Let's hope people don't have short memories, and their next project they are on with, most likely funded by this shite show, fails, am sure even then Zo$ are too thick as to understand why.
Let's hope people don't have short memories, and their next project they are on with, most likely funded by this shite show, fails, am sure even then Zo$ are too thick as to understand why.
Fix your servers/game or shut the crap down.
lordrichter wrote: »I am here for the Elder Scrolls. I doubt that ZOS will have a second game that interests me.
... first and foremost want to address the issues we’ve been experiencing with our <name> server this past week. It’s being very stubborn and every time we think we have it nailed, it decides to kick some players from various areas in the game and won’t let them back in for a while.
Not a great experience for anyone and I apologize we haven’t fixed it already. We believe it’s an intermittent hardware issue, making it difficult to isolate, so we’re rebuilding that server and will deploy a new one later tonight.
We’re going to have to take the European servers down, but we’ll look to get it done while most of you are sleeping. We will let everyone know when we’ve completed the effort...
Verbal_Earthworm wrote: »Decided to try Cyrodiil again this evening.
I got to the area where combat was taking place and just as I was about to enter the fray, I was promptly logged out...
Your PC-EU server is a bizarre joke.
Why do I even bother at this point?
Another event extension due to server problems again?
ZOS_JessicaFolsom wrote: »Hi everyone,
Today, members of the ESO team are participating in a Reddit AMA over on the ESO subreddit. We have seen your questions and concerns about EU server performance, server capacity, and issues with the Activity Finder, and wanted to make sure we addressed them in the AMA and here. Below is a response from Game Director Matt Firor.Hello! I suspect we'll get questions about performance more than a few times today, so I prepared a description of what we have going on to address performance concerns - on a number of fronts.
Even though there is very little new information here, 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.
First, server capacity. As we all know, we had server capacity issues a few months back, especially on the PC EU servers. We were forced to temporarily cap the number of concurrent users on PC EU and put up a queuing system to enforce it. We got the new capacity online for PC EU in a week, and added that same capacity for PC NA (which was very close to experiencing the same problems). We took the queuing system down, and we can now support the concurrency demand we are seeing.
Second, the looking for group system. As we posted last week, we are working on a 100% revamp of this system, which is mostly used for Dungeon and Battleground queuing. We have a version done that we are testing in-house, although it will be a while before it goes live. We want to make sure that the solution we have scales correctly and will support the now massive numbers of players that are using the system. We are planning for revamped LFG system to be in Update 24, depending on how testing is going. Until then, we will continue with the only solution we have (which we posted about last week in the LFG update) - cap the number of players in the queue. We know it is extremely frustrating to not be able to queue for dungeons and BGs and get "cannot join queue" when you try, but at least now once you get into a queue successfully, you should be able to join the dungeon or BG.
Third: overall performance. Rich talked about this in his end of year message six months ago: we are currently implementing sweeping optimization and memory management client architecture changes that should improve client performance and especially client stability. These optimizations will be most noticeable on lower-spec PCs, base Xbox, and base PS4, but overall everyone should notice better stability and performance. This is scheduled for Update 24. Additionally, we have another set of optimizations scheduled for Q1 next year that will reduce the client "footprint" requirements and should speed up loading times.
Fourth: Longer term, we are in the beginning stages of combat system performance improvements that should improve overall game performance in Cyrodiil and Trials. Stay tuned for updates on this.
Obviously if anything else crops up, we'll investigate. I know that it can seem like it takes an inordinate amount of time to address performance problems, but we need to take our time and make sure that we don't introduce new issues while we do this. Thanks for your patience, and we will keep you updated.
Source: https://www.reddit.com/r/elderscrollsonline/comments/bwdb0r/welcome_to_the_elsweyr_update_22_aua/epwuxj0/
You'll find more details in our PC-EU Server Update thread from April here.
_adhyffbjjjf12 wrote: »Let's hope people don't have short memories, and their next project they are on with, most likely funded by this shite show, fails, am sure even then Zo$ are too thick as to understand why.
Fix your servers/game or shut the crap down.
i love eso universe, but that being said i stopped subbing several years ago and have given all my money of the years to another game, which is a shame. Every now and then i pop into forums to see if they have fixed anything, and its the same news.
Before this game was released people said their 'modified engine' wasn't suitable for a mmorpg, but they denied it.
6 months or so into the game they realised the game was hack-able so they had to remove a lot of the client code onto the server (engine not appropriate) game performance went over a cliff.
maybe a year later the devs create a few threads advising performance was top priority. and here we are so many years on, and still same. in those years they could have written a new engine if they had the ability.
The game engine is not fit for purpose and never has been, and the development house is incompetent, no piece of software with a customer base like this should be in such a state. If you want to help the game, stop paying money to them and make it clear why you are not paying, that's the only hope. At the moment you are getting fleeced.
ZOS_JessicaFolsom wrote: »Hi everyone,
Today, members of the ESO team are participating in a Reddit AMA over on the ESO subreddit. We have seen your questions and concerns about EU server performance, server capacity, and issues with the Activity Finder, and wanted to make sure we addressed them in the AMA and here. Below is a response from Game Director Matt Firor.Hello! I suspect we'll get questions about performance more than a few times today, so I prepared a description of what we have going on to address performance concerns - on a number of fronts.
Even though there is very little new information here, 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.
First, server capacity. As we all know, we had server capacity issues a few months back, especially on the PC EU servers. We were forced to temporarily cap the number of concurrent users on PC EU and put up a queuing system to enforce it. We got the new capacity online for PC EU in a week, and added that same capacity for PC NA (which was very close to experiencing the same problems). We took the queuing system down, and we can now support the concurrency demand we are seeing.
Second, the looking for group system. As we posted last week, we are working on a 100% revamp of this system, which is mostly used for Dungeon and Battleground queuing. We have a version done that we are testing in-house, although it will be a while before it goes live. We want to make sure that the solution we have scales correctly and will support the now massive numbers of players that are using the system. We are planning for revamped LFG system to be in Update 24, depending on how testing is going. Until then, we will continue with the only solution we have (which we posted about last week in the LFG update) - cap the number of players in the queue. We know it is extremely frustrating to not be able to queue for dungeons and BGs and get "cannot join queue" when you try, but at least now once you get into a queue successfully, you should be able to join the dungeon or BG.
Third: overall performance. Rich talked about this in his end of year message six months ago: we are currently implementing sweeping optimization and memory management client architecture changes that should improve client performance and especially client stability. These optimizations will be most noticeable on lower-spec PCs, base Xbox, and base PS4, but overall everyone should notice better stability and performance. This is scheduled for Update 24. Additionally, we have another set of optimizations scheduled for Q1 next year that will reduce the client "footprint" requirements and should speed up loading times.
First, solution upgrade the Server stop compromising and changing the database because that didn't work, extended memory as mentioned should be done at the same time as the Server is upgraded-
Second: when you start testing that new system in PTS, listen to the community for once ffs, don't push *** ahead just because it works in your internal server, it has to actually work in a massive scale such as PTS, or we all be back to square 1 again with the same bs, same *** different name.