Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
Almost three years, some bugs from beta still exist
Keep making all the excuses you want
ZOS meeting 101.
Dev: man we got this punch list of bugs.
Boss: how much revenue will we lose if we don't fix it?
Finance: Maybe 2%
Boss: How many people bought the new dlc?
Sales: 750k
Boss: make a new dlc
Dev: but the bugs, I can fix them given a team and enough time.
Boss: you are fired, to junior dev: Make a new dlc.
It's also why they don't fix pvp, if everyone stopped pvp obviously the cost benefit says that's ok.
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
A live server like this is about 1.5-2 metric tons of hardware - this is not just a few blades in a rack. And it costs quite some amount of money as well. And even if they would use a copy of the live server, they do not have the load which is required to make sure it all will work, when the system comes under production load.
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
*type*type*type*type*type*type*I'm still waiting for my apology for a year plus of paid beta.
Almost three years, some bugs from beta still exist
Keep making all the excuses you want
ZOS meeting 101.
Dev: man we got this punch list of bugs.
Boss: how much revenue will we lose if we don't fix it?
Finance: Maybe 2%
Boss: How many people bought the new dlc?
Sales: 750k
Boss: make a new dlc
Dev: but the bugs, I can fix them given a team and enough time.
Boss: you are fired, to junior dev: Make a new dlc.
It's also why they don't fix pvp, if everyone stopped pvp obviously the cost benefit says that's ok.
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
See, in essence I agree with both you and @Lysette both more maths calculating (which is I presume part of their jobs anyway) and extra server space/upgrading server space could help. Absolutely.
However, they still can't replicate it completely due to how many players are in each campaign at any given time, as I presume that there aren't enough staff in their offices, and bots, again I'm presuming, act differently compared to players. Add into that different passives that players have in their Champion Points, and all of those variables (there's a reason non CP pvp runs smoother.)
Now, I presume calculating things for PVE is easier than it is for PVP (again, all presumption and theoreticals) and there certainly could be more testing etc. This I agree with. Never said ZOS get any kind of free pass. But there will sadly always be variables in writing and implementing so much code.
Don't blow my cover, man, or Rich will get so mad.Almost three years, some bugs from beta still exist
Keep making all the excuses you want
ZOS meeting 101.
Dev: man we got this punch list of bugs.
Boss: how much revenue will we lose if we don't fix it?
Finance: Maybe 2%
Boss: How many people bought the new dlc?
Sales: 750k
Boss: make a new dlc
Dev: but the bugs, I can fix them given a team and enough time.
Boss: you are fired, to junior dev: Make a new dlc.
It's also why they don't fix pvp, if everyone stopped pvp obviously the cost benefit says that's ok.
So today I've seen an accountant for ZOS on the forums elsewhere and now a ZOS board member who attends their meetings and discussions.
Funny, these apparent ZOS could be you or me!
I'm still waiting for my apology for a year plus of paid beta.
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
See, in essence I agree with both you and @Lysette both more maths calculating (which is I presume part of their jobs anyway) and extra server space/upgrading server space could help. Absolutely.
However, they still can't replicate it completely due to how many players are in each campaign at any given time, as I presume that there aren't enough staff in their offices, and bots, again I'm presuming, act differently compared to players. Add into that different passives that players have in their Champion Points, and all of those variables (there's a reason non CP pvp runs smoother.)
Now, I presume calculating things for PVE is easier than it is for PVP (again, all presumption and theoreticals) and there certainly could be more testing etc. This I agree with. Never said ZOS get any kind of free pass. But there will sadly always be variables in writing and implementing so much code.
With a bit of knowledge in graph theory one can see, that this will not work in this way - it does not even require testing, it is math which tells, no, this will not work out and it will lead to lag - it is that simple.
Rohamad_Ali wrote: »But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
A live server like this is about 1.5-2 metric tons of hardware - this is not just a few blades in a rack. And it costs quite some amount of money as well. And even if they would use a copy of the live server, they do not have the load which is required to make sure it all will work, when the system comes under production load.
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
See, in essence I agree with both you and @Lysette both more maths calculating (which is I presume part of their jobs anyway) and extra server space/upgrading server space could help. Absolutely.
However, they still can't replicate it completely due to how many players are in each campaign at any given time, as I presume that there aren't enough staff in their offices, and bots, again I'm presuming, act differently compared to players. Add into that different passives that players have in their Champion Points, and all of those variables (there's a reason non CP pvp runs smoother.)
Now, I presume calculating things for PVE is easier than it is for PVP (again, all presumption and theoreticals) and there certainly could be more testing etc. This I agree with. Never said ZOS get any kind of free pass. But there will sadly always be variables in writing and implementing so much code.
With a bit of knowledge in graph theory one can see, that this will not work in this way - it does not even require testing, it is math which tells, no, this will not work out and it will lead to lag - it is that simple.
Then, playing devils advocate here, if it is that simple, why haven't ZOS done that?
lordrichter wrote: »Rohamad_Ali wrote: »But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
It has more to do with the number of people on the server than the size of the server.
If you don't have the players, the server space is just wasted.
tinythinker wrote: »*type*type*type*type*type*type*I'm still waiting for my apology for a year plus of paid beta.
TOS says no...
[reference for those who missed the joke in spoilers]
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
See, in essence I agree with both you and @Lysette both more maths calculating (which is I presume part of their jobs anyway) and extra server space/upgrading server space could help. Absolutely.
However, they still can't replicate it completely due to how many players are in each campaign at any given time, as I presume that there aren't enough staff in their offices, and bots, again I'm presuming, act differently compared to players. Add into that different passives that players have in their Champion Points, and all of those variables (there's a reason non CP pvp runs smoother.)
Now, I presume calculating things for PVE is easier than it is for PVP (again, all presumption and theoreticals) and there certainly could be more testing etc. This I agree with. Never said ZOS get any kind of free pass. But there will sadly always be variables in writing and implementing so much code.
With a bit of knowledge in graph theory one can see, that this will not work in this way - it does not even require testing, it is math which tells, no, this will not work out and it will lead to lag - it is that simple.
Then, playing devils advocate here, if it is that simple, why haven't ZOS done that?
They would have to touch the combat system mechanics - and if you listened to what they said in the live show, they are afraid to touch such a system - not to talk about that they would have to convince Mr. Wrobel, and he loves AoE because they are cool. With people like that it is hard to fix anything.
TequilaFire wrote: »tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
A live server like this is about 1.5-2 metric tons of hardware - this is not just a few blades in a rack. And it costs quite some amount of money as well. And even if they would use a copy of the live server, they do not have the load which is required to make sure it all will work, when the system comes under production load.
1.5 to 2 metric tons?
I see the problem now they are still running IBM 360s. lmao
/joking
So basically if you cause lag your abilities do diddly?There would be a quite simple solution though, and I have suggested in many times - reverse scale the efficiency of spells and attacks with the effort required to resolve the interaction in a zerg - this would make it highly undesireable to form a zerg and things would get better. Meaning the more effort is required to resolve the interaction graph, the less effective spells and attacks coming from the zerg will get. Simple solution, zergs would be highly undesirable, and the lag would be significantly less. Of course this is based on that they have actual interaction graphs and do not just compute it in a brute force way. It has to be computed separately for any interaction group which is large enough to be a zerg.
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
See, in essence I agree with both you and @Lysette both more maths calculating (which is I presume part of their jobs anyway) and extra server space/upgrading server space could help. Absolutely.
However, they still can't replicate it completely due to how many players are in each campaign at any given time, as I presume that there aren't enough staff in their offices, and bots, again I'm presuming, act differently compared to players. Add into that different passives that players have in their Champion Points, and all of those variables (there's a reason non CP pvp runs smoother.)
Now, I presume calculating things for PVE is easier than it is for PVP (again, all presumption and theoreticals) and there certainly could be more testing etc. This I agree with. Never said ZOS get any kind of free pass. But there will sadly always be variables in writing and implementing so much code.
With a bit of knowledge in graph theory one can see, that this will not work in this way - it does not even require testing, it is math which tells, no, this will not work out and it will lead to lag - it is that simple.
Then, playing devils advocate here, if it is that simple, why haven't ZOS done that?
They would have to touch the combat system mechanics - and if you listened to what they said in the live show, they are afraid to touch such a system - not to talk about that they would have to convince Mr. Wrobel, and he loves AoE because they are cool. With people like that it is hard to fix anything.
See, if they really would have to dig that deep into the engine and mechanics, then maybe they do need to look at that. (FYI I did listen to what was said, however it's quite late at night after a long day of work when I get to watch ESO Live, so admittedly all the info doesn't always compute)
However, such an overhaul may cause even more rage than already exists around here. They could certainly look at changing some of the abilities in different ways.
tinythinker wrote: »So basically if you cause lag your abilities do diddly?There would be a quite simple solution though, and I have suggested in many times - reverse scale the efficiency of spells and attacks with the effort required to resolve the interaction in a zerg - this would make it highly undesireable to form a zerg and things would get better. Meaning the more effort is required to resolve the interaction graph, the less effective spells and attacks coming from the zerg will get. Simple solution, zergs would be highly undesirable, and the lag would be significantly less. Of course this is based on that they have actual interaction graphs and do not just compute it in a brute force way. It has to be computed separately for any interaction group which is large enough to be a zerg.
tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
See, in essence I agree with both you and @Lysette both more maths calculating (which is I presume part of their jobs anyway) and extra server space/upgrading server space could help. Absolutely.
However, they still can't replicate it completely due to how many players are in each campaign at any given time, as I presume that there aren't enough staff in their offices, and bots, again I'm presuming, act differently compared to players. Add into that different passives that players have in their Champion Points, and all of those variables (there's a reason non CP pvp runs smoother.)
Now, I presume calculating things for PVE is easier than it is for PVP (again, all presumption and theoreticals) and there certainly could be more testing etc. This I agree with. Never said ZOS get any kind of free pass. But there will sadly always be variables in writing and implementing so much code.
With a bit of knowledge in graph theory one can see, that this will not work in this way - it does not even require testing, it is math which tells, no, this will not work out and it will lead to lag - it is that simple.
Then, playing devils advocate here, if it is that simple, why haven't ZOS done that?
They would have to touch the combat system mechanics - and if you listened to what they said in the live show, they are afraid to touch such a system - not to talk about that they would have to convince Mr. Wrobel, and he loves AoE because they are cool. With people like that it is hard to fix anything.
See, if they really would have to dig that deep into the engine and mechanics, then maybe they do need to look at that. (FYI I did listen to what was said, however it's quite late at night after a long day of work when I get to watch ESO Live, so admittedly all the info doesn't always compute)
However, such an overhaul may cause even more rage than already exists around here. They could certainly look at changing some of the abilities in different ways.
I edited my post and gave a solution, like I would implement it in their place. Have a look.
tinythinker wrote: »So basically if you cause lag your abilities do diddly?There would be a quite simple solution though, and I have suggested in many times - reverse scale the efficiency of spells and attacks with the effort required to resolve the interaction in a zerg - this would make it highly undesireable to form a zerg and things would get better. Meaning the more effort is required to resolve the interaction graph, the less effective spells and attacks coming from the zerg will get. Simple solution, zergs would be highly undesirable, and the lag would be significantly less. Of course this is based on that they have actual interaction graphs and do not just compute it in a brute force way. It has to be computed separately for any interaction group which is large enough to be a zerg.
Yes, this would solve the problem - the role play reasoning would be - if people are too close together, they interfere with each other and are less effective.
It is not a problem to compute all this without lag in a lot of smaller groups, but zergs with AoE spam are a nightmare and create lag.
tinythinker wrote: »tinythinker wrote: »So basically if you cause lag your abilities do diddly?There would be a quite simple solution though, and I have suggested in many times - reverse scale the efficiency of spells and attacks with the effort required to resolve the interaction in a zerg - this would make it highly undesireable to form a zerg and things would get better. Meaning the more effort is required to resolve the interaction graph, the less effective spells and attacks coming from the zerg will get. Simple solution, zergs would be highly undesirable, and the lag would be significantly less. Of course this is based on that they have actual interaction graphs and do not just compute it in a brute force way. It has to be computed separately for any interaction group which is large enough to be a zerg.
Yes, this would solve the problem - the role play reasoning would be - if people are too close together, they interfere with each other and are less effective.
It is not a problem to compute all this without lag in a lot of smaller groups, but zergs with AoE spam are a nightmare and create lag.
With this system if I run into them as a proxy det bomber or hit them with siege, those calculations would also be impacted, so my damage to them would be diminished as well then. So would a group next to them, like a group of five enemies who they are swarming over. So, then, they would be shielded in a way, and take anyone interacting with them down the diddly squat rabbit hole? Or could this still work with the graph being Alliance specific? So I can then hit them hard while they fumble about?
TequilaFire wrote: »tinythinker wrote: »Never raged. I see no point in raging on a forum.
However, I did find that segment particularly interesting. I know very little about how bug fixes work, so it was nice to see some insight into the process.
One thing that I will probably say trips ZOS up a lot is how differently a test server works compared to the live server. There's lots of variables that they can't or don't anticipate. For example, I can imagine that it is hard to recreate what happens on a live server in PVP, given that the server and indeed the client has to calculate so many different numbers at any given time.
And then, when they add thousands of lines of new code in with each DLC, that can create some havoc.
Is it an excuse? No. But sometimes things just can't be calculated no matter how much testing goes on. Could this game do with some shine and polishing? Sure could in some areas. But I can only imagine the stress that goes on in their offices.
That's one thing I've asked about and still don't get/never got an answer about.
I understand coding with so many interactive blocks of code can be tricky. I understand testing is hard. I understand bug chasing/squashing is hard. I understand that we each experience the game from different perspectives, have different encounters with performance, and want our own priorities moved to the top of the list. I also get that they say that they can only do so much on the PTS and also that buying more server space for live isn't a silver bullet. I'll grant each point.
Fine. OK. Sure.
But why *not* spend money increasing PTS server space to get it closer (not close, not the same, but closer) to conditions on live? I can only speculate that the bug/performance concerns aren't hitting the bottom line hard enough to justify the expense, but it could potentially save so much time and money spent going back to find and fix things after they hit live.
A live server like this is about 1.5-2 metric tons of hardware - this is not just a few blades in a rack. And it costs quite some amount of money as well. And even if they would use a copy of the live server, they do not have the load which is required to make sure it all will work, when the system comes under production load.
1.5 to 2 metric tons?
I see the problem now they are still running IBM 360s. lmao
/joking
This is really what something like this is - CCP has just ordered the hardware for the new TQ live server - which has to deal with about a similar amount of concurrency - and they said, the new hardware was 1.5 metric tons in weight.

tinythinker wrote: »tinythinker wrote: »So basically if you cause lag your abilities do diddly?There would be a quite simple solution though, and I have suggested in many times - reverse scale the efficiency of spells and attacks with the effort required to resolve the interaction in a zerg - this would make it highly undesireable to form a zerg and things would get better. Meaning the more effort is required to resolve the interaction graph, the less effective spells and attacks coming from the zerg will get. Simple solution, zergs would be highly undesirable, and the lag would be significantly less. Of course this is based on that they have actual interaction graphs and do not just compute it in a brute force way. It has to be computed separately for any interaction group which is large enough to be a zerg.
Yes, this would solve the problem - the role play reasoning would be - if people are too close together, they interfere with each other and are less effective.
It is not a problem to compute all this without lag in a lot of smaller groups, but zergs with AoE spam are a nightmare and create lag.
With this system if I run into them as a proxy det bomber or hit them with siege, those calculations would also be impacted, so my damage to them would be diminished as well then. So would a group next to them, like a group of five enemies who they are swarming over. So, then, they would be shielded in a way, and take anyone interacting with them down the diddly squat rabbit hole? Or could this still work with the graph being Alliance specific? So I can then hit them hard while they fumble about?
Nah, you can compute the center (location) of the interaction group - weighted - and see all those who are in a certain range of this center as effected by the reduction and those outside have normal conditions. This would not effect the siege attack, because it is further away from the zerg. And a weighted center will give a better center than a normal average - and it is as well no extra computation, because the squared distances required to do that are easier to calculate than the actual distance.