KillsAllElves wrote: »You want fast gameplay? Nerf resistance stacking and healing in pvp. Buff all damage sources including DoTs.
At one time eso had fast and progressive combat sadly those days are gone.
phoenixkungfu wrote: »KillsAllElves wrote: »You want fast gameplay? Nerf resistance stacking and healing in pvp. Buff all damage sources including DoTs.
At one time eso had fast and progressive combat sadly those days are gone.
At first look, this looks like the issue. But it's not. In fact bar set up is what dictates offense and defense in pvp. A double armor set wearing all damage. Can be just as effective as a double armor set up wearing all defense. The bar set is really what makes or break dps in pvp and slots alot of broken gameplay based on skills being overloaded. This combination with health stun DESYNC make for some bad gameplay. Eso is a amazing game it just needs some more focus direction.
phoenixkungfu wrote: »Let's talk about the issue. The root of the problem. It's the direction or "road map" of making change. If I was to rate my overall experience of what I see it as follows
Creative 6 out of 10
Performance 5 out of 10
Direction/gameplay 4 out of 10
Let's go over how to increase these numbers.
Creative
is easy make stam and magic morph going forward. This is eazy
Performance
-After this patch, Performance will overall feel the same. I understand the goal and desire is to fix gameplay but you dont have to be a computer engineer to understand. You cant fix LAG. So your goal is not to eliminate lag or as I saw in video during this patch to have block connected with the server's better but to play thought the lag. Yes this should be the goal. Understand that
HEALTH DESYNC is the Enemy. And it's a battle you cant win. So when making balance changes keep in mind WILL THIS SKILL CREATE A HEALTH DESYNC. HEALTH DESYNC mostly occurs during stun moves that does damage. Take example of other pvp fighting games. The successful 1 has input lag features. Work on that in pvp
Direction/gameplay
-To fix this smh, we need to go back to the drawing broad. You cant beat lag. So make balance skill changes that play thought lag.
Adjust skill that stun and damage.
-These skills simply hit to hard. Understand that health DESYNC will happen.
Adjust passive defense
-understand the advantage of the role it plays during health DESYNC. A example is stam. Stam may feel more tanky compare to magic. But its because vigor last longer as defense during a health desync stun combo.
Adjust bar SPACE and gameplay
-Bar set up is choice base and just as important as gear. However the gameplay of gap closer that stun is a major issue. Health DESYNC is the 1 of the reason why. In a prefect setting gap closer that stun wouldn't be a issue but unfortunately it's only contributing to health desyncs. Make a player make a choice to stun or gap close. Or put both skills on a bar. At a price of less bar space.
Adjust melee range to reinforce change.
-7 meter melee is to far of a range. At this range player will not slot a gap closer which allows players to more defense. This encourages players to really on move that encourages health DESYNC. Allow play as you want but DISCOURAGE MOVE THAT STUN HEALTH DESYNC.
Have a goal of faster gameplay without
STUN health DESYNC.
-understand that a player can be tanky because of a armor set or the ability bar set up. Create gameplay that does reward bar set up that has abilities that boost defense and offense. a example is a stun can be offense or defense. A stun as defense can buy a player more time to set up defense.
Understand that these changes creates faster gameplay.
In summary, health DESYNC is a major issue. Players want faster gameplay but not at the feeling of a stun from full health to no health. Dished out by the same character that is just as tanky. Also keep in mind that battle spirt is your friend. Pvp only changes can happen their.
Thevampirenight wrote: »phoenixkungfu wrote: »Let's talk about the issue. The root of the problem. It's the direction or "road map" of making change. If I was to rate my overall experience of what I see it as follows
Creative 6 out of 10
Performance 5 out of 10
Direction/gameplay 4 out of 10
Let's go over how to increase these numbers.
Creative
is easy make stam and magic morph going forward. This is eazy
Performance
-After this patch, Performance will overall feel the same. I understand the goal and desire is to fix gameplay but you dont have to be a computer engineer to understand. You cant fix LAG. So your goal is not to eliminate lag or as I saw in video during this patch to have block connected with the server's better but to play thought the lag. Yes this should be the goal. Understand that
HEALTH DESYNC is the Enemy. And it's a battle you cant win. So when making balance changes keep in mind WILL THIS SKILL CREATE A HEALTH DESYNC. HEALTH DESYNC mostly occurs during stun moves that does damage. Take example of other pvp fighting games. The successful 1 has input lag features. Work on that in pvp
Direction/gameplay
-To fix this smh, we need to go back to the drawing broad. You cant beat lag. So make balance skill changes that play thought lag.
Adjust skill that stun and damage.
-These skills simply hit to hard. Understand that health DESYNC will happen.
Adjust passive defense
-understand the advantage of the role it plays during health DESYNC. A example is stam. Stam may feel more tanky compare to magic. But its because vigor last longer as defense during a health desync stun combo.
Adjust bar SPACE and gameplay
-Bar set up is choice base and just as important as gear. However the gameplay of gap closer that stun is a major issue. Health DESYNC is the 1 of the reason why. In a prefect setting gap closer that stun wouldn't be a issue but unfortunately it's only contributing to health desyncs. Make a player make a choice to stun or gap close. Or put both skills on a bar. At a price of less bar space.
Adjust melee range to reinforce change.
-7 meter melee is to far of a range. At this range player will not slot a gap closer which allows players to more defense. This encourages players to really on move that encourages health DESYNC. Allow play as you want but DISCOURAGE MOVE THAT STUN HEALTH DESYNC.
Have a goal of faster gameplay without
STUN health DESYNC.
-understand that a player can be tanky because of a armor set or the ability bar set up. Create gameplay that does reward bar set up that has abilities that boost defense and offense. a example is a stun can be offense or defense. A stun as defense can buy a player more time to set up defense.
Understand that these changes creates faster gameplay.
In summary, health DESYNC is a major issue. Players want faster gameplay but not at the feeling of a stun from full health to no health. Dished out by the same character that is just as tanky. Also keep in mind that battle spirt is your friend. Pvp only changes can happen their.
Well the new block changes are supposed to fix some of the desync , which might help with performance and I do think they are going to change other things so they can fix desyncs in other areas of game play. So they are going to be doing a full combat overhaul plus reworking the Cp system to give better combat performance and reduce the problems they are having with Performance for players. This is one of the reasons why I think they did not create a new combat skill line this year. Also one of the reasons why they put the undaunted ultimate on the back burner.
KillsAllElves wrote: »You want fast gameplay? Nerf resistance stacking and healing in pvp. Buff all damage sources including DoTs.
At one time eso had fast and progressive combat sadly those days are gone.
Compared to Pc, Consoles seem to have a much harder time with performance and the lag might be a lot worse. ps4 has those blue screens I see threads complaining about and xbox also has performance issues.phoenixkungfu wrote: »Thevampirenight wrote: »phoenixkungfu wrote: »Let's talk about the issue. The root of the problem. It's the direction or "road map" of making change. If I was to rate my overall experience of what I see it as follows
Creative 6 out of 10
Performance 5 out of 10
Direction/gameplay 4 out of 10
Let's go over how to increase these numbers.
Creative
is easy make stam and magic morph going forward. This is eazy
Performance
-After this patch, Performance will overall feel the same. I understand the goal and desire is to fix gameplay but you dont have to be a computer engineer to understand. You cant fix LAG. So your goal is not to eliminate lag or as I saw in video during this patch to have block connected with the server's better but to play thought the lag. Yes this should be the goal. Understand that
HEALTH DESYNC is the Enemy. And it's a battle you cant win. So when making balance changes keep in mind WILL THIS SKILL CREATE A HEALTH DESYNC. HEALTH DESYNC mostly occurs during stun moves that does damage. Take example of other pvp fighting games. The successful 1 has input lag features. Work on that in pvp
Direction/gameplay
-To fix this smh, we need to go back to the drawing broad. You cant beat lag. So make balance skill changes that play thought lag.
Adjust skill that stun and damage.
-These skills simply hit to hard. Understand that health DESYNC will happen.
Adjust passive defense
-understand the advantage of the role it plays during health DESYNC. A example is stam. Stam may feel more tanky compare to magic. But its because vigor last longer as defense during a health desync stun combo.
Adjust bar SPACE and gameplay
-Bar set up is choice base and just as important as gear. However the gameplay of gap closer that stun is a major issue. Health DESYNC is the 1 of the reason why. In a prefect setting gap closer that stun wouldn't be a issue but unfortunately it's only contributing to health desyncs. Make a player make a choice to stun or gap close. Or put both skills on a bar. At a price of less bar space.
Adjust melee range to reinforce change.
-7 meter melee is to far of a range. At this range player will not slot a gap closer which allows players to more defense. This encourages players to really on move that encourages health DESYNC. Allow play as you want but DISCOURAGE MOVE THAT STUN HEALTH DESYNC.
Have a goal of faster gameplay without
STUN health DESYNC.
-understand that a player can be tanky because of a armor set or the ability bar set up. Create gameplay that does reward bar set up that has abilities that boost defense and offense. a example is a stun can be offense or defense. A stun as defense can buy a player more time to set up defense.
Understand that these changes creates faster gameplay.
In summary, health DESYNC is a major issue. Players want faster gameplay but not at the feeling of a stun from full health to no health. Dished out by the same character that is just as tanky. Also keep in mind that battle spirt is your friend. Pvp only changes can happen their.
Well the new block changes are supposed to fix some of the desync , which might help with performance and I do think they are going to change other things so they can fix desyncs in other areas of game play. So they are going to be doing a full combat overhaul plus reworking the Cp system to give better combat performance and reduce the problems they are having with Performance for players. This is one of the reasons why I think they did not create a new combat skill line this year. Also one of the reasons why they put the undaunted ultimate on the back burner.
I here you. But if this is in fact the direction. Smh it's a waste of time. I'm not a computer engineer but its common sense. Their is way to many variables to lag and DESYNC. The issue of lag is even bigger then eso. I will even say the developer in general that fix lag in any computer application will be a billionaire. So why invest time in a dead end. It's the wrong direction. The right direction is creating a system that FEEL smooth to play through the lag. Its realistic.
Thevampirenight wrote: »Compared to Pc, Consoles seem to have a much harder time with performance and the lag might be a lot worse. ps4 has those blue screens I see threads complaining about and xbox also has performance issues.phoenixkungfu wrote: »Thevampirenight wrote: »phoenixkungfu wrote: »Let's talk about the issue. The root of the problem. It's the direction or "road map" of making change. If I was to rate my overall experience of what I see it as follows
Creative 6 out of 10
Performance 5 out of 10
Direction/gameplay 4 out of 10
Let's go over how to increase these numbers.
Creative
is easy make stam and magic morph going forward. This is eazy
Performance
-After this patch, Performance will overall feel the same. I understand the goal and desire is to fix gameplay but you dont have to be a computer engineer to understand. You cant fix LAG. So your goal is not to eliminate lag or as I saw in video during this patch to have block connected with the server's better but to play thought the lag. Yes this should be the goal. Understand that
HEALTH DESYNC is the Enemy. And it's a battle you cant win. So when making balance changes keep in mind WILL THIS SKILL CREATE A HEALTH DESYNC. HEALTH DESYNC mostly occurs during stun moves that does damage. Take example of other pvp fighting games. The successful 1 has input lag features. Work on that in pvp
Direction/gameplay
-To fix this smh, we need to go back to the drawing broad. You cant beat lag. So make balance skill changes that play thought lag.
Adjust skill that stun and damage.
-These skills simply hit to hard. Understand that health DESYNC will happen.
Adjust passive defense
-understand the advantage of the role it plays during health DESYNC. A example is stam. Stam may feel more tanky compare to magic. But its because vigor last longer as defense during a health desync stun combo.
Adjust bar SPACE and gameplay
-Bar set up is choice base and just as important as gear. However the gameplay of gap closer that stun is a major issue. Health DESYNC is the 1 of the reason why. In a prefect setting gap closer that stun wouldn't be a issue but unfortunately it's only contributing to health desyncs. Make a player make a choice to stun or gap close. Or put both skills on a bar. At a price of less bar space.
Adjust melee range to reinforce change.
-7 meter melee is to far of a range. At this range player will not slot a gap closer which allows players to more defense. This encourages players to really on move that encourages health DESYNC. Allow play as you want but DISCOURAGE MOVE THAT STUN HEALTH DESYNC.
Have a goal of faster gameplay without
STUN health DESYNC.
-understand that a player can be tanky because of a armor set or the ability bar set up. Create gameplay that does reward bar set up that has abilities that boost defense and offense. a example is a stun can be offense or defense. A stun as defense can buy a player more time to set up defense.
Understand that these changes creates faster gameplay.
In summary, health DESYNC is a major issue. Players want faster gameplay but not at the feeling of a stun from full health to no health. Dished out by the same character that is just as tanky. Also keep in mind that battle spirt is your friend. Pvp only changes can happen their.
Well the new block changes are supposed to fix some of the desync , which might help with performance and I do think they are going to change other things so they can fix desyncs in other areas of game play. So they are going to be doing a full combat overhaul plus reworking the Cp system to give better combat performance and reduce the problems they are having with Performance for players. This is one of the reasons why I think they did not create a new combat skill line this year. Also one of the reasons why they put the undaunted ultimate on the back burner.
I here you. But if this is in fact the direction. Smh it's a waste of time. I'm not a computer engineer but its common sense. Their is way to many variables to lag and DESYNC. The issue of lag is even bigger then eso. I will even say the developer in general that fix lag in any computer application will be a billionaire. So why invest time in a dead end. It's the wrong direction. The right direction is creating a system that FEEL smooth to play through the lag. Its realistic.
Pc might have it better but the Pc Eu server has very bad performance compared to Na also going by the Forum threads that complain about that server.. The Syncs given if many tens of thousands to half a million are using them all at once well that is very bad for the performance and its worse if you don't spread out or are in groups because of all of the factors. Basically what the desyncs are doing is lagging you or other players desyncing them from the server. For consoles that could really be hurting the performance even worse then on pc. On Pc its playable because pcs can be built to handle the game better while consoles might be able to handle it only up to a certain point.
So consoles might not be able to handle the Desync the way pcs are able too. So they might be trying to fix this issue along with many others. I think its because of the problems on console and on the Pc Eu server that is the reason why they working on these performance updates. They tried to patch things up and bandaid them but the thing is they have to address this because its become unplayable for several players and if they don't it will cost them more money then if they don't fix it.
Once many older accounts the server still has to calculate gets moved to the cold storage they are going to add in that should help as well. Fixing up Desyncs as best they can will also help the game out in the long run. So the idea is fixing up what they can to help the servers as best as they are able. To make it more playable instead of just not addressing it. They might not fix all of it but they will likely make things a lot better in the long run by doing these changes.
phoenixkungfu wrote: »Thevampirenight wrote: »Compared to Pc, Consoles seem to have a much harder time with performance and the lag might be a lot worse. ps4 has those blue screens I see threads complaining about and xbox also has performance issues.phoenixkungfu wrote: »Thevampirenight wrote: »phoenixkungfu wrote: »Let's talk about the issue. The root of the problem. It's the direction or "road map" of making change. If I was to rate my overall experience of what I see it as follows
Creative 6 out of 10
Performance 5 out of 10
Direction/gameplay 4 out of 10
Let's go over how to increase these numbers.
Creative
is easy make stam and magic morph going forward. This is eazy
Performance
-After this patch, Performance will overall feel the same. I understand the goal and desire is to fix gameplay but you dont have to be a computer engineer to understand. You cant fix LAG. So your goal is not to eliminate lag or as I saw in video during this patch to have block connected with the server's better but to play thought the lag. Yes this should be the goal. Understand that
HEALTH DESYNC is the Enemy. And it's a battle you cant win. So when making balance changes keep in mind WILL THIS SKILL CREATE A HEALTH DESYNC. HEALTH DESYNC mostly occurs during stun moves that does damage. Take example of other pvp fighting games. The successful 1 has input lag features. Work on that in pvp
Direction/gameplay
-To fix this smh, we need to go back to the drawing broad. You cant beat lag. So make balance skill changes that play thought lag.
Adjust skill that stun and damage.
-These skills simply hit to hard. Understand that health DESYNC will happen.
Adjust passive defense
-understand the advantage of the role it plays during health DESYNC. A example is stam. Stam may feel more tanky compare to magic. But its because vigor last longer as defense during a health desync stun combo.
Adjust bar SPACE and gameplay
-Bar set up is choice base and just as important as gear. However the gameplay of gap closer that stun is a major issue. Health DESYNC is the 1 of the reason why. In a prefect setting gap closer that stun wouldn't be a issue but unfortunately it's only contributing to health desyncs. Make a player make a choice to stun or gap close. Or put both skills on a bar. At a price of less bar space.
Adjust melee range to reinforce change.
-7 meter melee is to far of a range. At this range player will not slot a gap closer which allows players to more defense. This encourages players to really on move that encourages health DESYNC. Allow play as you want but DISCOURAGE MOVE THAT STUN HEALTH DESYNC.
Have a goal of faster gameplay without
STUN health DESYNC.
-understand that a player can be tanky because of a armor set or the ability bar set up. Create gameplay that does reward bar set up that has abilities that boost defense and offense. a example is a stun can be offense or defense. A stun as defense can buy a player more time to set up defense.
Understand that these changes creates faster gameplay.
In summary, health DESYNC is a major issue. Players want faster gameplay but not at the feeling of a stun from full health to no health. Dished out by the same character that is just as tanky. Also keep in mind that battle spirt is your friend. Pvp only changes can happen their.
Well the new block changes are supposed to fix some of the desync , which might help with performance and I do think they are going to change other things so they can fix desyncs in other areas of game play. So they are going to be doing a full combat overhaul plus reworking the Cp system to give better combat performance and reduce the problems they are having with Performance for players. This is one of the reasons why I think they did not create a new combat skill line this year. Also one of the reasons why they put the undaunted ultimate on the back burner.
I here you. But if this is in fact the direction. Smh it's a waste of time. I'm not a computer engineer but its common sense. Their is way to many variables to lag and DESYNC. The issue of lag is even bigger then eso. I will even say the developer in general that fix lag in any computer application will be a billionaire. So why invest time in a dead end. It's the wrong direction. The right direction is creating a system that FEEL smooth to play through the lag. Its realistic.
Pc might have it better but the Pc Eu server has very bad performance compared to Na also going by the Forum threads that complain about that server.. The Syncs given if many tens of thousands to half a million are using them all at once well that is very bad for the performance and its worse if you don't spread out or are in groups because of all of the factors. Basically what the desyncs are doing is lagging you or other players desyncing them from the server. For consoles that could really be hurting the performance even worse then on pc. On Pc its playable because pcs can be built to handle the game better while consoles might be able to handle it only up to a certain point.
So consoles might not be able to handle the Desync the way pcs are able too. So they might be trying to fix this issue along with many others. I think its because of the problems on console and on the Pc Eu server that is the reason why they working on these performance updates. They tried to patch things up and bandaid them but the thing is they have to address this because its become unplayable for several players and if they don't it will cost them more money then if they don't fix it.
Once many older accounts the server still has to calculate gets moved to the cold storage they are going to add in that should help as well. Fixing up Desyncs as best they can will also help the game out in the long run. So the idea is fixing up what they can to help the servers as best as they are able. To make it more playable instead of just not addressing it. They might not fix all of it but they will likely make things a lot better in the long run by doing these changes.
Honestly this sounds good.but it also sounds like alot of time and a MAYBE it might work. If they just take my direction and create a system to play with the lag. A gameplay system that allows reaction time. Realistic, reaction time like I just got gap close I better defense up. Instead of to late, ultimate dk leap, stun DESYNC and dead.
KillsAllElves wrote: »You want fast gameplay? Nerf resistance stacking and healing in pvp. Buff all damage sources including DoTs.
At one time eso had fast and progressive combat sadly those days are gone.
Lol, cos everyone loved the DOT meta right? It was appalling and led to the tank meta we have now. No thanks
Everyone dying from deaths by a 1000 cute was not fast enjoy able PvP
KillsAllElves wrote: »You want fast gameplay? Nerf resistance stacking and healing in pvp. Buff all damage sources including DoTs.
At one time eso had fast and progressive combat sadly those days are gone.
Lol, cos everyone loved the DOT meta right? It was appalling and led to the tank meta we have now. No thanks
Everyone dying from deaths by a 1000 cute was not fast enjoy able PvP
xXMeowMeowXx wrote: »You just wrote not that long ago in your weird broken caps locks style that you left ESO for another game. You are also, if not mistaken, playing a heavy attack sorc pet build, which is neither a fast nor exciting play style. Plus, you didn’t help or test on the current PTS.
ZOS is working on performance and dealing with numerous issues that you didn’t include in your most recent RANT.
Though probably the most important thing to note is you don’t work on ESO in any technical capacity. Furthermore, you have no understanding what the team that actually does do the work on ESO are dealing with in anyway !! They do care about their game passionately because IT IS THEIR JOB AND LIVELIHOOD !!
Your quote @phoenixkungfu “So this patch is about PERFORMANCE. ok so yet you still find a way to nerf a heavy attack lightning pet sorcerer build.“
As I have said before this is not a fast play style for PvP or PvE. In fact, it sounds like the one bar pet sorc build was it’s base that you built it upon.
So I am not brimming with any confidence in your input to solve anything because you are not simply qualified to do so.
Not disappointed, not impressed either.
6.5/10 for a phoenixkungfu post from me.
relentless_turnip wrote: »What!? no "it is my belief" statements?! and not even a mention of heavy attack buffs?!
That's a thumbs down from me too!
Kalik_Gold wrote: »Fix PvP? FIX THE PERFORMANCE
If you can create lag (I'm looking at you, PlayStation 4 Patch Notes v1.56) you can certainly fix it.phoenixkungfu wrote: »You cant fix LAG.
Not disappointed, not impressed either.
6.5/10 for a phoenixkungfu post from me.relentless_turnip wrote: »What!? no "it is my belief" statements?! and not even a mention of heavy attack buffs?!
That's a thumbs down from me too!
C'mon, take it easy on the poor guy, he can't deliver a 100% common-sense-proof text all the time.
If you can create lag (I'm looking at you, PlayStation 4 Patch Notes v1.56) you can certainly fix it.phoenixkungfu wrote: »You cant fix LAG.
As for everything else, great post... but none of it matters very much if people can't play because it takes 3 attempts to walk through a door.
Thevampirenight wrote: »Here is the thing, Lag is something that isn't just from the Eso servers. It has to do with what specs you are using, to the internet service provider to geological location. Many factors play a part, you can have the best specs best internet provider, best everything. Still be really lagging in the game. While some person next door might have the worst internet the worst specs and yet still have better performance then the very best player with the best of everything. It depends on routing methods what router you use also if you have a fire wall. If the game is able to bypass that fire wall, if you have like some anti virus/computer protection program it might or might not effect it depends on how good your specs are think but even then it might reduce it a little bit.
There are things you can do to help your own performance outside of specs port forwarding so the game can work better then if your not port forwarding the connection. Some people should do this with their games if they have not done it already it might help with Eso performance.
Then it comes down to the client and the server and the performance killers that downgrades game play. Creating far more lag then is normal to the point even the best specs are lagged out. Could be wrong or mixed up about this, The Client draws from files from your computer, the server is what draws on that information, basically its routing information to them and then back to you. Short version, Its a two way connection between your comp/platform and the Eso servers. That connection can be desynced causing performance to go down on your end and on the Zos servers.
When your canceling animations and appearing to do things faster but in reality your client is giving you false information because your actually desyning it if the Dev explanation is true. As the client is doing more before the server even gets the information. That is why you die even if you block. Fixing these Desyncs you do to yourself and other players is one vital part in helping performance.
So they reworked the shields to fix some of that. They are also going to do something with Aoe's to make them work better with the server and client. So what I'm understanding here is they are trying to make it so client and server communicate better. Which is a cause of many issues with even the highest specs having very bad lag. Some of it not all can be caused by the communication or a good chunk of it. What can also causes performance to go down the amount of resources resources the game has to draw on and route. Another is the amount of calculations this game has. Reducing those will improve performance as well.
So the issues are far more complex then dealing with them simply. Maybe with another mmo but this isn't just like any other mmo this is Eso and well its more complicated. For one this game has a lot of stuff in it. Most mmos don't get up to 82 gbs. Eso does. It will become 67 gbs which will help with reinstall. Game won't have to draw on as many resources. Now as for Mmo size two mmos I have played besides Eso most recently. Neverwinter which is only 29.8 gbs. Star Trek Online is 36.6 Gbs. Combining Neverwinter and Star Trek Online Together you only get 66.4 with the reinstall the game with be slightly bigger then two cryptic mmos combined. So the amount of resources this game takes up also is a factor in unplayable lag. So all that coding in the game files the client/server draws from could factor in when it comes to performance.
Gist of it.
Specs/Geological location, Internet Service Provider/Router, Client/Server/Code/Game Size are all factors in the performance at least when it comes to pc version. Consoles have the forced subscription and other coding with them that might effect server performance on them. So there is many factors for the lag. So it can't just be simply fixed. There is just to much on their end that has to be addressed and there is stuff you can do on your end if you need to improve performance or make things better.
BackStabeth wrote: »Cracks me up when people think they know better than the people actually involved.
You are not involved in any aspect of ESO development, so how in the world can you possibly know the best way to proceed. You don't.
I was a WAN admin for a long time, we had an issue with bandwidth and lag. We fixed the issue by updating and chaging the software. We updated 167 remote locations and the server side so that we could use multithread async communications. We also saved each location on average $2500 at the same time just by converting digital information into analog and using multisync technology to send 5 times more data on the same analog line. It ended up being faster than pure digital at the time, even with the translation of digital to analog then from analog back to digital.
So lag can be fixed by software alone, but you didn't know that did you, because you think you know better than the people who know better than you.
How about we leave what should and needs to be done to ZoS and the developers, the people who know the system inside and out. Post what you are having issues about so if they don't already know, they can address it. But the hubris you show in assuming you know how to guide ZoS developers better than they do themselves, well that is just ludicrous.
phoenixkungfu wrote: »Thevampirenight wrote: »Here is the thing, Lag is something that isn't just from the Eso servers. It has to do with what specs you are using, to the internet service provider to geological location. Many factors play a part, you can have the best specs best internet provider, best everything. Still be really lagging in the game. While some person next door might have the worst internet the worst specs and yet still have better performance then the very best player with the best of everything. It depends on routing methods what router you use also if you have a fire wall. If the game is able to bypass that fire wall, if you have like some anti virus/computer protection program it might or might not effect it depends on how good your specs are think but even then it might reduce it a little bit.
There are things you can do to help your own performance outside of specs port forwarding so the game can work better then if your not port forwarding the connection. Some people should do this with their games if they have not done it already it might help with Eso performance.
Then it comes down to the client and the server and the performance killers that downgrades game play. Creating far more lag then is normal to the point even the best specs are lagged out. Could be wrong or mixed up about this, The Client draws from files from your computer, the server is what draws on that information, basically its routing information to them and then back to you. Short version, Its a two way connection between your comp/platform and the Eso servers. That connection can be desynced causing performance to go down on your end and on the Zos servers.
When your canceling animations and appearing to do things faster but in reality your client is giving you false information because your actually desyning it if the Dev explanation is true. As the client is doing more before the server even gets the information. That is why you die even if you block. Fixing these Desyncs you do to yourself and other players is one vital part in helping performance.
So they reworked the shields to fix some of that. They are also going to do something with Aoe's to make them work better with the server and client. So what I'm understanding here is they are trying to make it so client and server communicate better. Which is a cause of many issues with even the highest specs having very bad lag. Some of it not all can be caused by the communication or a good chunk of it. What can also causes performance to go down the amount of resources resources the game has to draw on and route. Another is the amount of calculations this game has. Reducing those will improve performance as well.
So the issues are far more complex then dealing with them simply. Maybe with another mmo but this isn't just like any other mmo this is Eso and well its more complicated. For one this game has a lot of stuff in it. Most mmos don't get up to 82 gbs. Eso does. It will become 67 gbs which will help with reinstall. Game won't have to draw on as many resources. Now as for Mmo size two mmos I have played besides Eso most recently. Neverwinter which is only 29.8 gbs. Star Trek Online is 36.6 Gbs. Combining Neverwinter and Star Trek Online Together you only get 66.4 with the reinstall the game with be slightly bigger then two cryptic mmos combined. So the amount of resources this game takes up also is a factor in unplayable lag. So all that coding in the game files the client/server draws from could factor in when it comes to performance.
Gist of it.
Specs/Geological location, Internet Service Provider/Router, Client/Server/Code/Game Size are all factors in the performance at least when it comes to pc version. Consoles have the forced subscription and other coding with them that might effect server performance on them. So there is many factors for the lag. So it can't just be simply fixed. There is just to much on their end that has to be addressed and there is stuff you can do on your end if you need to improve performance or make things better.
I read everything you wrote and I agree the lag is not a eazy fix. Which is why I believe just design or readjusting skill to preform during lag is the best solution. Create and encourage skills that create reaction time is key. Reduce the range of melee attacks. So a gap closer gameplay is encourage. Which create reaction time. All UNBLOCKABLE stuns should have a cast time for reaction. Move the stun and do damage should be lower in damage. Delay burst moves should have color rework. The abilities options that you are affected by should have a rework to display delay burst move better with a counter.(this should not be a add on)
This is a more realistic approach.
Your problems with leap are entirely your own. “I got gap close...” uh...WHAT. YOU choose to fight at range and fold up in melee range. YOU choose to not to block, not to break free. All on yoU.phoenixkungfu wrote: »Thevampirenight wrote: »Compared to Pc, Consoles seem to have a much harder time with performance and the lag might be a lot worse. ps4 has those blue screens I see threads complaining about and xbox also has performance issues.phoenixkungfu wrote: »Thevampirenight wrote: »phoenixkungfu wrote: »Let's talk about the issue. The root of the problem. It's the direction or "road map" of making change. If I was to rate my overall experience of what I see it as follows
Creative 6 out of 10
Performance 5 out of 10
Direction/gameplay 4 out of 10
Let's go over how to increase these numbers.
Creative
is easy make stam and magic morph going forward. This is eazy
Performance
-After this patch, Performance will overall feel the same. I understand the goal and desire is to fix gameplay but you dont have to be a computer engineer to understand. You cant fix LAG. So your goal is not to eliminate lag or as I saw in video during this patch to have block connected with the server's better but to play thought the lag. Yes this should be the goal. Understand that
HEALTH DESYNC is the Enemy. And it's a battle you cant win. So when making balance changes keep in mind WILL THIS SKILL CREATE A HEALTH DESYNC. HEALTH DESYNC mostly occurs during stun moves that does damage. Take example of other pvp fighting games. The successful 1 has input lag features. Work on that in pvp
Direction/gameplay
-To fix this smh, we need to go back to the drawing broad. You cant beat lag. So make balance skill changes that play thought lag.
Adjust skill that stun and damage.
-These skills simply hit to hard. Understand that health DESYNC will happen.
Adjust passive defense
-understand the advantage of the role it plays during health DESYNC. A example is stam. Stam may feel more tanky compare to magic. But its because vigor last longer as defense during a health desync stun combo.
Adjust bar SPACE and gameplay
-Bar set up is choice base and just as important as gear. However the gameplay of gap closer that stun is a major issue. Health DESYNC is the 1 of the reason why. In a prefect setting gap closer that stun wouldn't be a issue but unfortunately it's only contributing to health desyncs. Make a player make a choice to stun or gap close. Or put both skills on a bar. At a price of less bar space.
Adjust melee range to reinforce change.
-7 meter melee is to far of a range. At this range player will not slot a gap closer which allows players to more defense. This encourages players to really on move that encourages health DESYNC. Allow play as you want but DISCOURAGE MOVE THAT STUN HEALTH DESYNC.
Have a goal of faster gameplay without
STUN health DESYNC.
-understand that a player can be tanky because of a armor set or the ability bar set up. Create gameplay that does reward bar set up that has abilities that boost defense and offense. a example is a stun can be offense or defense. A stun as defense can buy a player more time to set up defense.
Understand that these changes creates faster gameplay.
In summary, health DESYNC is a major issue. Players want faster gameplay but not at the feeling of a stun from full health to no health. Dished out by the same character that is just as tanky. Also keep in mind that battle spirt is your friend. Pvp only changes can happen their.
Well the new block changes are supposed to fix some of the desync , which might help with performance and I do think they are going to change other things so they can fix desyncs in other areas of game play. So they are going to be doing a full combat overhaul plus reworking the Cp system to give better combat performance and reduce the problems they are having with Performance for players. This is one of the reasons why I think they did not create a new combat skill line this year. Also one of the reasons why they put the undaunted ultimate on the back burner.
I here you. But if this is in fact the direction. Smh it's a waste of time. I'm not a computer engineer but its common sense. Their is way to many variables to lag and DESYNC. The issue of lag is even bigger then eso. I will even say the developer in general that fix lag in any computer application will be a billionaire. So why invest time in a dead end. It's the wrong direction. The right direction is creating a system that FEEL smooth to play through the lag. Its realistic.
Pc might have it better but the Pc Eu server has very bad performance compared to Na also going by the Forum threads that complain about that server.. The Syncs given if many tens of thousands to half a million are using them all at once well that is very bad for the performance and its worse if you don't spread out or are in groups because of all of the factors. Basically what the desyncs are doing is lagging you or other players desyncing them from the server. For consoles that could really be hurting the performance even worse then on pc. On Pc its playable because pcs can be built to handle the game better while consoles might be able to handle it only up to a certain point.
So consoles might not be able to handle the Desync the way pcs are able too. So they might be trying to fix this issue along with many others. I think its because of the problems on console and on the Pc Eu server that is the reason why they working on these performance updates. They tried to patch things up and bandaid them but the thing is they have to address this because its become unplayable for several players and if they don't it will cost them more money then if they don't fix it.
Once many older accounts the server still has to calculate gets moved to the cold storage they are going to add in that should help as well. Fixing up Desyncs as best they can will also help the game out in the long run. So the idea is fixing up what they can to help the servers as best as they are able. To make it more playable instead of just not addressing it. They might not fix all of it but they will likely make things a lot better in the long run by doing these changes.
Honestly this sounds good.but it also sounds like alot of time and a MAYBE it might work. If they just take my direction and create a system to play with the lag. A gameplay system that allows reaction time. Realistic, reaction time like I just got gap close I better defense up. Instead of to late, ultimate dk leap, stun DESYNC and dead.
Thevampirenight wrote: »phoenixkungfu wrote: »Thevampirenight wrote: »Here is the thing, Lag is something that isn't just from the Eso servers. It has to do with what specs you are using, to the internet service provider to geological location. Many factors play a part, you can have the best specs best internet provider, best everything. Still be really lagging in the game. While some person next door might have the worst internet the worst specs and yet still have better performance then the very best player with the best of everything. It depends on routing methods what router you use also if you have a fire wall. If the game is able to bypass that fire wall, if you have like some anti virus/computer protection program it might or might not effect it depends on how good your specs are think but even then it might reduce it a little bit.
There are things you can do to help your own performance outside of specs port forwarding so the game can work better then if your not port forwarding the connection. Some people should do this with their games if they have not done it already it might help with Eso performance.
Then it comes down to the client and the server and the performance killers that downgrades game play. Creating far more lag then is normal to the point even the best specs are lagged out. Could be wrong or mixed up about this, The Client draws from files from your computer, the server is what draws on that information, basically its routing information to them and then back to you. Short version, Its a two way connection between your comp/platform and the Eso servers. That connection can be desynced causing performance to go down on your end and on the Zos servers.
When your canceling animations and appearing to do things faster but in reality your client is giving you false information because your actually desyning it if the Dev explanation is true. As the client is doing more before the server even gets the information. That is why you die even if you block. Fixing these Desyncs you do to yourself and other players is one vital part in helping performance.
So they reworked the shields to fix some of that. They are also going to do something with Aoe's to make them work better with the server and client. So what I'm understanding here is they are trying to make it so client and server communicate better. Which is a cause of many issues with even the highest specs having very bad lag. Some of it not all can be caused by the communication or a good chunk of it. What can also causes performance to go down the amount of resources resources the game has to draw on and route. Another is the amount of calculations this game has. Reducing those will improve performance as well.
So the issues are far more complex then dealing with them simply. Maybe with another mmo but this isn't just like any other mmo this is Eso and well its more complicated. For one this game has a lot of stuff in it. Most mmos don't get up to 82 gbs. Eso does. It will become 67 gbs which will help with reinstall. Game won't have to draw on as many resources. Now as for Mmo size two mmos I have played besides Eso most recently. Neverwinter which is only 29.8 gbs. Star Trek Online is 36.6 Gbs. Combining Neverwinter and Star Trek Online Together you only get 66.4 with the reinstall the game with be slightly bigger then two cryptic mmos combined. So the amount of resources this game takes up also is a factor in unplayable lag. So all that coding in the game files the client/server draws from could factor in when it comes to performance.
Gist of it.
Specs/Geological location, Internet Service Provider/Router, Client/Server/Code/Game Size are all factors in the performance at least when it comes to pc version. Consoles have the forced subscription and other coding with them that might effect server performance on them. So there is many factors for the lag. So it can't just be simply fixed. There is just to much on their end that has to be addressed and there is stuff you can do on your end if you need to improve performance or make things better.
I read everything you wrote and I agree the lag is not a eazy fix. Which is why I believe just design or readjusting skill to preform during lag is the best solution. Create and encourage skills that create reaction time is key. Reduce the range of melee attacks. So a gap closer gameplay is encourage. Which create reaction time. All UNBLOCKABLE stuns should have a cast time for reaction. Move the stun and do damage should be lower in damage. Delay burst moves should have color rework. The abilities options that you are affected by should have a rework to display delay burst move better with a counter.(this should not be a add on)
This is a more realistic approach.
Sounds like you want pvp mechanics built more your way then actually improving performance. They have been adding reaction times to abilties and they did that with Ultimates.
Abilities do contribute to the lag especially If they effect a lot of people at once and keep being spammed. Healing Springs was changed because it was really hurting performance it was a stop gag measure. There is a reason why they made it just one orb not three.
Some abilties they made changes too sometime back so you have to be in a group with players for those abilties to effect them is also another big one. It was another stop gag fix. When group was broken for players on PC Na or Eu. Performance in Cyrodiil was so much better to the point of being playable according to threads I saw on the forums even made a poll asking if players wanted to see it remain broken during that time frame. So those abilities that only work in groups and group stacking really hurts performance. Without groups and group stacking pvp is more playable. So I do think the Aoe is one of the biggest issues especially healing aoe and buff aoe like Rapid Maneuvers.
Stacking of heals and group buffs that is the true issue.
They are reworking Aoe abilties for a reason it was mentioned in their live stream. This and not adding more gap closer and nerfing melee is going to help performance the most in pvp. Those are just wishful nerfs and buffs. Not Performance Solutions.