This has nothing to do with internet connections, so you speeds/pings on tests don't matter.
It's because of bottlenecks on calculations and requests to the server during fights. Upgrading hardware might alleviate this a little, but mostly it's not going to be solved until ZOS finds a way to streamline the requested information or have the game just require less requests.
Perhaps ZOS should disable proc sets for a week, see if there is a difference. ZOS tried it with CP and found little difference, see what all those proc set calculation do.
[snip]
They are working on a fix, OP. They apparently have been working on a fix for 3 maybe 4 years.
Eventually they'll get it, just be patient and buy crowns in the meantime!
Perhaps ZOS should disable proc sets for a week, see if there is a difference. ZOS tried it with CP and found little difference, see what all those proc set calculation do.
The issue has always been gameplay design, not the server. If one designs a terrible database that results in performance issues, it's not the fault of the database server. If one writes a power hungry phone app that drains batteries, it's not the fault of the phone.
The problem all along is that ZOS has designed gameplay its server tech can't handle -- and honestly, there's no server tech that could support ESO gameplay 150v150v150 without performance issues. Consider how server intensive constant LA+ability weaving + procs + buffs + etc by each character must be. Especially because the game design encourages AE spam.,
When the problems were exposed in 2014, ZOS should have bit the bullet and designed a ruleset specific to AvA so that players can't break the server.
None of what I'm saying is news to ZOS. This is standard game design. No designer creates gameplay willy-nilly without consideration to the limitations of the engine/server. What happened here, as ZOS admits, is that ESO is not played how the designers envisioned -- because it was pushed out the door unfinished.
Perhaps ZOS should disable proc sets for a week, see if there is a difference. ZOS tried it with CP and found little difference, see what all those proc set calculation do.
The issue has always been gameplay design, not the server. If one designs a terrible database that results in performance issues, it's not the fault of the database server. If one writes a power hungry phone app that drains batteries, it's not the fault of the phone.
The problem all along is that ZOS has designed gameplay its server tech can't handle -- and honestly, there's no server tech that could support ESO gameplay 150v150v150 without performance issues. Consider how server intensive constant LA+ability weaving + procs + buffs + etc by each character must be. Especially because the game design encourages AE spam.,
When the problems were exposed in 2014, ZOS should have bit the bullet and designed a ruleset specific to AvA so that players can't break the server.
None of what I'm saying is news to ZOS. This is standard game design. No designer creates gameplay willy-nilly without consideration to the limitations of the engine/server. What happened here, as ZOS admits, is that ESO is not played how the designers envisioned -- because it was pushed out the door unfinished.
You are correct. However I would submit they did have a rule set and they broke it contributing to the current problem. The engine was designed for Resource Soft caps, no proc sets, animation canceling, and client side validation checks. When they removed soft caps, introduced procs, messed around with animation canceling, and introduced anti-cheat spaghetti code server side checks along with lightning patch crap went to hell.
Now, granted they had to do something about cheating but it caused additional problems that haven’t been fixed. If they had any clue they would have invested in anti cheat during the design of the game. But in their stupidity they left it out. I blame Matt firor for pushing this game beyond its limits, breaking the rule set and not accounting for anti cheat during design.
This has nothing to do with internet connections, so you speeds/pings on tests don't matter.
It's because of bottlenecks on calculations and requests to the server during fights. Upgrading hardware might alleviate this a little, but mostly it's not going to be solved until ZOS finds a way to streamline the requested information or have the game just require less requests.
This has nothing to do with internet connections, so you speeds/pings on tests don't matter.
It's because of bottlenecks on calculations and requests to the server during fights. Upgrading hardware might alleviate this a little, but mostly it's not going to be solved until ZOS finds a way to streamline the requested information or have the game just require less requests.
Or stop with the stupid idea of Megaservers and put regular servers around the world
I would be against this. One of the things I love about this game is that when I find another EU PC player I don't have to have the "what server are you on" conversation. I can just exchange info and we can go play together in the game.This has nothing to do with internet connections, so you speeds/pings on tests don't matter.
It's because of bottlenecks on calculations and requests to the server during fights. Upgrading hardware might alleviate this a little, but mostly it's not going to be solved until ZOS finds a way to streamline the requested information or have the game just require less requests.
Or stop with the stupid idea of Megaservers and put regular servers around the world
Whaat? ZoS made several stress tests before your guesstimate, but they never said they would fix lag. That would be extremely unlikely, for reasons I think we all understand.They are working on a fix, OP. They apparently have been working on a fix for 3 maybe 4 years.
Eventually they'll get it, just be patient and buy crowns in the meantime!
I would be against this. One of the things I love about this game is that when I find another EU PC player I don't have to have the "what server are you on" conversation. I can just exchange info and we can go play together in the game.This has nothing to do with internet connections, so you speeds/pings on tests don't matter.
It's because of bottlenecks on calculations and requests to the server during fights. Upgrading hardware might alleviate this a little, but mostly it's not going to be solved until ZOS finds a way to streamline the requested information or have the game just require less requests.
Or stop with the stupid idea of Megaservers and put regular servers around the world