ZOS_GinaBruno wrote: »Just wanted to chime in on a few points here. First, what Rich said in the interview is true. We read a lot of feedback from many different places; this includes the forums (here), reddit, in-game feedback, watching streams, talking with guilds, and more.
That said, there's never an instance where everyone agrees on one point, and that's where we need to make a decision and go with it. Can we ever make everyone happy? No, but we try have a balance between what will make players happy and what is best for the game long-term. Do we have issues we still need to work out? Of course. We totally understand that some issues, such as Cyrodiil performance, is something that's been sticky for quite some time and at the risk of just repeating what's already been said, please know that we are working on it. Improvements, though small, have been made. We want to get the performance up to par and get game bugs fixed as much as you guys do.
As far as feedback itself goes, there is a difference between being constructive and being rude. You certainly don't have to sugarcoat things, but personal attacks won't get us anywhere.
https://www.youtube.com/watch?v=1vmmQVheKOkZOS_GinaBruno wrote: »Just wanted to chime in on a few points here. First, what Rich said in the interview is true. We read a lot of feedback from many different places; this includes the forums (here), reddit, in-game feedback, watching streams, talking with guilds, and more.
That said, there's never an instance where everyone agrees on one point, and that's where we need to make a decision and go with it. Can we ever make everyone happy? No, but we try have a balance between what will make players happy and what is best for the game long-term. Do we have issues we still need to work out? Of course. We totally understand that some issues, such as Cyrodiil performance, is something that's been sticky for quite some time and at the risk of just repeating what's already been said, please know that we are working on it. Improvements, though small, have been made. We want to get the performance up to par and get game bugs fixed as much as you guys do.
As far as feedback itself goes, there is a difference between being constructive and being rude. You certainly don't have to sugarcoat things, but personal attacks won't get us anywhere.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
@WalkingLegacy
Before ZOS did something to fight bots the client-server architecture was different - they gained the performance for mass battles by not sticking to the client-server paradigma and used client-machines to compute stuff, which would have to be done on the servers. This led to vulnerabilities in regards to bots and hacks - just like it is with Korean MMOs, which do it in the same way. Once they decided to go back to a proper client-server architecture these vulnerabilities were covered, but now the servers had to do all the computation and that is when things got bad performance-wise with zergs and AoE effects, because those scale badly with the number of players and/or AoE effects in a zerg.
ZOS_GinaBruno wrote: »Just wanted to chime in on a few points here. First, what Rich said in the interview is true. We read a lot of feedback from many different places; this includes the forums (here), reddit, in-game feedback, watching streams, talking with guilds, and more.
That said, there's never an instance where everyone agrees on one point, and that's where we need to make a decision and go with it. Can we ever make everyone happy? No, but we try have a balance between what will make players happy and what is best for the game long-term. Do we have issues we still need to work out? Of course. We totally understand that some issues, such as Cyrodiil performance, is something that's been sticky for quite some time and at the risk of just repeating what's already been said, please know that we are working on it. Improvements, though small, have been made. We want to get the performance up to par and get game bugs fixed as much as you guys do.
As far as feedback itself goes, there is a difference between being constructive and being rude. You certainly don't have to sugarcoat things, but personal attacks won't get us anywhere.
WalkingLegacy wrote: »@WalkingLegacy
Before ZOS did something to fight bots the client-server architecture was different - they gained the performance for mass battles by not sticking to the client-server paradigma and used client-machines to compute stuff, which would have to be done on the servers. This led to vulnerabilities in regards to bots and hacks - just like it is with Korean MMOs, which do it in the same way. Once they decided to go back to a proper client-server architecture these vulnerabilities were covered, but now the servers had to do all the computation and that is when things got bad performance-wise with zergs and AoE effects, because those scale badly with the number of players and/or AoE effects in a zerg.
Right, the lightning/bot patch.
Anti bot and hack was also implemented for PvE. You're aware of this right? It's not because of your evil PvP.
Cyrodiil is meant to have large scale battles. Calling them zergs is irrelevant to the problem.
WalkingLegacy wrote: »@WalkingLegacy
Before ZOS did something to fight bots the client-server architecture was different - they gained the performance for mass battles by not sticking to the client-server paradigma and used client-machines to compute stuff, which would have to be done on the servers. This led to vulnerabilities in regards to bots and hacks - just like it is with Korean MMOs, which do it in the same way. Once they decided to go back to a proper client-server architecture these vulnerabilities were covered, but now the servers had to do all the computation and that is when things got bad performance-wise with zergs and AoE effects, because those scale badly with the number of players and/or AoE effects in a zerg.
Right, the lightning/bot patch.
Anti bot and hack was also implemented for PvE. You're aware of this right? It's not because of your evil PvP.
Cyrodiil is meant to have large scale battles. Calling them zergs is irrelevant to the problem.
That is where you are wrong - it makes a huge difference how people are distributed over the (interaction) scene. A zerg ball creates a huge interaction graph, the same amount of people distributed more evenly creates many small interaction graphs, which are a whole lot faster to resolve than one or a few bigger ones. The effort required to resolve an interaction graph scales with the factorial of nodes in that graph, not in a linear manner - many smaller groups are by far less effort than a few bigger ones and if all in a scene are just in one big interaction graph, because they are all near to each other and interacting, then it becomes unmanageable and you see really bad lag issues.
So, I have explained it now in short, but if you want to learn more about it, look up combinatorics and graph theory, this is the math related to these issues.
WalkingLegacy wrote: »WalkingLegacy wrote: »@WalkingLegacy
Before ZOS did something to fight bots the client-server architecture was different - they gained the performance for mass battles by not sticking to the client-server paradigma and used client-machines to compute stuff, which would have to be done on the servers. This led to vulnerabilities in regards to bots and hacks - just like it is with Korean MMOs, which do it in the same way. Once they decided to go back to a proper client-server architecture these vulnerabilities were covered, but now the servers had to do all the computation and that is when things got bad performance-wise with zergs and AoE effects, because those scale badly with the number of players and/or AoE effects in a zerg.
Right, the lightning/bot patch.
Anti bot and hack was also implemented for PvE. You're aware of this right? It's not because of your evil PvP.
Cyrodiil is meant to have large scale battles. Calling them zergs is irrelevant to the problem.
That is where you are wrong - it makes a huge difference how people are distributed over the (interaction) scene. A zerg ball creates a huge interaction graph, the same amount of people distributed more evenly creates many small interaction graphs, which are a whole lot faster to resolve than one or a few bigger ones. The effort required to resolve an interaction graph scales with the factorial of nodes in that graph, not in a linear manner - many smaller groups are by far less effort than a few bigger ones and if all in a scene are just in one big interaction graph, because they are all near to each other and interacting, then it becomes unmanageable and you see really bad lag issues.
So, I have explained it now in short, but if you want to learn more about it, look up combinatorics and graph theory, this is the math related to these issues.
I get what you're cooking,
But no lag pre anti bot patch with large army warfare/siege warfare.
Lots of lag after anti bot patch.
What is the common denominator?
WalkingLegacy wrote: »WalkingLegacy wrote: »@WalkingLegacy
Before ZOS did something to fight bots the client-server architecture was different - they gained the performance for mass battles by not sticking to the client-server paradigma and used client-machines to compute stuff, which would have to be done on the servers. This led to vulnerabilities in regards to bots and hacks - just like it is with Korean MMOs, which do it in the same way. Once they decided to go back to a proper client-server architecture these vulnerabilities were covered, but now the servers had to do all the computation and that is when things got bad performance-wise with zergs and AoE effects, because those scale badly with the number of players and/or AoE effects in a zerg.
Right, the lightning/bot patch.
Anti bot and hack was also implemented for PvE. You're aware of this right? It's not because of your evil PvP.
Cyrodiil is meant to have large scale battles. Calling them zergs is irrelevant to the problem.
That is where you are wrong - it makes a huge difference how people are distributed over the (interaction) scene. A zerg ball creates a huge interaction graph, the same amount of people distributed more evenly creates many small interaction graphs, which are a whole lot faster to resolve than one or a few bigger ones. The effort required to resolve an interaction graph scales with the factorial of nodes in that graph, not in a linear manner - many smaller groups are by far less effort than a few bigger ones and if all in a scene are just in one big interaction graph, because they are all near to each other and interacting, then it becomes unmanageable and you see really bad lag issues.
So, I have explained it now in short, but if you want to learn more about it, look up combinatorics and graph theory, this is the math related to these issues.
I get what you're cooking,
But no lag pre anti bot patch with large army warfare/siege warfare.
Lots of lag after anti bot patch.
What is the common denominator?
See, to fight bots they had to make an end to their hack, which was not implementing proper client-server architecture but putting part of the mass computation on client machines - this gains a lot of performance of course, because now you have a multiple more cores available than there are players in the scene. Problem of this approach and why it is not in the client-server paradigma is, that it opens the computations on the client machines up to manipulations (i.e. hacks, bot software). That is why this should not be done like this - rule normally is "never trust the client software", if you want a healthy service.
So to fight hacks and bots they had to get back to a proper client-server architecture - what means now they have to compute that on the servers - where the number of useable cores does not scale with the amount of players like before - when they used client machines, every player brought a couple of cores to the pool to use - but with a correct implemented client-server architecture this is no longer the case and now it matters how game mechanics scale, because the number of cores does no longer.
Can you see the problem now?
WalkingLegacy wrote: »WalkingLegacy wrote: »WalkingLegacy wrote: »@WalkingLegacy
Before ZOS did something to fight bots the client-server architecture was different - they gained the performance for mass battles by not sticking to the client-server paradigma and used client-machines to compute stuff, which would have to be done on the servers. This led to vulnerabilities in regards to bots and hacks - just like it is with Korean MMOs, which do it in the same way. Once they decided to go back to a proper client-server architecture these vulnerabilities were covered, but now the servers had to do all the computation and that is when things got bad performance-wise with zergs and AoE effects, because those scale badly with the number of players and/or AoE effects in a zerg.
Right, the lightning/bot patch.
Anti bot and hack was also implemented for PvE. You're aware of this right? It's not because of your evil PvP.
Cyrodiil is meant to have large scale battles. Calling them zergs is irrelevant to the problem.
That is where you are wrong - it makes a huge difference how people are distributed over the (interaction) scene. A zerg ball creates a huge interaction graph, the same amount of people distributed more evenly creates many small interaction graphs, which are a whole lot faster to resolve than one or a few bigger ones. The effort required to resolve an interaction graph scales with the factorial of nodes in that graph, not in a linear manner - many smaller groups are by far less effort than a few bigger ones and if all in a scene are just in one big interaction graph, because they are all near to each other and interacting, then it becomes unmanageable and you see really bad lag issues.
So, I have explained it now in short, but if you want to learn more about it, look up combinatorics and graph theory, this is the math related to these issues.
I get what you're cooking,
But no lag pre anti bot patch with large army warfare/siege warfare.
Lots of lag after anti bot patch.
What is the common denominator?
See, to fight bots they had to make an end to their hack, which was not implementing proper client-server architecture but putting part of the mass computation on client machines - this gains a lot of performance of course, because now you have a multiple more cores available than there are players in the scene. Problem of this approach and why it is not in the client-server paradigma is, that it opens the computations on the client machines up to manipulations (i.e. hacks, bot software). That is why this should not be done like this - rule normally is "never trust the client software", if you want a healthy service.
So to fight hacks and bots they had to get back to a proper client-server architecture - what means now they have to compute that on the servers - where the number of useable cores does not scale with the amount of players like before - when they used client machines, every player brought a couple of cores to the pool to use - but with a correct implemented client-server architecture this is no longer the case and now it matters how game mechanics scale, because the number of cores does no longer.
Can you see the problem now?
Always have. The current limitation is with their setup and hardware architecture to the client. Server client to player client.
The whole system is convulated from server to player client. AoE distant and AoE hit count. Then factor in champion point specs, player skill specs and player gear specs. Now factor in players on screen.
Server is checking all this on top of anti bot/hack.
There is a common medium and 25v25 isn't the problem. Especially when 100v100 was happening before all other tech and player systems were implemented.
jamesharv2005ub17_ESO wrote: »You guys wonder why they dont post a lot of the forums? This is why. Anytime they say anything you guys attack them. Not just a light constructive attack either but personal insults. So when you wonder why they dont post on these forums much go look in the mirror and say to that person "stop it!".
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »I realize I am not a special snowflake. I know that if I am not happy with a product at some point I have to stop using it. I dont eat at mcdonalds everyday while berating the staff about how I want the burgers cooked differently.
So let's say you have a car. (snipped)
Stopped reading right there. This isnt a car its a video game.This isn't McDonalds, it's a video game.jamesharv2005ub17_ESO wrote: »I dont eat at mcdonalds everyday while berating the staff about how I want the burgers cooked differently.
Runs to google.com to look up "analogy". Hrm, interesting.
The point is I dont go in ask a company to change the entire business just to suit me. If I dont like it I go someplace else. For example when IC came out I stopped playing for a bit cause I wasnt happy with IC. Didnt buy IC. Didnt even play the game for a few months until orsinium came out. So you either accept the game for what it is or find another game which suits you.
I think I'll take option C, and play the game for free, so I have something to play with my friends. And yes, that is playing a broken game. And while I'm at it I can go on the forums and make people laugh at the absurdity of some of it's fanboys.
If you don't like what I have to say, you can you know, leave.
ZOS_GinaBruno wrote: »Just wanted to chime in on a few points here. First, what Rich said in the interview is true. We read a lot of feedback from many different places; this includes the forums (here), reddit, in-game feedback, watching streams, talking with guilds, and more.
That said, there's never an instance where everyone agrees on one point, and that's where we need to make a decision and go with it. Can we ever make everyone happy? No, but we try have a balance between what will make players happy and what is best for the game long-term. Do we have issues we still need to work out? Of course. We totally understand that some issues, such as Cyrodiil performance, is something that's been sticky for quite some time and at the risk of just repeating what's already been said, please know that we are working on it. Improvements, though small, have been made. We want to get the performance up to par and get game bugs fixed as much as you guys do.
As far as feedback itself goes, there is a difference between being constructive and being rude. You certainly don't have to sugarcoat things, but personal attacks won't get us anywhere.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
jamesharv2005ub17_ESO wrote: »To be fair fixing thieves troves was basically changing a 1 to a 0. Took possibly 5 minutes. The 64 bit client is in beta you should know that because you have to manually launch it. So its buggy ya thats why its in beta.
As far as the developers posting here. Look what you just did. gina posts an update. Communicates with us. Then you attack her. Thats what happens everytime there is a discussion with you guys. All you do is scream you want your way and wont take anything less for an answer. The AOE caps discussion is over. Its staying like it is. Period.
I dont need daily updates and dev hand holding. Im a big boy I can handle a video game.
jamesharv2005ub17_ESO wrote: »To be fair fixing thieves troves was basically changing a 1 to a 0. Took possibly 5 minutes. The 64 bit client is in beta you should know that because you have to manually launch it. So its buggy ya thats why its in beta.
As far as the developers posting here. Look what you just did. gina posts an update. Communicates with us. Then you attack her. Thats what happens everytime there is a discussion with you guys. All you do is scream you want your way and wont take anything less for an answer. The AOE caps discussion is over. Its staying like it is. Period.
I dont need daily updates and dev hand holding. Im a big boy I can handle a video game.
Here's an idea, maybe the playerbase wouldn't be so enraged if they, I don't know, communicate on topics people care about. Instead they cherry pick pointless questions to answer and have never communicated with the playerbase in any sensible manner. Act like professionals not high school kids hiding from bullies. Ignoring a problem has never made it better, only much worse.
At this point I would prefer a refund and apology for using The Elder Scrolls name and brand to make a bad game than another DLC I'll never play. After 7 years of Dev time the game should have been released polished and had minimal issues but the reality is it was a huge mess and still is 2 years later.
You don't want to go there, look at what happened to Templar houses!We need to start thinking of ESO as a house and each faction of the game (Ie pve'rs, pvp'rs, role players, crafters, etc) is a pillar that holds the house up and if one pillar crumbles the rest will crumble too at some point.
Strider_Roshin wrote: »Player feedback is absolutely something we take into account though when determining future fixes or new systems. One really important bit of feedback that we took to heart was that immersion and story are super important, but not at the expense of being able to easily play with a friend or significant other. We’ve spent a lot of time fixing player separation issues since launch and all of the new content we’ve built since then takes this feedback into account.
Does he even read the forums? Trust me "I want more immersion and story!" are not popular thread titles.
ZOS_GinaBruno wrote: »Just wanted to chime in on a few points here. First, what Rich said in the interview is true. We read a lot of feedback from many different places; this includes the forums (here), reddit, in-game feedback, watching streams, talking with guilds, and more.
That said, there's never an instance where everyone agrees on one point, and that's where we need to make a decision and go with it. Can we ever make everyone happy? No, but we try have a balance between what will make players happy and what is best for the game long-term. Do we have issues we still need to work out? Of course. We totally understand that some issues, such as Cyrodiil performance, is something that's been sticky for quite some time and at the risk of just repeating what's already been said, please know that we are working on it. Improvements, though small, have been made. We want to get the performance up to par and get game bugs fixed as much as you guys do.
As far as feedback itself goes, there is a difference between being constructive and being rude. You certainly don't have to sugarcoat things, but personal attacks won't get us anywhere.
jamesharv2005ub17_ESO wrote: »
No it doesnt depend up to a certain point. What you said sounds like something a child would mutter. Adults even if we dont agree can always agree to be civil towards one another. This is a game after all. Its not the end of the world. If it bothers you so much that you cannot keep control maybe the issue is with yourself and not the developers.
When saying that one shouldn't personally attack someone and respect them, it's best not to personally attack them and disrespect them.