Jimmy_The_Fixer wrote: »I’m sure they can fix the performance problems by shoveling money into the servers, that’s how computers work, right?
xMovingTarget wrote: »Jimmy_The_Fixer wrote: »I’m sure they can fix the performance problems by shoveling money into the servers, that’s how computers work, right?
Yes and no. Sometimes just server upgrades don't do the job.
The network code needs to be changed aswell. The amount of data between server and client needs to be smaller. Which requires heavy optimization.
The game needs to be more optimized to limit the data transfer and the calculations server-side.
They already started doing that, by making dots generally tick slower now. All in 1 sec per tick. Instead of having .5 sec ticks.
To name one example
Game’s performance problem is due to a multitude of factors:
1. Because of cheat programs, ZOS brought more calculations to server side vs client side. The game was originally designed for the user to carry most of the load.
2. ZOS is bad at managing server capacity. The reason why the game’s performance goes down drastically each patch is because the servers are set up for X demand but then Y demand shows up. Once the new players who don’t like the game enough leave and existing players leave from dissatisfaction, then the server can once again handle X capacity. ZOS just doesn’t want to pay the server costs.
3. ESO actually requires a stronger and stronger computer each patch. The graphics get nicer. The animations get nicer. More calculations from CP and other upgrades requires a stronger rig. XBox and PlayStation players can’t upgrade their rigs. Most PCs aren’t upgraded fast enough to keep up with the pace of changing requirements.
4. The underlying programming code for the game is not well known by the existing team because many of the original team that made the game are gone now. That’s why so many bugs linger for so long before they get addressed.
5. Resources at ZOS are limited. Shareholders want their money NOW. New content sells NOW. Bug fixes do not. But bug fixes and performance upgrades will realize long term stable growth and income. Short term gains beats long term investing.
It boils down to business management decisions. How much ZOS is willing to spend to upgrade servers, retain and invest into staff? And some decisions were made long ago and out of their hands of the current team, the underlying code was made more for client side calculations. And ZOS has no control over upgrades of gaming rigs. That’s up to the respective console companies to release stronger hardware and for PC players to shell out the cash for stronger parts.
Game’s performance problem is due to a multitude of factors:
1. Because of cheat programs, ZOS brought more calculations to server side vs client side. The game was originally designed for the user to carry most of the load.
2. ZOS is bad at managing server capacity. The reason why the game’s performance goes down drastically each patch is because the servers are set up for X demand but then Y demand shows up. Once the new players who don’t like the game enough leave and existing players leave from dissatisfaction, then the server can once again handle X capacity. ZOS just doesn’t want to pay the server costs.
3. ESO actually requires a stronger and stronger computer each patch. The graphics get nicer. The animations get nicer. More calculations from CP and other upgrades requires a stronger rig. XBox and PlayStation players can’t upgrade their rigs. Most PCs aren’t upgraded fast enough to keep up with the pace of changing requirements.
4. The underlying programming code for the game is not well known by the existing team because many of the original team that made the game are gone now. That’s why so many bugs linger for so long before they get addressed.
5. Resources at ZOS are limited. Shareholders want their money NOW. New content sells NOW. Bug fixes do not. But bug fixes and performance upgrades will realize long term stable growth and income. Short term gains beats long term investing.
It boils down to business management decisions. How much ZOS is willing to spend to upgrade servers, retain and invest into staff? And some decisions were made long ago and out of their hands of the current team, the underlying code was made more for client side calculations. And ZOS has no control over upgrades of gaming rigs. That’s up to the respective console companies to release stronger hardware and for PC players to shell out the cash for stronger parts.
1. That isnt entirely accurate is it? The reason they bought stuff to server side is because it needed to be handled server side because of the MMO elements. Most games are designed to put some load (where it can) onto the client - indeed update 24/5 will do some of that
2. Thats an assumption. What proof do you have that any server capacity is being hit? you should know that Demand capacity is different from server capacity. You cannot assert that ZOS doesnt want to pay server costs, you have no evidence of this and i doubt its accurate given the huge amount of money ZOS generates! servers wont help this game. optimizing code and reduction of game calculations will.
3. This is true for most, if not every peice of software ever written. ESO isnt special in this respect
4. You cannot make this assertion. How do you know its not written in a .NET language which cannot easily be picked up - or that the code is sufficiently annotated.? thats a bit disrespectful for the developers who work hard.
5. I didnt realise you were the HR manager at ZOS and that you'd done an impact on dev resources? is there any evidence to suggest theres no developers? theres certainly an awful lot of them on linkedin! Also,most shareholders want dividends on an annual payout, not "NOW". You are correct in that new content sells "Now" and that bug fixes are a cost to sustain client levels, but with 13m monthly users - id suggest it isnt exactly on their priority list - which is bourne out by the fact you might get some updates in Q1 2020
the point of my post is not to shoot your assertations down, and actually i agree there is an issue and its with the "strategy / roadmap" - everything else is a by-product - but some of the things youve said cannot possibly be evidenced.
https://m.youtube.com/watch?v=KbEtN24VS4E
https://m.youtube.com/watch?v=Ov3B26h12C4
https://m.youtube.com/watch?v=6JOFgpFlLXMxMovingTarget wrote: »Underlying issue in gaming in general. Corporate greed.
Why sell a quality product, when it sells just as good if it is sloppy.
It's not really the companies alone who are to blame. It's the consumers just as much. Companies put up ridiculous micro transactions and so on, and the sheep as we are keep consuming it and thanking them for draining our wallets for trash.
Stop spending, and will change. But it's ridiculous to think that will happen. People want their shiny 3 minute color palette swap mount heavily overpriced.
Let's not forget the basic decision to have have consolidated megaservers, versus smaller, more distributed ones. Fewer server locations means more population in each, giving a better gaming experience for the players, up to the point of saturation, when it gets worse. It also sets the system up for the introduction of lag from internet latency, which is completely outside ZOS's control, but it conversely provides a common path that becomes favoured by the router network, because of the consistent traffic. There's an upside and a downside to any decision, and what was right at the beginning, may no longer be right after several years.