Agreed a buddy in my trial guild plays it on PC its looks amazing imagine how it will look on Scorpio.Trouble13691 wrote: »
Yea they have a separate team working on the port hopefully by E3 we will have more information. Personally it depends how they handle the cash shop and controls I could see it taking a lot of players away from ESO. It just has to work and I know a lot of PvPers who will jump ship.NewBlacksmurf wrote: »Hey guys Black desert Online working on a console port for Xbox and PS4. Hopefully they will add a working MMO without horrid RNG.
@KingJ
Interesting as I just picked this up on their recent sale. If this comes under the PS4 pro and Xbox Scorpio focus, I'll definitely grab it. My computer isn't up to par for the higher end demands of that game graphically but it still looks amazing on my lower end pc.
Actually it has better RNG than ESO with its Badlock protection program. So you won't have to run there equivalent of VMA 300+ times and still not get a Sharpened Inferno. The US PC version is less pay to win than the Asians server.
ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
I just remembered tera also coming to Xbox soon plus Conan Exile ESO on consoles will lose its player base to working games. You lose your endgame community your game will die. That's the reason why so many other MMO died kill off your endgame community the casual player base leaves because there nothing to do. ESo just doesn't work and if you lose the income of your loyal fan base the couple of month spending players won't keep you afloat.
DjMuscleboy02 wrote: »@ZOS_JessicaFolsom is there a possibility of at least allowing console players to switch to PC? I would like to continue playing but I if trials are broken for another 3 months, that just isn't going to happen.
ThyMorningGlory wrote: »DjMuscleboy02 wrote: »@ZOS_JessicaFolsom is there a possibility of at least allowing console players to switch to PC? I would like to continue playing but I if trials are broken for another 3 months, that just isn't going to happen.
Yes @ZOS_JessicaFolsom I would also be interested ad well. PC NA could use some more end game players.
ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
So Zenimax has figured out a way to figure out the trials problem but they're not gonna implement the way to to figure it out until may. So until may there will be no progress in figuring out the issue and it MIGHT get fixes by Morrowind?
NewBlacksmurf wrote: »So Zenimax has figured out a way to figure out the trials problem but they're not gonna implement the way to to figure it out until may. So until may there will be no progress in figuring out the issue and it MIGHT get fixes by Morrowind?
@Oompuh
Correct me if I'm wrong but it seems ZOS has figured out there is a problem. They've also figured out how to better collect data
I don't think the recent comment suggests they know how to fix the issues but maybe they hope to make "some improvements" on the data collection that's needed to aid in identifying THe PROBLEMS
Nothing being fixed tho
ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
NewBlacksmurf wrote: »So Zenimax has figured out a way to figure out the trials problem but they're not gonna implement the way to to figure it out until may. So until may there will be no progress in figuring out the issue and it MIGHT get fixes by Morrowind?
@Oompuh
Correct me if I'm wrong but it seems ZOS has figured out there is a problem. They've also figured out how to better collect data
I don't think the recent comment suggests they know how to fix the issues but maybe they hope to make "some improvements" on the data collection that's needed to aid in identifying THe PROBLEMS
Nothing being fixed tho
They figured out how to collect more data, but the issue is we have to wait over a month for them to update the game to collect more data. At that rate, trials won't be playable for the Morrowind release..
That's a serious problem.
NewBlacksmurf wrote: »So Zenimax has figured out a way to figure out the trials problem but they're not gonna implement the way to to figure it out until may. So until may there will be no progress in figuring out the issue and it MIGHT get fixes by Morrowind?
@Oompuh
Correct me if I'm wrong but it seems ZOS has figured out there is a problem. They've also figured out how to better collect data
I don't think the recent comment suggests they know how to fix the issues but maybe they hope to make "some improvements" on the data collection that's needed to aid in identifying THe PROBLEMS
Nothing being fixed tho
They figured out how to collect more data, but the issue is we have to wait over a month for them to update the game to collect more data. At that rate, trials won't be playable for the Morrowind release..
That's a serious problem.
Basically this. They need to collect more data to determine the root of the issue. This wont be implemented until May. If they can fix it in a timely manner we might be able to play Halls of Fabrication on time, but doubtful
DRXHarbinger wrote: »Unsubbed. Everyone grow some balls and ditch paying them. Craft bag isn't that important now anyway. Nothing to farm or improve. Mats aren't selling for *** and will pick up in June anyway so no worries.
Attackopsn wrote: »DRXHarbinger wrote: »Unsubbed. Everyone grow some balls and ditch paying them. Craft bag isn't that important now anyway. Nothing to farm or improve. Mats aren't selling for *** and will pick up in June anyway so no worries.
I've come on these forums in the past and seen people crying about some pretty unreasonable ***. This isn't unreasonable, this is actually what a reasonable human being does when a company does this.
ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
So basically you are adding some logging *** in a month so you can log content that NO ONE can nor WILL play because it is broken like ***? Doesn't make sense at all.
This is just a joke that we cant play payed content at all..
ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
So basically you are adding some logging *** in a month so you can log content that NO ONE can nor WILL play because it is broken like ***? Doesn't make sense at all.
This is just a joke that we cant play payed content at all..
Ha good point. Who's gonna play the trials to log the data? Not me that's for sure