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Solution for PvP Cyrodiil performance

  • randomkeyhits
    randomkeyhits
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    Fixing lag in Cyrodiil?

    Nothing to say about the servers themselves, either they are fit for purpose or not. If not then ZOS havn't yet ponied up for the upgrades so why would they now? That area is a lost cause.

    I'd say improve net-code, not knowing how they've implemented the existing set up this could be a big gain or it may be negligible. It would be great to see PTS being used for a stress test with a cut down client so the impact of net code changes is really clear. I see this primarily as a server side issue due to traffic aggregating at the servers.

    Speaking of cut down when the game first came out there were nowhere near as many costumes/styles/animations as there are today. If the net code were found not to be an issue or not that much of an issue I'd go here next. Lost count of the number of times riding to a busy keep and it all freezes up. I do wonder how much of that is styles loading which means textures which because so many players means many textures in memory at the same time so more a client limitation issue

    I'd love to see another test where net code is ignored and each player in the alliance is wearing the light/medium/heavy of their alliance style. Have many players converge on one location and see if the whole thing hangs together or not. A bit of work to set up but it would rule out or identify a whole class of potential issues.

    Overall if ZOS are serious about improving the lag in PVP then they need to be doing some large volume tests, they can use testing tools but nothing is guaranteed to stress a system more than the players. I think there is a moral in there somewhere.....

    Anyway, seeing specific tests for different aspects of the game would instil a little hope, seeing results emerge would instil some confidence. Currently I have neither where Cyrodiil is concerned. I wish it were different.


    EU PS4
  • ryh
    ryh
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    Papachico wrote: »
    ryh wrote: »
    What Papachico is trying to say is:
    "I like to go deep into enemy territory with small scale group, take some resoruce and have fun killing small/medium waves of enemy pugs. When big group is comming (zergs) i need to start fun from beggining and thats why i want smaller group cap. I never do small scale with other small scallers becasue i respect small scallers."

    :wink:

    To be fair I love to get a full zerg on my farming spot if only we would be able to use our abilities.

    To be fair I like u idea but in different way.
    When IC become separated campain that will be the place to cap group size to even 6 people so would be ideal for all small scallers.
  • KaraBela94
    KaraBela94
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    .
    Edited by KaraBela94 on February 11, 2019 12:15AM
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  • Bam_Bam
    Bam_Bam
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    Papachico wrote: »
    Since we know that zos won't invest any money into servers or anything related to increase performance I have a simple solution that would passively fix overall server performance:

    LIMIT GROUP SIZE IN CYRODIIL TO 12 PEOPLE.

    This would prevent large group to stack up at the same place, or it would at least encourage more communication to do so.

    Have been thinking the same (or similar) - I thought maybe smaller maps (1/3 size of Cyrodiil) and group numbers, but also having some features being on a timer so that groups are forced to divide ( I guess kind of like "forced smallscale" if that makes sense?)
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  • Galarthor
    Galarthor
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    Papachico wrote: »
    Galarthor wrote: »
    Papachico wrote: »
    Since we know that zos won't invest any money into servers or anything related to increase performance I have a simple solution that would passively fix overall server performance:

    LIMIT GROUP SIZE IN CYRODIIL TO 12 PEOPLE.

    This would prevent large group to stack up at the same place, or it would at least encourage more communication to do so.

    The problem are less the 24man PUG zergs, but the organized 12-16 man ball groups and their AoE spamming. Limiting the max group size will do next to nothing to fix this. You can have large scale fights between 30 and 50 players of each faction with very little lag if those guys are using single target skills. But as soon as one of these ball groups joins the fray FPS plummet and lag gones through the roof.

    The only way this fix this is to make AoE useless or unattractive in PvP. Obviously, not every single AoE can be made useless, but those spammed by these groups surely can - i.e. steel tornado, healing springs, etc.

    Exactly my point. What satisfaction do you think a 12 man organized group will get by killing 12 man pug group? 0. And that is exactly why PvP in Cyrodill will be more focussed around 4-6 man groups trying to take on the 12 man pug groups.

    The problem is, these large "herds" you see are oftentimes not made up out of 1 or 2 big raids but out of countless small groups and solo players following somebody / running to the next keep like lemmings.

    I think, aside from giving the servers a huge upgrade in capacity, the only way to fix the lag is to make AoEs are unattractive as possible. Give them a 90% - 95% reduction in damage / healing. Exempt ultis and certain skills (e.g. sorc curse or templar jabs, b/c they are predominantly Single Target abilities). Rework Ultis like Dawnbreaker and Meteor to become predominantly single target abilities - i.e. 100% damage on the target and only 5%-10% damage in AoE. Same goes for healing in order to discourage people to stack up - healing springs are just too effective if 3 to 6 are stacked on top of each other.

    Edit: I know this thread is already sort of a necro ... but I figured I start the next chapter update early ;)
    Edited by Galarthor on February 17, 2019 10:15PM
  • SgtSilock
    SgtSilock
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    Or you could stop playing and hope that ZOS learns their lesson.
  • ks888
    ks888
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    I've said for a while that there should be diminishing returns or something on AP beyond what we have in place. The more players in one area on the same side/faction = less AP. Outnumbered fights are more difficult and thus should be rewarded accordingly, I think. Plus, if there is little incentive, AP wise, to send 20, 40, 60, 80, 100 players to one spot and get the big lag spikes - people may do it less. At the end of the day, we're all in it to make AP.

    I also think the way we had keep defenses rewarding more than takes for a while was nice. At the very least I would like to see less AP for PvDooring.
    Edited by ks888 on February 18, 2019 12:53AM
    DC NA - Norri - Khole RIP - [Mostly Outnumbered]** I have too many toons **RIP every alt I deleted - where am I? what year is it?
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