lordrichter wrote: »MartiniDaniels wrote: »Why not? They can split them and allow one-time account transfer. People who are satisfied with current performance or can't transfer as entire guild can remain on current server. People and guilds for whom "game is unplayable" move to new server. Everyone is happy, problem solved. There will be some mess and drama with separation of guilds, but better start a new with good performance then struggle with lag and crashes.
There are a myriad of different ways to do MMO servers, and honestly, which one is used is more personal preference regarding features. A major advantage of a megaserver over multiple discrete servers in a geography is that I don't have to care what server I am on. I find that annoying in other MMO games. I should not have to care what server I am on relative to my friends, and I should never have to realize I picked wrong. ESO would be better if they had one megaserver for both EU and NA, but that is a technology challenge well above what we have today.
The problem we have is not the megaserver idea, or the fact that there are only two per platform. (Unless you in Asia or down under... but that is a different story) The problem is that they really only made their server capable of handling a certain number of players before it could no longer scale, and we are above that number of players. Short sighted? Too focused on what is currently needed vs what will be needed? Dunno. Anyway, this is a combination of the success of the game, and probably also due to gradual decline in the number of players that the game can actually support.
When software performance is the limitation, throwing hardware at the problem only makes for a lot of hardware sitting around. If the software can only handle X player transactions per second, it does not matter that they are running on hardware that can handle twice that much. In this case, doubling the hardware performance does not double software performance. The diminishing returns means that, eventually, a hardware performance cap is hit It is no longer feasible to double the hardware performance in order to squeeze out a fractional improvement in the software performance.
Properly implemented, the megaserver should perform very well for the type of game that ZOS is running.
The complete lack of communication or effort to figure out some improvements is now causing PvP to die off.
Remember when a year ago you tried to log into Cyro at prime time? (Queue position 90-250 for most of the evening)... Compare that to now. Hardly ever any faction is on pop lock on the most popular campaigns and that's just PC. I hear on XBox EU there are factions with 5-15 players max at prime time in 30day campaigns while the most populated alliance is on 2bars.
Congratulations ZOS. You killed PvP. Now the snowball is in effect and good luck getting any money off your players to actually invest in anything.
And your Free-To-Play event? Have you gone mad? Why would you entice new players to try out your product in such horrible state?
Amazing game, totally addicted but it has now become an absolute joke.
(Yes, yes, I know. PvE crowd is still gonna call PvPers a minority but for some of us PvP is all that we play the game for)
everlastingodeb17_ESO wrote: »Zos uk had profits of 50+ million euros in 2017 and 40+ in 2016( dont have 2018 data) not to mention Zos France and Zos Germany, yet they cant fix the server... Get skilled people you clearly have the financial resources needed.
Better switch to other mmo as performance wont get any better before Q2 2020.
FF14 is by far a better mmo, best main story an mmo can have and best performance on every single mmo available.
PvP isn't a thing in FF14 however as the game focus much on PvE. Still tournament are made and a ranking team group is also available (ESO sent have a 2v2, 3v3 or 4v4 team pvp ranking or tournament)
ThirdHorseman wrote: »Better switch to other mmo as performance wont get any better before Q2 2020.
FF14 is by far a better mmo, best main story an mmo can have and best performance on every single mmo available.
PvP isn't a thing in FF14 however as the game focus much on PvE. Still tournament are made and a ranking team group is also available (ESO sent have a 2v2, 3v3 or 4v4 team pvp ranking or tournament)
You are on the wrong forum. You are looking for FF14 forum. Good luck and have fun. If you want to talk more about FF, please go to their subreddit and forum. Thank you
Just fix the LA weaving / animation cancelling bug and you'll notice a huge improvement in performance.
Just fix the LA weaving / animation cancelling bug and you'll notice a huge improvement in performance.
Just fix the LA weaving / animation cancelling bug and you'll notice a huge improvement in performance.
People who call for "fixing" this, do you realize ESO's combat is what sets it apart from 99% of other MMOs? It may not have been intended, but that's the thing about emergent gameplay - it never is intended by the developers. It's not exactly rocket science, it's relatively easy to do with the barest minimum of practice, there really isn't any reason to take it out. At most I think ZOS should reinforce the ways it teaches new players about this and other combat mechanics that end up stumping them e.g. in group content.
As for performance, I have no idea what impact it would have. I mean, it's double the actions per second, but I don't have the information to say whether performance issues are linked to combat calculations, and what impact reducing the number of actions per second would have.
Just fix the LA weaving / animation cancelling bug and you'll notice a huge improvement in performance.
People who call for "fixing" this, do you realize ESO's combat is what sets it apart from 99% of other MMOs? It may not have been intended, but that's the thing about emergent gameplay - it never is intended by the developers. It's not exactly rocket science, it's relatively easy to do with the barest minimum of practice, there really isn't any reason to take it out. At most I think ZOS should reinforce the ways it teaches new players about this and other combat mechanics that end up stumping them e.g. in group content.
As for performance, I have no idea what impact it would have. I mean, it's double the actions per second, but I don't have the information to say whether performance issues are linked to combat calculations, and what impact reducing the number of actions per second would have.
Yeah go tell ESO devs you have to spend 1 week doing animation for a skill that will be cancelled because of an intended mechanic.
In that case why not remove completely skill animations... complete BS.
lordrichter wrote: »Just fix the LA weaving / animation cancelling bug and you'll notice a huge improvement in performance.
People who call for "fixing" this, do you realize ESO's combat is what sets it apart from 99% of other MMOs? It may not have been intended, but that's the thing about emergent gameplay - it never is intended by the developers. It's not exactly rocket science, it's relatively easy to do with the barest minimum of practice, there really isn't any reason to take it out. At most I think ZOS should reinforce the ways it teaches new players about this and other combat mechanics that end up stumping them e.g. in group content.
As for performance, I have no idea what impact it would have. I mean, it's double the actions per second, but I don't have the information to say whether performance issues are linked to combat calculations, and what impact reducing the number of actions per second would have.
Yeah go tell ESO devs you have to spend 1 week doing animation for a skill that will be cancelled because of an intended mechanic.
In that case why not remove completely skill animations... complete BS.
Animation is one of the few game development skills that I have never had to do, but from what I understand, this is not the wasted effort that you try to portray it as. The animation is never fully canceled, so the challenge comes with trying to make the animations so they are canceled at the right time and can flow into the next action. ZOS did a lot of work a couple years ago doing animation prioritization, and I am not sure where that work ended up.
lordrichter wrote: »Just fix the LA weaving / animation cancelling bug and you'll notice a huge improvement in performance.
People who call for "fixing" this, do you realize ESO's combat is what sets it apart from 99% of other MMOs? It may not have been intended, but that's the thing about emergent gameplay - it never is intended by the developers. It's not exactly rocket science, it's relatively easy to do with the barest minimum of practice, there really isn't any reason to take it out. At most I think ZOS should reinforce the ways it teaches new players about this and other combat mechanics that end up stumping them e.g. in group content.
As for performance, I have no idea what impact it would have. I mean, it's double the actions per second, but I don't have the information to say whether performance issues are linked to combat calculations, and what impact reducing the number of actions per second would have.
Yeah go tell ESO devs you have to spend 1 week doing animation for a skill that will be cancelled because of an intended mechanic.
In that case why not remove completely skill animations... complete BS.
Animation is one of the few game development skills that I have never had to do, but from what I understand, this is not the wasted effort that you try to portray it as. The animation is never fully canceled, so the challenge comes with trying to make the animations so they are canceled at the right time and can flow into the next action. ZOS did a lot of work a couple years ago doing animation prioritization, and I am not sure where that work ended up.
So you're telling me that ZoS got the ressources to make animation but not fix a bug that has been here for 5 years.
just lol.
lordrichter wrote: »Just fix the LA weaving / animation cancelling bug and you'll notice a huge improvement in performance.
People who call for "fixing" this, do you realize ESO's combat is what sets it apart from 99% of other MMOs? It may not have been intended, but that's the thing about emergent gameplay - it never is intended by the developers. It's not exactly rocket science, it's relatively easy to do with the barest minimum of practice, there really isn't any reason to take it out. At most I think ZOS should reinforce the ways it teaches new players about this and other combat mechanics that end up stumping them e.g. in group content.
As for performance, I have no idea what impact it would have. I mean, it's double the actions per second, but I don't have the information to say whether performance issues are linked to combat calculations, and what impact reducing the number of actions per second would have.
Yeah go tell ESO devs you have to spend 1 week doing animation for a skill that will be cancelled because of an intended mechanic.
In that case why not remove completely skill animations... complete BS.
Animation is one of the few game development skills that I have never had to do, but from what I understand, this is not the wasted effort that you try to portray it as. The animation is never fully canceled, so the challenge comes with trying to make the animations so they are canceled at the right time and can flow into the next action. ZOS did a lot of work a couple years ago doing animation prioritization, and I am not sure where that work ended up.
All the hate, I feel sorry for you guys it must be really bad at your mega server. You know you can stop playing the game?
ZOS thank you for the update. Keep it up, steady progress is much appreciated.
And funny all these people of the forums who know (assume and think) they know exactly was is going on and what needs to be done with no inside information. In Holland we call this the best sailors are in the dry docks, they know everything better from the side line....
EU server performance always dips during PTS weeks - just suck it up
ZOS still don’t care about EU server players. They don’t play it, they don’t stream it, they don’t promote it.
I would be delighted to be proved wrong, but 12 months of shite performance, and 2 pinned posts from the bosses have produced no noticeable improvements other than “performance is better when the population is lower”.
maddiniiLuna wrote: »Hello,
In the first post or head of the topic there was a comment "we definitely could be doing a better job of keeping everyone appraised of how things are going while we are in process. We will be better messengers in the future keeping everyone up to date on longer-term fixes and updates.".
What happened with this? There is no Information anywhere. The current state of the game is so terrible sometimes. When i play Cyrodiil it looks like 2 *** doing light attacks. I've prepared a video to demonstrate how bad the situation actually is.
https://youtu.be/69I7G6ZiNTs
Done my best to not show any names, but I'm not perfect. Anyway - Check how the opponent would use ultimate, then i cast 2 spells and THEN the damage and effects from the ultimate hit me like wtf. There was such a huge delay in animation and actual hit, that i was able to cast spells in that time. It was so laggy i could barely see what is going to happen and no - i did not press perma block (this happened from being laggy).
At the end you can see how the second ultimate hits me, then i move around and because i moved around and the damage was applied so late i fell off. If the damage would have been applied before that i wouldn't have fallen off (but i most likely was dead regardless).
It's horrendous laggs when attacking a castle. Unplayable like this.