*type*type*type*type*type*type*I pay so i expect a working product.
lordrichter wrote: »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.
For reference, here is the PC/Mac EU megaserver circa 2014
tinythinker wrote: »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.
So siege would wipe them (heals so weeeak) but if I or my small group ran into them we would get nerfed too. Hmm, well, it would definitely produce an interesting new dynamic. Siege+ranged attacks = upper hand unless the swarm reaches you and sucks you into their nightmare of weak sauce.
tinythinker wrote: »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.
So siege would wipe them (heals so weeeak) but if I or my small group ran into them we would get nerfed too. Hmm, well, it would definitely produce an interesting new dynamic. Siege+ranged attacks = upper hand unless the swarm reaches you and sucks you into their nightmare of weak sauce.
As long as you stay enough far away from the center, you would be more effective than those in the group.
vyndral13preub18_ESO wrote: »tinythinker wrote: »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.
So siege would wipe them (heals so weeeak) but if I or my small group ran into them we would get nerfed too. Hmm, well, it would definitely produce an interesting new dynamic. Siege+ranged attacks = upper hand unless the swarm reaches you and sucks you into their nightmare of weak sauce.
As long as you stay enough far away from the center, you would be more effective than those in the group.
This could lead to some entertaining trolling.
tinythinker wrote: »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.
So siege would wipe them (heals so weeeak) but if I or my small group ran into them we would get nerfed too. Hmm, well, it would definitely produce an interesting new dynamic. Siege+ranged attacks = upper hand unless the swarm reaches you and sucks you into their nightmare of weak sauce.
As long as you stay enough far away from the center, you would be more effective than those in the group. And I think in such a case people would care for being not too near to each other to not form a zerg and get treated like this - it would really better the situation. Especially because each AoE effect forms an own node and makes the theoretical zerg bigger and less effective.
tinythinker wrote: »tinythinker wrote: »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.
So siege would wipe them (heals so weeeak) but if I or my small group ran into them we would get nerfed too. Hmm, well, it would definitely produce an interesting new dynamic. Siege+ranged attacks = upper hand unless the swarm reaches you and sucks you into their nightmare of weak sauce.
As long as you stay enough far away from the center, you would be more effective than those in the group. And I think in such a case people would care for being not too near to each other to not form a zerg and get treated like this - it would really better the situation. Especially because each AoE effect forms an own node and makes the theoretical zerg bigger and less effective.
Well, I mean, zergs would still have effectiveness but it would be greatly diminished *if* people in an opposing faction played the perimeter right. The less tactically aware and more impulsive types, of which there are quite a few in Cyro, would still be run over. Basically again a game of blow up the zerg before it reaches you or you lose, only with a major advantage in blowing them up from range. Lots of caltrops, arrow barrage, blazing spear, negate... Might see Leki's Focus 5 piece bonus getting a workout.
vyndral13preub18_ESO wrote: »tinythinker wrote: »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.
So siege would wipe them (heals so weeeak) but if I or my small group ran into them we would get nerfed too. Hmm, well, it would definitely produce an interesting new dynamic. Siege+ranged attacks = upper hand unless the swarm reaches you and sucks you into their nightmare of weak sauce.
As long as you stay enough far away from the center, you would be more effective than those in the group.
This could lead to some entertaining trolling.
It would give ranged players who are agile enough an edge - like archers and mages, who are not in the zerg, but kite it from the far. But my guess is, you would not see large zergs anymore, it would split into many smaller groups, where the reduction effect is bearable. And this is directly bound to server performance, the server performance would go up and less lag - pretty simple.
tinythinker wrote: »tinythinker wrote: »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.
So siege would wipe them (heals so weeeak) but if I or my small group ran into them we would get nerfed too. Hmm, well, it would definitely produce an interesting new dynamic. Siege+ranged attacks = upper hand unless the swarm reaches you and sucks you into their nightmare of weak sauce.
As long as you stay enough far away from the center, you would be more effective than those in the group. And I think in such a case people would care for being not too near to each other to not form a zerg and get treated like this - it would really better the situation. Especially because each AoE effect forms an own node and makes the theoretical zerg bigger and less effective.
Well, I mean, zergs would still have effectiveness but it would be greatly diminished *if* people in an opposing faction played the perimeter right. The less tactically aware and more impulsive types, of which there are quite a few in Cyro, would still be run over. Basically again a game of blow up the zerg before it reaches you or you lose, only with a major advantage in blowing them up from range. Lots of caltrops, arrow barrage, blazing spear, negate... Might see Leki's Focus 5 piece bonus getting a workout.
Do not forget that I bound this to server performance - if the server performs badly, the zerg will not be effective and they are screwed - they cannot stay densely together and spam AoE anymore, because this would ruin their effectiveness to a point, where they would just be smashed by the enemy - but as their group gets diminished, server performance improves and they get more effective again. This is not a bad solution - gameplay-wise as well as server-performance-wise.
The zerg does not protect them very well anymore - healing is effected as well - less healing, less damage done - this is not where you want to be in a battle - and this is what is the desired effect - that large zergs are undesirable.
vyndral13preub18_ESO wrote: »vyndral13preub18_ESO wrote: »tinythinker wrote: »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.
So siege would wipe them (heals so weeeak) but if I or my small group ran into them we would get nerfed too. Hmm, well, it would definitely produce an interesting new dynamic. Siege+ranged attacks = upper hand unless the swarm reaches you and sucks you into their nightmare of weak sauce.
As long as you stay enough far away from the center, you would be more effective than those in the group.
This could lead to some entertaining trolling.
It would give ranged players who are agile enough an edge - like archers and mages, who are not in the zerg, but kite it from the far. But my guess is, you would not see large zergs anymore, it would split into many smaller groups, where the reduction effect is bearable. And this is directly bound to server performance, the server performance would go up and less lag - pretty simple.
I get what your saying. Doesnt really answer the trolling. Heck annoy a guild on your own side and they could follow you around all night crippling your ability to fight.
Or another faction from a different campaign wants to come help they cause? They load up their characters in your faction amd follow you around all night.
And that even leaves out the much more entertaining, hey lets wait until the falcon 5 over there engage that enemy at the flag and then chage in there not attacking. We will suprise wipe them as a joke as their combat effectiveness tanks!
I guess my problem with this idea is part of the fun a mass pvp is planning. You cant plan for 10 people on your own side running over the hill behind you and crippling your ability to fight. That isnt fun. And it is even less fun when you start to consider how many people would find this amusing to do on purpose.
UltimaJoe777 wrote: »This poll is bugged. Fix it, Zenimax!
...Oh wait, I need to provide details on how to replicate it
UltimaJoe777 wrote: »This poll is bugged. Fix it, Zenimax!
...Oh wait, I need to provide details on how to replicate it
nimander99 wrote: »You assumed programming a three dimensional game with millions of lines of code connecting hundreds of thousands of people from around the world on various forms of media was easy?
Now you apologize for forum rage because you assumed someone could walk into the office and sweep up a mess like an underpaid janitor... Mang...
Well, at least folks have been edified.
nimander99 wrote: »You assumed programming a three dimensional game with millions of lines of code connecting hundreds of thousands of people from around the world on various forms of media was easy?
Now you apologize for forum rage because you assumed someone could walk into the office and sweep up a mess like an underpaid janitor... Mang...
Well, at least folks have been edified.
It is actually even 4-dimensional - due to the phasing technology
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!
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.
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.
I honestly had numerous conversations like that with management as a lead developer. There DOES have to be a balance between fixing/refactoring and making changes customers can see and appreciate.
I have a lot of sympathy in the "this is complicated" department, but when I hear things like how it'll take months to change loot tables, I wonder what kind of totally borked architecture this game is built on.
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.
I honestly had numerous conversations like that with management as a lead developer. There DOES have to be a balance between fixing/refactoring and making changes customers can see and appreciate.
I have a lot of sympathy in the "this is complicated" department, but when I hear things like how it'll take months to change loot tables, I wonder what kind of totally borked architecture this game is built on.
I came to this idea a couple of times already - latest in the last live show - these guys are actually afraid of touching core systems - this tells a lot about the "legacy code" and what it might be like. In my company these guys would not have a future, I could not have people around, who are afraid to approach problems and find solutions.
I know how difficult bug tracking and fixing can be - however, if I run into a bug within the first few minutes of playing the game, then I assume that QA has not done their job properly. Furthermore, when armor sets have shields, which cut into the head and the hips of a character, and they do not see that - then they have definitely not done their job - things like that should never pass QA and given an "ok".
And another thing - we are not talking here about the difficulty to find a bug within a few days and fix it - they cannot fix it in months or even years - and that is just a bad joke.