Now mr. Wheeler comes and tells us the lag is caused by players who unlocked High lvl skills and spam them. Were those skills hidden from developers? Weren't they included in server performance tests? Or perhaps another "give them cake and we will fix it later" attitude?
Please feel free to correct me but from what i see i dont have much hope for my return to the game, since the only element that was fun at some point - pvp is right now hopeless.
That's a lot of it.
ZoS is throwing darts at a board though and the latest theory, that people all of a sudden unlocked passives at the time of the lighting patch, is just the new trendy explanation people have latched onto now that spamming meteors has apparently fell out of favor.
But I would add to your list ZoS's incredible arrogance and audacity in it's insistence on holding onto the garbage mechanic of AoE caps - something 87% of its customers do not want - which promotes precisely the type of gameplay that they themselves have admitted strains the servers.
I actually think Brian's explanation made a lot of sense and the timing of it did line up with the point at which many players had begun to lock the top tier abilities. I remember playing my Sorc and having a ton of sorcs asking me what was that ability that I was using to teleport all over the place. Skill advancing then was far slower than it is now and the time it took to reach Vet 10 was just insane compared to getting Vet 16 today.
Now when you go into PvP easily 80-90% of the players are Vet16 with most of them running every ability they want on their bars. There was so little information available about the game out there at the time of the lighting patch, the vast majority of players didn't even understand how Impenetrable worked (broken as hell then).
PvP did swifty mature from the 1.3 to 1.5 patch but even in 1.5 there were a ton of players who simply did not understand how shields worked and such. Look at the skill level of players in any PvP videos from the 1.3-1.5 era. It was significantly less than it is from the videos you watch today.
I've been avoiding this thread for days, the title made me sure that whateverwas inside would make me sad. I was right, almost fatal levels of nostalgia here. There are some really strong theories posted about the root cause of declining game quality and stability, and I doubt we'll ever know how true any of them are. Whatever the cause, it's just sad.
Early eso pvp videos serve to remind me how I became loyal to this game to begin with, but they also drive home me of the current state of the game, and how few reasons I have to stay loyal. Nostalgia and hope only go so far.
They don't care. Brian Wheeler doesn't care. PVP is a sideshow in ESO now.
gw2only1b14_ESO wrote: »Still have to question US players on EU servers and EU players on US servers and latency issues Dont fool yourselves this stuff has been around since beta but yea with there "cut" backs ie less juice for the server the lag has intensified these questions have been asked since:
http://tamrielfoundry.com/topic/playing-on-the-na-server-from-europe/
It is crazy not even being in the area of a seige/attack 2 or 3 keeps away hell even in Camp your ping will be 300 to 400+ at times
riverdragon72 wrote: »lol all three factions should gather at keeps tomorrow at a set time and try what was done in angry joes video
Joy_Division wrote: »forgive me but ill post here what i have written in other thread.
Let me sum up what i got from all the threads about lag and overall pvp performance in which Z. (or rather devs hired by Z.) put some input.
Game started with a lot of client side processing - which in turn allowed for large scale battles but also lead to multiple hacks. Extremely surprising decision judging by the fact that while ESO was first game developed by Z. but many people hired in development process are MMO veterans. So either total lack of control on developing process or "well we need to give people massive battles no matter what happens and we will worry later" attitude.
Changes to above resulted in very big loss of performance quality.
Mr. Wheeler tries to contain the issue as far as he can - removing mercenaries, forward camps, lowering campaign population , deerocide and so on - those didnt bring much change.
At the same time combat team led by mr. Wrobel led to situation in which players are able to constantly spam abilities due to plentiful resources. Pityful idea of introducing "zergbuster skill" led only to zergs using that skill themselves (who would have thought, right?). With lack of cooldowns, lack of limited ability usage caused bu rigorous resource management and last but not least animation canceling (which was a bug initially then converted to official tactic, perhaps by lack of ability of fixing it on the dev side?) servers performance goes down despite desperate measures implemented by mr Wheeler.
Doesnt it look like a serious problem in teams cooperation? Left hand doesn't know what right hand does, does it?
Now mr. Wheeler comes and tells us the lag is caused by players who unlocked High lvl skills and spam them. Were those skills hidden from developers? Weren't they included in server performance tests? Or perhaps another "give them cake and we will fix it later" attitude?
Please feel free to correct me but from what i see i dont have much hope for my return to the game, since the only element that was fun at some point - pvp is right now hopeless.
That's a lot of it.
ZoS is throwing darts at a board though and the latest theory, that people all of a sudden unlocked passives at the time of the lighting patch, is just the new trendy explanation people have latched onto now that spamming meteors has apparently fell out of favor.
But I would add to your list ZoS's incredible arrogance and audacity in it's insistence on holding onto the garbage mechanic of AoE caps - something 87% of its customers do not want - which promotes precisely the type of gameplay that they themselves have admitted strains the servers.
I actually think Brian's explanation made a lot of sense and the timing of it did line up with the point at which many players had begun to lock the top tier abilities. I remember playing my Sorc and having a ton of sorcs asking me what was that ability that I was using to teleport all over the place. Skill advancing then was far slower than it is now and the time it took to reach Vet 10 was just insane compared to getting Vet 16 today.
Now when you go into PvP easily 80-90% of the players are Vet16 with most of them running every ability they want on their bars. There was so little information available about the game out there at the time of the lighting patch, the vast majority of players didn't even understand how Impenetrable worked (broken as hell then).
PvP did swifty mature from the 1.3 to 1.5 patch but even in 1.5 there were a ton of players who simply did not understand how shields worked and such. Look at the skill level of players in any PvP videos from the 1.3-1.5 era. It was significantly less than it is from the videos you watch today.
You might be right, but the issue is - how they didnt see that coming? Lag is caused by players who lvled up enough to unlock certain skill? What does it tell us about QA in Z.? And its absolutely beyond me how people are still subbing - its enabling a poor quality of development imho.
Joy_Division wrote: »Joy_Division wrote: »forgive me but ill post here what i have written in other thread.
Let me sum up what i got from all the threads about lag and overall pvp performance in which Z. (or rather devs hired by Z.) put some input.
Game started with a lot of client side processing - which in turn allowed for large scale battles but also lead to multiple hacks. Extremely surprising decision judging by the fact that while ESO was first game developed by Z. but many people hired in development process are MMO veterans. So either total lack of control on developing process or "well we need to give people massive battles no matter what happens and we will worry later" attitude.
Changes to above resulted in very big loss of performance quality.
Mr. Wheeler tries to contain the issue as far as he can - removing mercenaries, forward camps, lowering campaign population , deerocide and so on - those didnt bring much change.
At the same time combat team led by mr. Wrobel led to situation in which players are able to constantly spam abilities due to plentiful resources. Pityful idea of introducing "zergbuster skill" led only to zergs using that skill themselves (who would have thought, right?). With lack of cooldowns, lack of limited ability usage caused bu rigorous resource management and last but not least animation canceling (which was a bug initially then converted to official tactic, perhaps by lack of ability of fixing it on the dev side?) servers performance goes down despite desperate measures implemented by mr Wheeler.
Doesnt it look like a serious problem in teams cooperation? Left hand doesn't know what right hand does, does it?
Now mr. Wheeler comes and tells us the lag is caused by players who unlocked High lvl skills and spam them. Were those skills hidden from developers? Weren't they included in server performance tests? Or perhaps another "give them cake and we will fix it later" attitude?
Please feel free to correct me but from what i see i dont have much hope for my return to the game, since the only element that was fun at some point - pvp is right now hopeless.
That's a lot of it.
ZoS is throwing darts at a board though and the latest theory, that people all of a sudden unlocked passives at the time of the lighting patch, is just the new trendy explanation people have latched onto now that spamming meteors has apparently fell out of favor.
But I would add to your list ZoS's incredible arrogance and audacity in it's insistence on holding onto the garbage mechanic of AoE caps - something 87% of its customers do not want - which promotes precisely the type of gameplay that they themselves have admitted strains the servers.
I actually think Brian's explanation made a lot of sense and the timing of it did line up with the point at which many players had begun to lock the top tier abilities. I remember playing my Sorc and having a ton of sorcs asking me what was that ability that I was using to teleport all over the place. Skill advancing then was far slower than it is now and the time it took to reach Vet 10 was just insane compared to getting Vet 16 today.
Now when you go into PvP easily 80-90% of the players are Vet16 with most of them running every ability they want on their bars. There was so little information available about the game out there at the time of the lighting patch, the vast majority of players didn't even understand how Impenetrable worked (broken as hell then).
PvP did swifty mature from the 1.3 to 1.5 patch but even in 1.5 there were a ton of players who simply did not understand how shields worked and such. Look at the skill level of players in any PvP videos from the 1.3-1.5 era. It was significantly less than it is from the videos you watch today.
I will agree that most people who PvPed back then, and I'll include myself, had no idea what they were doing. But Brian cant tell me that there weren't many people running around with passives unlocked because by the time you got to VR1, you pretty much had them all and there were entire guilds and groups who maxed out there characters in the first few weeks.
If I watch an old video I recorded from May, I do see a lot of level 34s and what not, but I see the same number of VRs in roughly the same proximity as I do today. I was in TSYM's ball group spamming AoEs before the lighting patch. So I think this explanation, while intuitive and part of the reason, it does not adequately account for the drastic performance issues.
The anti-botting measures and the decision to shift much of the work server side, however, sounds the more reasonable theory. I'm not sure why the game is 32 bit or why ZoS trusted our clients to do a lot of the work, but they clearly underestimated the amount of strain that a functioning and interesting recent MMO with anti-cheating measures will create. We don't want to go back to the days of rampant bots and I have zero interest in playing a game that limits calculations to basic attacks against a flat armor rating, so while all this theorizing is intellectually stimulating, it doesn't really make ESO what it was advertised as.
ZoS's passivity in hoping the PvP community will police itself and act in ways that lessen the strain on servers is naive and breeds unneeded toxicity and resentment. IMHO they deserve to be taken to task for their failure to recognize the crap their customers go through on a nightly basis and institute actual game-play mechanics that punish behavior that tanks the server and rewards behavior that does not. Their fanatical adherence to AoE Caps is an object lesson in what not to do for any future game designer.
riverdragon72 wrote: »lol all three factions should gather at keeps tomorrow at a set time and try what was done in angry joes video
Would be fun...