Forestd16b14_ESO wrote: »Arenas are already in the works the problem is zerg guilds run PvP and currently 2 AD zerg guilds own 2 of te 3 playable pvp servers,
Maybe give more campaigns ?
They are trying to fix the lag. They are trying every "major patch" lol click dev tracker if you want to see what is going on.
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ZOS_BrianWheeler
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In terms of "why are we lagging out when no one is doing anything around us?":
All things that happen in a zone will effect that zone, so in the case of a battle going on at Glademist where tons of server checks are being initiated, it can (and does) effect what is happening across the map at Bloodmayne. That's how the entire game functions where server processes of a zone are handled and effect the entire zone.
We believe the changes being made to these sorting/requirement changes will help more than other changes have in the past, but that also doesn't mean we believe it's a silver bullet. Each time we peel back a layer of optimizations, we find more we can change to make Cyrodiil perform better. There haven't been discussions about the anti-bot/hack code yet as we continue to have our engineers bang on the combat code.
We are focusing on that aspect the most because of evidence seen with our Non-Veteran Campaign populations vs. Veteran Campaign populations when paired with performance graphs. Looking at Blackwater Blade vs. Scourge on Xbox for example, we see that Blackwater Blade actually has a higher population than Scourge but Blackwater performs better than Scourge. It's this information that has been pointing us to abilities that Non-Veteran players don't have access to via morphs, item abilities, magicka/health/stam regeneration and more.
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This game was sold to me as the spiritual successor to DAoC - that it would support large scale, open-world fighting and sieging. It has failed in every way.
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After IC, I really don't like PvP arena. You already have 7 arena zones in IC. Because I don't like endless battle. That's meaningless.
I just wonder. Did it ever occur to anyone to really think about ESO PVP. No one ever complains about loosing to a perceived fair fight. So lets look at the perception. If the fight is 1 v 1 or 12 v 12 I think we can all agree its fair based on numbers; right. If the fight is 1 v 2 or 1 v 4 and the 1 player wins we can reasonably say we lost because the player had a better build, or skill; so where does the real problem come from . Perception. We look at open world pvp where the player perceives the expectation of fairness. ZOS of course is the entity obligated by contract to provide, maintain, and control that perception and sadly by the looks of these forums and the number of complaints and arguments, they have failed to do so.
How does an MMO achieve perceptual fairness in a world PVP 3 faction fight? Please keep in mind ZOS can not control the actual people connected to their servers. So what they are responsible for, is the environment in which we log into. At present it is riddled with lag, due to many reasons that ZOS continually works on. Then of course there is the population balance or imbalance, which they offer up a token well you are loosing because no one has logged in so we will up your score so you can win by absenteeism. Of course my all time favorite is the cross faction players who always seem to have access to any campaign that happens to be the location of their friends which of course adds to the perception of unvested gaming.
If ZOS wants to fix the game it should begin with the perceptions they have allowed over the past 2 years. You can not fix something that is broken by adding new content. You can only fix broken parts by actually fixing what is broken.