@jamesharv2005ub17_ESO Please stop acting like a child.
Having an opinion is fine, but telling everyone what your opinion is ( especially if you did not "watch the video" ) so that means you have NO idea what was said and everything you have said in this discussion has been speculation of what was said really dilutes anything you say to the point of no one will even read what you post.
Since you have no substance, there is nothing you can say that is relevant if you speculate on a discussion. Your argument is like this:
Im not much for watching people like cypher or deltia because I think they give their build ideas too much praise and in turn convince the masses that there are no other ways to do it. I prefer spending my gold on respecs and trying things for myself however @FENGRUSH I respect your delivery of information. That being said I am not a pc or beta player and I would like to disagree with the pvp not being on a scale as large as it used to be part of your video. Skull of corruption ps4 NA has, for the last month or two, been a lagless warzone with 30-75 people per faction sieging and defending up to three keeps at a time all the time. My guild has worn "daggerfall elite" out by simply being better players but it has potential to become a focus of development yet. I usually forget to record the really epic *** because it lasts for two hours no breaks and because I'm simply zoned into the game, but the odd time I remember to catch a small fight. The odd time I'll catch a few spikes of lag but for the most part pvp has become serious on ps4. If you'd like to get in a good run and partake in some 2-8 hour siege wars I invite you to come join SVER True Bloods. I promise an experience you may not expect with this guild and for some background check please Google us. You won't be let down.
This video had over 50 individual daggerfall attacking us with 25-30 reinforcements that showed up and it was pretty smooth. I have other videos if greater fights but I haven't had the time to upload. Enjoy
https://youtu.be/G4H_6kQFAN0
Not sure how you figure that was 75 enemies. I counted a full raid plus a few more at most.
Either way, what you will notice in this video is that group is not balling up and spamming tonnes of AoE skills (it's a typical disorganized pug zerg) and so you will not see much lag.
Also, I experience these kinds of lag free sieges everyday in Cyrodiil. It really is about playstyles of more organized groups that bring the server to it's knees.
There's a distance limit to which you can no longer see alliance icons above players. I see a lot more than the icons running around if you look closely. Not to mention you can always assume there are at least 10 invisible nightblades that come with every zerg.
And spamming aoe does nothing to large groups. The more people the more the aoe dmg divides so by not spamming aoe attacks and how they try and focus certain members of my guild I can tell you It was not a pug group. There are 4-5 daggerfall guilds in this campaign who we fight constantly and this was a combination of two. At the same time they had another raid group attacking another keep and almost took it until we rode there and pushed them back.
Are you by chance a victim in this clip?
rfennell_ESO wrote: »I have my doubts that it was "the anti-bot" code that changed anything.
It used to be "the lighting patch broke pvp" and now he's on the "the anti-bot code" broke pvp.
I always assumed when people said the lighting patch wrecked Cyro, that they were referring to the quietly-added anti-bot stuff and not the actual lighting change.rfennell_ESO wrote: »I have my doubts that it was "the anti-bot" code that changed anything.
It used to be "the lighting patch broke pvp" and now he's on the "the anti-bot code" broke pvp.
Ive been saying its the anti-bot since forever, I never once believed in the lighting patch being the cause (that would lower FPS potentially, sure, but not affect ping or server connection, thats all rendered client side from your own hard drive)
But the anti-bot affects client/server messaging.
Let me elaborate.
The lighting patch updated textures/graphics. All of these files are stored on your HDD on your computer in the various files in the ESO programfiles folder. When the game calls for things to be displayed (and this is brief, example only, and definitely not proper syntax), it looks something like this
Get packet from server (server tells client to display graphic1, graphic2, graphic3
Your client calls your HDD/CPU/Memory/Videocard to assemble those three graphics and display them on your screen. The better performing your machine, the less problems youd have. Your latency is completely irrelevant because the packet only tells your client WHAT to render, it doesnt contain the actual files. If you get behind the server in latency things just wouldnt display (like when you see black sillhouettes instead of people, or people just dont load, or siege sounds disappear)
The Anti-Bot patch is another animal. It detects multiple communications to the server (send/receive) that are repetitive or follow a known botting pattern. (x,y locations being identical, equally spaced action times, basically signs of automation, even the most accurate human will not replicate precision like a bot will)
This code effectively adds another check against every packet sent and recieved by the server, looking for such patterns. This consumes a LOT of cycle time, especially the higher the load becomes (large battles, lots of people on screen moving around in general, lots of chat traffic, lots of addon messaging traffic, etc)
Its not the information contained in the packets that should concern you (telling me to display graphic 1 or 2), its the time it takes the server to process packets that should, and the anti-bot code clearly would go further into performance degradation than any lighting patch would. Hell on a high end machine you wouldnt even notice the lighting patch difference, performance wise. But even a monster rig will feel the difference of an extra check cycle done to every connection/send/receive done.
Keep in mind, both features were released on the exact same patch (1.2.3), thus most people assumed it was the graphics updates that caused it
its always been the bot code. And I have always said so.
Waffennacht wrote: »Moglijuana wrote: »LoL @ everyone complaining about a video of someones opinion (even if they are right). Do any of these anti PvPers realize there are FAR better PvE games...LOL. Oh wait...they're on these forums patrolling the waters of peoples opinions and must speak up to show they can kill tons of A.I. controlled monsters who give little to no challenge . Go play Dark souls or something and lmk how your "monster hunter" title fairs in there. The advertisement of PvP battles was a MAIN FEATURE when ESO was being released. It is very unique and offers one of the best (definitely the best on console) group PvP possible. If some of these people pulled their cheeto peppered, carpal tunneled, sun deprived fingers out of their opinionated booty holes, these discussions would move in a better direction. But nah, someone has to defend their Stormproof title or something and never watch the posted video and just complain about someone complaining .
All I remember is a cinematic short film for ESO advertising. Not once did I see anything that had, gameplay footage, or a description, or anything other than clearly an impossibly good looking film
Like all games, nothing looks like the advertising
@mb10
PvPers just want some recognition and bug fixes.
We want a functioning PvP system. We want a balanced, lag free, and rewarding PvP system. We've been doing the same thing since launch (1 map with the same objectives) - IC was great for a month or two, and that's it (no PvP incentive).
Theres a difference between that and an hour long video bashing the game and saying how its dead and not coming back lol
rfennell_ESO wrote: »I have my doubts that it was "the anti-bot" code that changed anything.
It used to be "the lighting patch broke pvp" and now he's on the "the anti-bot code" broke pvp.
Ive been saying its the anti-bot since forever, I never once believed in the lighting patch being the cause (that would lower FPS potentially, sure, but not affect ping or server connection, thats all rendered client side from your own hard drive)
But the anti-bot affects client/server messaging.
Let me elaborate.
The lighting patch updated textures/graphics. All of these files are stored on your HDD on your computer in the various files in the ESO programfiles folder. When the game calls for things to be displayed (and this is brief, example only, and definitely not proper syntax), it looks something like this
Get packet from server (server tells client to display graphic1, graphic2, graphic3
Your client calls your HDD/CPU/Memory/Videocard to assemble those three graphics and display them on your screen. The better performing your machine, the less problems youd have. Your latency is completely irrelevant because the packet only tells your client WHAT to render, it doesnt contain the actual files. If you get behind the server in latency things just wouldnt display (like when you see black sillhouettes instead of people, or people just dont load, or siege sounds disappear)
Your computer sends back no packet to tell the server its displaying this information (omg the bottleneck that would cause if it did!, we would all have to wait for everyone slower than us to render before we got the next packet!!). It simply waits for the next one and updates accordingly. This of course all happens about 50-100 times a second, or slower, depending on how fast your machine can render (FPS)
The Anti-Bot patch is another animal. It detects multiple communications to the server (send/receive) that are repetitive or follow a known botting pattern. (x,y locations being identical, equally spaced action times, basically signs of automation, even the most accurate human will not replicate precision like a bot will)
This code effectively adds another check against every packet sent and recieved by the server, looking for such patterns. This consumes a LOT of cycle time, especially the higher the load becomes (large battles, lots of people on screen moving around in general, lots of chat traffic, lots of addon messaging traffic, etc)
Think of doing a series of simple math problems. 1+1, 2+1, 2+2 etc. You just go 2 3 4 right? now imagine you had to check each and every previous one before you completed the next. Now it would be 2. 2 3. 2 3 4, and so on. Instead of sending the answer once, you ended up sending it three times to make sure it was correct. This opens the door to massive bottlenecking of the netcode.
Its not the information contained in the packets that should concern you (telling me to display graphic 1 or 2), its the time it takes the server to process packets that should, and the anti-bot code clearly would go further into performance degradation than any lighting patch would. Hell on a high end machine you wouldnt even notice the lighting patch difference, performance wise. But even a monster rig will feel the difference of an extra check cycle done to every connection/send/receive done. (Ping and Latency)
Keep in mind, both features were released on the exact same patch (1.2.3), thus most people assumed it was the graphics updates that caused it
its always been the bot code. And I have always said so.
AOE caps is a PVP balance/combat thing - its just a bonus it would alleviate stress on the server.
@mb10
PvPers just want some recognition and bug fixes.
We want a functioning PvP system. We want a balanced, lag free, and rewarding PvP system. We've been doing the same thing since launch (1 map with the same objectives) - IC was great for a month or two, and that's it (no PvP incentive).
Fair enough. The way you've put it is respectable and I can agree with that as I pvp myself.
Theres a difference between that and an hour long video bashing the game and saying how its dead and not coming back lol
Enraged_Tiki_Torch wrote: »
AOE caps is a PVP balance/combat thing - its just a bonus it would alleviate stress on the server.
@FENGRUSH Your explanations are speculative. Your explaining your OPINION which is fine, opinions are like *** everyone has one. However when you make a positive assertion, the burden of proof falls on you the provide real evidence for your claim. That means real empirical evidence, not your theory that you've drawn up in your head cause you made a connection everyone made almost 2 years ago. I am giving you the benefit of the doubt, by asking if anyone could provide something authentic where it states what was changed from client to server side. Why? Not because I want to argue with you but that is how you make a case for empirical evidence. It's the best way to give constructive feedback to the developers. The type they will listen to as opposed to a random Joe who just happens to stream.
The whole rambling about how they can't fix it, or they don't have the resources. They have an entire department dedicated to server performance, it's their network team and it is all they do. Your conclusion is they don't exist and if they did exist and found a way to improve performance. Matt is going to tell them drop it, it is more important to *** on those PvP players instead of the huge PR boost they could have if they were able to advertise a drastic improvement in performance.
The bot issue was fixed because Zenimax banned thousands of IPAddress's that were linked to accounts using bot programs. However, bot programs still exist. Check out Viper, they claim to have one still working. Your answer to fixing bots is EXACTLY what is done to combat bots. In that regard ESO was hugely successful at getting rid of bots. You can go to any gold selling website and see how many games are still plagued with bots.
This "anti-bot" code sounds like a rumor to me. The video you showed of the teleporting bot is another example of you connecting an observation to what so far has been shown to be unrelated to your argument. There is no teleporting, it's a SpeedHack. It appears to be teleporting because the character is moving faster than the frame rate of the people watching. If you pay attention in your video at around 14:15, you can actually see the blur of the bot moving between the nodes. This is done by hacking values in the Memorybank which likely stored the characters movement speed. Yes, certain things are handled by the client. In this case, Character Movement but if this was moved to server-side. You would encounter a small delay in the response EVERYTIME (not just Cyrodiil) from pushing WASD and your character responding in game. Nobody has this issue so this is at least one example of what wasn't moved from client side to server side.
ZOS_JessicaFolsom wrote: »We at ZOS are constantly looking at ways to enhance security for The Elder Scrolls Online, especially when it comes to combating bots, cheaters, and spammers. We do so in an effort to maintain as fair and high quality a gameplay experience as possible for our players. In a recent round of client security enhancements, we made a change that interacted with some of the client’s gameplay systems in a way we didn’t anticipate. Specifically, this had to do with resource contention (when two or more threads of execution are trying to simultaneously access the same data) that could occur when performing certain security checks from multiple threads at the same time. Certain high-load combat scenarios are where you were most likely to encounter the issue.
Today’s hotfix included performance enhancements to these security measures that made improvements in average frames-per-second as well as frame-time stability. We will continue to monitor how these and other security enhancements effect performance, and will continue to make improvements.
Thanks for your patience and support as we work toward making The Elder Scroll Online the best game it can be!
The Anti-Bot patch is another animal. It detects multiple communications to the server (send/receive) that are repetitive or follow a known botting pattern. (x,y locations being identical, equally spaced action times, basically signs of automation, even the most accurate human will not replicate precision like a bot will)
This code effectively adds another check against every packet sent and recieved by the server, looking for such patterns. This consumes a LOT of cycle time, especially the higher the load becomes (large battles, lots of people on screen moving around in general, lots of chat traffic, lots of addon messaging traffic, etc)
Think of doing a series of simple math problems. 1+1, 2+1, 2+2 etc. You just go 2 3 4 right? now imagine you had to check each and every previous one before you completed the next. Now it would be 2. 2 3. 2 3 4, and so on. Instead of sending the answer once, you ended up sending it three times to make sure it was correct. This opens the door to massive bottlenecking of the netcode.
Its not the information contained in the packets that should concern you (telling me to display graphic 1 or 2), its the time it takes the server to process packets that should, and the anti-bot code clearly would go further into performance degradation than any lighting patch would. Hell on a high end machine you wouldnt even notice the lighting patch difference, performance wise. But even a monster rig will feel the difference of an extra check cycle done to every connection/send/receive done. (Ping and Latency)
So, that's all you've got? More toxic nonsense in the form of personal insult? Are you not even going to discuss the thread? Are you just here to pad your comment count?Ooooo a snitch I'm so so scared I might get banned! Ill just come back better and harsher than ever. Loser haha you should go out and socialise more. Can tell exactly what type of person you are from that. You're much lower down in the food chain tbh
What you're not understanding the BETA is the BETA its not the actual game. Its testing the game so it doesnt count at all.
What you're not understanding is I was playing the beta too Its not an inclusive members club that grants you a more valid opinion than those who didnt play it too btw.
What you're not understanding is ZOS said theyre working on the problem.
@WalkingLegacy
What you're not understanding is that people that have been around since beta, have been around 2 years, have seen and heard some much fluff about this and that and they're getting tired of it.
You can only stay cheery and happy and patient for so long while over a year later nothing in Cyrodiil is better. How much longer does it take?
Should they just do what SWTOR had to do and get rid of the PvP battle map because the engine and network just can't handle it? But it did work before - so there is a happy medium somewhere but nothing is being done.
We can say nothing because it's been over a year and nothing is fixed.
Maybe you can put yourself in those shoes and understand where the frustration of these people is coming from.
Enraged_Tiki_Torch wrote: »
AOE caps is a PVP balance/combat thing - its just a bonus it would alleviate stress on the server.
@FENGRUSH Your explanations are speculative. Your explaining your OPINION which is fine, opinions are like *** everyone has one. However when you make a positive assertion, the burden of proof falls on you the provide real evidence for your claim. That means real empirical evidence, not your theory that you've drawn up in your head cause you made a connection everyone made almost 2 years ago. I am giving you the benefit of the doubt, by asking if anyone could provide something authentic where it states what was changed from client to server side. Why? Not because I want to argue with you but that is how you make a case for empirical evidence. It's the best way to give constructive feedback to the developers. The type they will listen to as opposed to a random Joe who just happens to stream.
The whole rambling about how they can't fix it, or they don't have the resources. They have an entire department dedicated to server performance, it's their network team and it is all they do. Your conclusion is they don't exist and if they did exist and found a way to improve performance. Matt is going to tell them drop it, it is more important to *** on those PvP players instead of the huge PR boost they could have if they were able to advertise a drastic improvement in performance.
The bot issue was fixed because Zenimax banned thousands of IPAddress's that were linked to accounts using bot programs. However, bot programs still exist. Check out Viper, they claim to have one still working. Your answer to fixing bots is EXACTLY what is done to combat bots. In that regard ESO was hugely successful at getting rid of bots. You can go to any gold selling website and see how many games are still plagued with bots.
This "anti-bot" code sounds like a rumor to me. The video you showed of the teleporting bot is another example of you connecting an observation to what so far has been shown to be unrelated to your argument. There is no teleporting, it's a SpeedHack. It appears to be teleporting because the character is moving faster than the frame rate of the people watching. If you pay attention in your video at around 14:15, you can actually see the blur of the bot moving between the nodes. This is done by hacking values in the Memorybank which likely stored the characters movement speed. Yes, certain things are handled by the client. In this case, Character Movement but if this was moved to server-side. You would encounter a small delay in the response EVERYTIME (not just Cyrodiil) from pushing WASD and your character responding in game. Nobody has this issue so this is at least one example of what wasn't moved from client side to server side.
It wasn't just bots that were tackled in that ominous patch. Don't you guys remember the item dupes and stuff? The client was basically a free-for-all hacker buffet because a ton of calculations were done client- and not server-side. When that was changed (relatively quickly I must say, so it can't be a ton of work to change back either), the game was 100% more secure, but performance went into the toilet.
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
Oh look, a discussion about a video! Probably don't need to watch it or anything. Why pass up the opportunity to make an uninformed post? -vamp_emilyvamp_emily wrote: »Maybe they should just do away with PvP and make ESO a PvE only game.
CU beta is coming out really really soon ( not confirmed date: 4/8 ). I guess in a year from now I can go over to their forurms and say:
Listen to me fix your bugs! I have been a backer since Alpha!
But really, I don't think I need to watch Fengrush's video. I think I already know what he said:
F this, F that, remove AOE caps. I have been playing since Beta and you should listen to me .
Am I right?
If a discussion revolves around a specific video, common sense tells us you need to watch that video (or at least most parts of it) to know what is really discussed. This is called being "informed", so you can write legitimate posts others will take seriously.jamesharv2005ub17_ESO wrote: »@jamesharv2005ub17_ESO Please stop acting like a child.
Having an opinion is fine, but telling everyone what your opinion is ( especially if you did not "watch the video" ) so that means you have NO idea what was said and everything you have said in this discussion has been speculation of what was said really dilutes anything you say to the point of no one will even read what you post.
Since you have no substance, there is nothing you can say that is relevant if you speculate on a discussion. Your argument is like this:
I dont have to watch his videos to get the idea. Its called euphoric recall. only remember good things while forgetting the bad things. My opinion as far as what I have posted here has been in response to people like the guy in the video talking to me and asking me things. I also never said anything about right and wrong. So you saying I say I am right is ludicrous since its just opinion and not right or wrong.