ZOS_BrianWheeler wrote: »For clarification... population in Trueflame PC US last night was at nearly the same population as it was the Monday prior, give or take a dozen or so players. Currently looking at the EU servers right now (as of 2 pm EST), they are at the same population as they were last week at this time so we'd appreciate any feedback coming this afternoon from Trueflame in the EU!
As pointed out in this thread however, we will see what the coming week holds. In the meantime thank you for the support and we will continue our efforts to nail down performance!
ZOS_BrianWheeler wrote: »For clarification... population in Trueflame PC US last night was at nearly the same population as it was the Monday prior, give or take a dozen or so players. Currently looking at the EU servers right now (as of 2 pm EST), they are at the same population as they were last week at this time so we'd appreciate any feedback coming this afternoon from Trueflame in the EU!
As pointed out in this thread however, we will see what the coming week holds. In the meantime thank you for the support and we will continue our efforts to nail down performance!
ZOS_BrianWheeler wrote: »Playstyle vs. Population vs. What constitutes that population, is the crux of what we have been tackling with performance. The main focus is to keep the population steady/full and improve on the play experience without sacrificing or compromising the warzone game-play of Cyrodiil or combat in general. This includes well organized groups vs. non-organized groups and finding how to optimize/prioritize information going to the server and back to your PC/Mac/Xbox/PS4. It's not as easy as turning on this switch or turning off that one (as much as we'd like it to be), as every week we look at the data logs and combat situations by playing in Cyrodiil and Imperial City ourselves. We look at what hits the server the hardest and tackle them with either code or data solutions as fast as we can with proper testing, and appreciate your patience in the rolling out of these fixes.
Keep us posted about the performance in both the EU and the US, and on all platforms with each update, hot-fix, and incremental we do! It is greatly appreciated!
forzajuve212 wrote: »Not sure what everyone else's experience has been in PVP since the new dlc patch went live but for the first time in a long time, there was no game breaking lag. I was sitting at 100-150 ping during primetime TF with all factions locked, DC AD and EP zergs everywhere. I don't know if this post will be short lived (fingers crossed) but props ZOS for proving us wrong so far, you may have actually reduced the lag. Even fighting 20-40 people, there was no lag. I think the capturable towns change was really a game changer, many groups are spreading out along the map and fights aren't being condensed along emp keep lines. Whether people will do this long term remains to be seen, but at least we have some hope! Thanks for your continued work @ZOS_BrianWheeler !
ZOS_BrianWheeler wrote: »For clarification... population in Trueflame PC US last night was at nearly the same population as it was the Monday prior, give or take a dozen or so players. Currently looking at the EU servers right now (as of 2 pm EST), they are at the same population as they were last week at this time so we'd appreciate any feedback coming this afternoon from Trueflame in the EU!
As pointed out in this thread however, we will see what the coming week holds. In the meantime thank you for the support and we will continue our efforts to nail down performance!
So it looks like that the numbers are no important but the playstyle is. The most active campaign is locked at prime time, but if it is locked with pugs only and no organized groups who spam the skills and lag the server then we can have a nice performance. Any thoughts....
ZOS_BrianWheeler wrote: »Playstyle vs. Population vs. What constitutes that population, is the crux of what we have been tackling with performance. The main focus is to keep the population steady/full and improve on the play experience without sacrificing or compromising the warzone game-play of Cyrodiil or combat in general. This includes well organized groups vs. non-organized groups and finding how to optimize/prioritize information going to the server and back to your PC/Mac/Xbox/PS4. It's not as easy as turning on this switch or turning off that one (as much as we'd like it to be), as every week we look at the data logs and combat situations by playing in Cyrodiil and Imperial City ourselves. We look at what hits the server the hardest and tackle them with either code or data solutions as fast as we can with proper testing, and appreciate your patience in the rolling out of these fixes.
Keep us posted about the performance in both the EU and the US, and on all platforms with each update, hot-fix, and incremental we do! It is greatly appreciated!
ZOS_BrianWheeler wrote: »For clarification... population in Trueflame PC US last night was at nearly the same population as it was the Monday prior, give or take a dozen or so players. Currently looking at the EU servers right now (as of 2 pm EST), they are at the same population as they were last week at this time so we'd appreciate any feedback coming this afternoon from Trueflame in the EU!
As pointed out in this thread however, we will see what the coming week holds. In the meantime thank you for the support and we will continue our efforts to nail down performance!
ZOS_BrianWheeler wrote: »Playstyle vs. Population vs. What constitutes that population, is the crux of what we have been tackling with performance. The main focus is to keep the population steady/full and improve on the play experience without sacrificing or compromising the warzone game-play of Cyrodiil or combat in general. This includes well organized groups vs. non-organized groups and finding how to optimize/prioritize information going to the server and back to your PC/Mac/Xbox/PS4. It's not as easy as turning on this switch or turning off that one (as much as we'd like it to be), as every week we look at the data logs and combat situations by playing in Cyrodiil and Imperial City ourselves. We look at what hits the server the hardest and tackle them with either code or data solutions as fast as we can with proper testing, and appreciate your patience in the rolling out of these fixes.
Keep us posted about the performance in both the EU and the US, and on all platforms with each update, hot-fix, and incremental we do! It is greatly appreciated!
Have y'all considered asking us to help you?
For instance, if you posted a set of test cases that you would like an organized group to run through, I'm sure someone would oblige.
forzajuve212 wrote: »ZOS_BrianWheeler wrote: »Playstyle vs. Population vs. What constitutes that population, is the crux of what we have been tackling with performance. The main focus is to keep the population steady/full and improve on the play experience without sacrificing or compromising the warzone game-play of Cyrodiil or combat in general. This includes well organized groups vs. non-organized groups and finding how to optimize/prioritize information going to the server and back to your PC/Mac/Xbox/PS4. It's not as easy as turning on this switch or turning off that one (as much as we'd like it to be), as every week we look at the data logs and combat situations by playing in Cyrodiil and Imperial City ourselves. We look at what hits the server the hardest and tackle them with either code or data solutions as fast as we can with proper testing, and appreciate your patience in the rolling out of these fixes.
Keep us posted about the performance in both the EU and the US, and on all platforms with each update, hot-fix, and incremental we do! It is greatly appreciated!
Have y'all considered asking us to help you?
For instance, if you posted a set of test cases that you would like an organized group to run through, I'm sure someone would oblige.
This ^ @ZOS_BrianWheeler