zParallaxz wrote: »Unknown_Redemption wrote: »I have never played a game that was without bugs. Some bugs not fixed after years of existence.
However, I have never played a game that after 4 years has such poor server stability.
A group of us in Cyrodiil have been kicked out to log in and it is taking us multiple attempts to get back in. Some attempts we do not even get back to character select.
The event is no excuse since campaigns operate at pop locked every week.
And we are getting kicked again once we got back to the keep under attack. It so much worse than it was during the first year of Cyrodiil. It was even better last year.
Someone needs to be hired to figure out what has challenged the team so far.
They have a full team working on stability, as they stated during their last ESO live. The issue isnt the team, its problems that can not be recreated for troubleshooting. Ive never been kicked out of Cyro, personally.GreenhaloX wrote: »Sadly... after the years and all these times, you will have to accept that they are unable to fix or improve their servers; or care to improve on it. Plus, it is my belief they don't really care about this too much. I think as long they can sustain the game going and keep dishing out and adding into more DLC and new contents and additions, this game will always have plethora of new players/customers; thus, the company will continue to profit with or without am improved servers, stability or whatnot. It is the nature of the beast of the gaming industry.
It's one of those things. If you don't like it, then the players/customers can opt to not play, but they realized this game will keep getting in new players/customers base who will continue to dish out money on the in-game products (i.e. crowns/crown store items, new DLC and chapters.) They have nothing to lose with an unstable game and servers where more people are constantly entering this game. Plus, it will surely cause the company/developers more work then they probably would think necessary to improve their servers and stability and likely eat up on their profits.
Well, hate to be the negative pessimist, but I am as frustrated and disgusted about the stability of the server and in-game as anybody else. Damn same crapshoot over and over again with every new addition of DLC and chapters.
You explained perfectly, which drives me insane is fortnite is actually a game that will stride to make much need changes. There is no every 3-6 month update cycle where if there is a problem, no matter how big or small if has to wait like ZOS
Megaservers were a really bad idea..
Azuramoonstar wrote: »
We could discuss this with an actual IT terms...and bottlenecks therein.
ALL IT SYSTEMS OF EVERY TYPE HAVE A NARRATIVE OF DELIVERING "THE RIGHT DATA TO THE RIGHT PLACE AT THE RIGHT TIME" I coined it in my draft of my IT Service Delivery Management book I'm writingIf you see lag, this is not occurring obviously. If any IT system has ANY problem, something is getting in the way of this maxim. Yes I'm lecturing from the podium. J/K just spouting some of the useless knowledge I have stored up in mah brain from 20+ years in Enterprise billion dollar companies.
We would have to acknowledge actual profiled bandwidth of:
- Networking Routers and marked data types for level of service to give priority to certain types of Network data to move faster than others...
- Transit time through External and Internal DMZ's (Firewalls) with enterprise Firewalls like Checkpoint Firewalls
- O/S Servers Gigabit Network connections and bandwidth
- Size and Bandwidth & speed, of I/O Buses, CACHE, & RAM Memory on servers
- Broker/CICS regions that encapsulate player sessions on the Zone partitions server areas. Yes the servers have a memory location that represents your character (Server side) with associated Serial actions.
- Transactions to Database servers over Fiber Channel connections. SQL etc...deep discussion here if not optimised and or doing full Table Scans if stats are not run regularly. A Must after a new patch and or new functions in game.
- SSL appliances bandwidth and timouts. (Security appliances to provide SSL tunnels over the Internet from the datacenter to your pc and or game client machine to prevent hacking etc...
- EMC (like) shared storage for data on SSD drives vs old school hard drive spindles and separate application services using the same spindle causing slowdowns. My pet peeve... putting Accounting on the same hard drive as say the Guild Store...Guess what happens when someone in accointing runs a detailed query...performance on the entiure hard drive is slowed...
- Storage Fiber channel cards bottlenecks, occurs frequent... to many shops.
- Application Transactional profiling of player functions (fired off skills) that get shared to "Other" players & FIFO Data queues
- Available physical/virtual Memory and the dreaded memory swapping. (Local and / or on a separate machines Storage system)
All of the items I listed above along with many more I did not mention would need to be profiled/charted for trends after every major patch cycle and of course periodically to see the actual transactional timings during any day/week cycle and most importantly where there is consistent growth on any of the said charts, so any IT manager could see where we are Running Towards a Cliff so the ship can be righted BEFORE going over the edge.
Many times you may have weeks notice of something growing unchecked...example like hard drive space on a set partition...you fill it up and the application falls over. Billion dollar companies ignore this daily...Don't get me started on NAT tables, app garbage collection, and some idiot running a full gigabit speed Data backup on a production server during peak... /cry
But since this is not a low level IT discussion, it's more in the 10,000 foot view, I would say any assertion that does not talk turkey about the lower level actuals may not be relevant to what is actually causing the lag we see. So when someone says the Servers Need Fixing, you really don't know what you are talking about. (I don't mean that harsh)
ZOS should know EXACTLY what I'm talking about however and how to remove the Lag we see for the long haul even taking into account future DLC's. They should be able to quite naturally articulate the timings, bandwidth, separation of services, and sizes of every relevant part of their architecture.
Azuramoonstar wrote: »
Agreed but even at release they said people far away from them would have far more issues than standard servers..
I have never played a game that was without bugs. Some bugs not fixed after years of existence.
However, I have never played a game that after 4 years has such poor server stability.
A group of us in Cyrodiil have been kicked out to log in and it is taking us multiple attempts to get back in. Some attempts we do not even get back to character select.
The event is no excuse since campaigns operate at pop locked every week.
And we are getting kicked again once we got back to the keep under attack. It so much worse than it was during the first year of Cyrodiil. It was even better last year.
Someone needs to be hired to figure out what has challenged the team so far.
I have never played a game that was without bugs. Some bugs not fixed after years of existence.
However, I have never played a game that after 4 years has such poor server stability.
A group of us in Cyrodiil have been kicked out to log in and it is taking us multiple attempts to get back in. Some attempts we do not even get back to character select.
The event is no excuse since campaigns operate at pop locked every week.
And we are getting kicked again once we got back to the keep under attack. It so much worse than it was during the first year of Cyrodiil. It was even better last year.
Someone needs to be hired to figure out what has challenged the team so far.
One of the reasons why issues haven't been fixed yet is that new content and new players come frequently that needs to run on the servers. Servers have been improved, but the more content that needs to be run on those servers, creates more issues and bugs to be solved. When you started playing 4 years ago, there weren't so many players and there weren't so much content on the servers. I'm quite sure that everyone knows these issues(zos and us) and they are working hard for the fixes. I'm also quite sure that constantly posting these threads here won't fix the issues that depend on the servers.
antihero727 wrote: »I have never played a game that was without bugs. Some bugs not fixed after years of existence.
However, I have never played a game that after 4 years has such poor server stability.
A group of us in Cyrodiil have been kicked out to log in and it is taking us multiple attempts to get back in. Some attempts we do not even get back to character select.
The event is no excuse since campaigns operate at pop locked every week.
And we are getting kicked again once we got back to the keep under attack. It so much worse than it was during the first year of Cyrodiil. It was even better last year.
Someone needs to be hired to figure out what has challenged the team so far.
One of the reasons why issues haven't been fixed yet is that new content and new players come frequently that needs to run on the servers. Servers have been improved, but the more content that needs to be run on those servers, creates more issues and bugs to be solved. When you started playing 4 years ago, there weren't so many players and there weren't so much content on the servers. I'm quite sure that everyone knows these issues(zos and us) and they are working hard for the fixes. I'm also quite sure that constantly posting these threads here won't fix the issues that depend on the servers.
I agree with there being more content. The population though has dropped significantly in4 years thought so things should have balanced out. Your logic is unsound.