Alienoutlaw wrote: »its because during the event the player base is spread over several campaigns not bottle necked into a couple as is usual, so the server has an easier time.
This is silly.
There were like 100+ people qeues to get into the normal nocp cyro on EU. How does it make it easier for the server that another campaign is also full? It doesnt get more spread out, it gets full and then people trickle over to a new campaign while waiting for their prime server to let them in.
And still!!! The performance was Alot better.
This clearly shows that zos CAN fix it, if they want to. But they dont.
Does it cost too much money? Do they add servers they cant afford to run on a regular basis?
Agreed - The PS4 patch to correct crashes brought some heavy lag/latency to PvP with it. There's lag even when soloing a resource far away from the action. Putting a repair kit into a door has become a channeled ability. Zone chat is full of lag complaints, every night. Nobody should need to open a ticket. ZOS needs to send their people into Kaal in the evening and see for themselves if they are really unaware of the recent hit this game has taken on performance. It's awful.Recon4thCav wrote: »After the blue screen "fix", the lag became unreal. Nothing is getting fixed till the client reinstall. I'm just staying out of PvP till I see an actual fix and refuse to pay for ESO+. ZoS gives me a working game, I get ESO+.
RinaldoGandolphi wrote: »The issues with game performance is soley related to their use of TCP for netcode.
No changes they make to the client(short of pre-lighting patch) is going to make any difference at all in high traffic situations(zerg keep fights, trials, etc) as long as the netcode is based on TCP.
TCP has too much overhead. Every single packet orgroups of packets have to be ACK, and the packets also have to be received in order(TCP will request re-transmits on packets not received and hold others in que till it can get them all and re-order them) Imagine a faction stack at Chal to de-throne Emperor...400 players, All of them sending TCP packets to the server, each packet has to be ACK and the server sends back message to client and then client sends next packet..this is how TCP works....of course the server is going to choke on this.
Only two ways to fix this:
1. Re-write the Netcode in UDP and only use TCP as an authenication & control channel. - This is the best choice, as UDP allows you to discard packets you no longer need, each datagram can contain all the updated information, you don't need to ACK everything, and packets don't need to be received in order. Just changing to UDP would probably fix 90% of their performance issues. They can afford to do this, why they won't I have no idea.
2. Move most of the game functions back to the client - At launch almost everything was controlled client side. Dodge roll, weapon swap, character position, damage calculations, etc. This is why server performance was so good early on and the game was much more responsive for those who played back in April of 2014 will so fondly remember before the lighting patch. This would be the cheapest method to fix the game performance issues. They would have to invest in an anti-cheat system, but honestly that would be doable for them. Preventing cheating never works, better off to accept some players WILL cheat, and focus on catching them rather than a bunch of server side checks that kill performance.
A few anti-cheats they could use are:
https://www.battleye.com/
https://www.easy.ac/en-us/
https://go.kaspersky.com/anticheat.html
If its good enough for Fortnite, Apex Legends, etc is must be very darn effective. why not ESO?
Just raise the cost of ESO Plus by 3 dollars a month to cover it and give us back our 2014 game performance. Players will thank you trust me.
The game is not unplayable in general. That's just hysteria.and a misleading statement.
I play on a Xbox X and outside of cyrodil and the usual social hubs I don't really have much issues with lag or "unplayable" game issues.
However in cyrodil it can get very nasty on spots with many players around in typical zerg environments. After the event the infinite loading screens are gone mostly.
DUTCH_REAPER wrote: »The amount of players who know IT things That play this game Is astounding. There is a serious knowledge base resource waiting to be tapped into if you ask me.