New raid, adds and bosses turning around. Mechanics and spells like blastbones delayed by server lags.
https://www.youtube.com/watch?v=aBT4atbJTN4
Emphatic_Static wrote: »My concern is that many of the upper management may actually believe they have fixed them. If you look at the interview with Lambert, you will see that he believes they "fixed most of those with update 25."
They still don't understand that DESYNC is not LAG.
They probably are sitting around thinking we are referring to the lag that has been here for 6 years, which we are not.
I'm not convinced they understand and have put a team on this SEPARATE issue.
It has never existed in the game prior to update 25, not behaving how this is. Lag, delays, sure. Positional and distance check desyncs on a regular and replicatable basis is new.
Hell, I still can't even access Greymoor even tho I spent over 40 bux on it.
I can't even distract myself from the abysmal performance with mobile app indiana jones simulator.
I just have to sit. And desync.
Emphatic_Static wrote: »The issue isn't that devs don't care about these dysyncs. It's just that resources will never be allowed to be utilized in such a way that server stability gets the attention it deserves. Not necessarily that the devs don't care, but that they aren't ALLOWED to care.
Deadlines and promises to shareholders take precedent. It is what it is. But this time the entire game is critically fundamentally broken and has been for months and virtually NO progress - at least from our perspective - has been made to alleviate the issue. I can't speak on the efforts made, but there haven't been results, at all, for months.
Something changed with how the server checks and communicates with the client. If it was an intentional decision, it should have been immediately reverted. If it was an unintentional decision to change how that communication is handled, then I still feel like it should have been immediately reverted, but that is just my opinion.
I'm pulling 20k less dps this patch just because I can't hold a rotation for more than 15 seconds before something will not fire for about 4 seconds and then unload all at once, taking my resources, but not landing any damage on target. And that's on a dummy in my house, in actual content it's abysmal.
It's pretty unacceptable, and I know many many players are using this chapter as the last chance to win them back. If performance doesn't change by 1 patch after initial release, entire end game progression guilds are leaving the game.
One would think that would be a big deal, but I know profits are the only thing that matters, the game needs to make money to exist. If the revenue from new players outweighs end game player retention revenue, which it always will, then it serves the dev team to cater to where the money is coming from, the new players.
Fortunately for that business model, low skilled players generally notice next to no server performance issues as they typically pull 10k or less dps anyways, so they can technically leave their game broken and unplayable from end game community standards and still profit, therefore not prioritizing it.
This may be tin foil hat static talking, but theres probably some truth is there, which is unfortunate.
I hope, for the longevity of this game, that the dysync fixes that go live with greymoor are successful. If they aren't, it could be catastrophic for the reputation of this beloved title.
^ The desync gets confused with input "delay" just by abilities not wanting to work due to you not being in the position server-side that they require. It gets hard to keep them separated.
I am just coming out of vSS at prime time and it felt like it did pre update 25. Issues fixed for me.
Greymoore ordered, sub renewed.
Emphatic_Static wrote: »Alright, we all know that skills aren't firing, input delay is abysmal, and block canceling is completely unreliable and wonky. But i have yet to see anyone discussing a contributing factor, and certainly don't believe zos knows it is happening. I base this by the fact that they are shocked to hear there are skill delays, immediately assuming it's your out of date addons when anyone that actually plays the game can tell in 2 minutes it's on their end.
Positional dysyncs. I'm not talking about skill delays, those are obvious. Ground based AOEs take multiple inputs to fire, and that's a huge problem, but have you noticed that range of skills requiring a target seem to not be firing? Synergies will not become available while you are standing directly on the associated skill? There is 100% a dysync of player position occurring in every aspect of the game right now.
If you don't feel it, try vBRP. You die outside ground based effects, or die inside mechanics such as the bug bomb from Tames, because the server says you were standing outside the AOE. You fight the last boss and your screen randomly goes blue as if you have been touching the ghosts when you KNOW you weren't even near them. Similarly you walk directly through the center on the golden ghosts players need to pick up during the ghost explosion phase and the server says nope, you didn't walk over that ghost - please try again, maybe the fourth time passing over the center of the ghost we will decide to give credit for doing so. People are dying to the Netches when nowhere near them. On top of dealing with all of these issues, you might think "Ok, well forget score for this run, let's pop sigils to help combat the obvious bugs that are happening in here." Bad luck for you, while standing on top of sigils, the server says nope, you are actually standing 7 meters THAT way, and synergy will not be available for you to use.
My groups all have video evidence of this happening multiple times, regularly. But its not relegated just to that arena. It's everywhere.
In Pvp, whether open world, BGs or even duels, skills that require a minimum range aren't firing due to player position dysync. There are times you have to literally pass through the player to be in range for something that is a 5 meter ability. For example at times executioner feels like it has a 1 meter range right now because although on your screen you are hot on their heels, the server thinks you are about 9 meters behind the intended target.
My point is that yes, buffs, heals, ground based abilities etc are all messed up right now, but this is only part of the problem. Not only are there input delays and server communication errors for allowing skills to fire, there is also a player positioning check that is obviously not calculating properly. It's not just me, it's not just a hunch, this is widespread to every area of the game. Hell even looting chests and resource nodes are getting dysynced. The server doesn't know where you are!
ZOS needs to acknowledge this is happening to know how to fix it. It's not just input delay, it's player positioning on top of that!
Sound off if you are experiencing this as well, so they know all the factors at play with combat being clunky right now!
Emphatic_Static wrote: »Alright, we all know that skills aren't firing, input delay is abysmal, and block canceling is completely unreliable and wonky. But i have yet to see anyone discussing a contributing factor, and certainly don't believe zos knows it is happening. I base this by the fact that they are shocked to hear there are skill delays, immediately assuming it's your out of date addons when anyone that actually plays the game can tell in 2 minutes it's on their end.
Positional dysyncs. I'm not talking about skill delays, those are obvious. Ground based AOEs take multiple inputs to fire, and that's a huge problem, but have you noticed that range of skills requiring a target seem to not be firing? Synergies will not become available while you are standing directly on the associated skill? There is 100% a dysync of player position occurring in every aspect of the game right now.
If you don't feel it, try vBRP. You die outside ground based effects, or die inside mechanics such as the bug bomb from Tames, because the server says you were standing outside the AOE. You fight the last boss and your screen randomly goes blue as if you have been touching the ghosts when you KNOW you weren't even near them. Similarly you walk directly through the center on the golden ghosts players need to pick up during the ghost explosion phase and the server says nope, you didn't walk over that ghost - please try again, maybe the fourth time passing over the center of the ghost we will decide to give credit for doing so. People are dying to the Netches when nowhere near them. On top of dealing with all of these issues, you might think "Ok, well forget score for this run, let's pop sigils to help combat the obvious bugs that are happening in here." Bad luck for you, while standing on top of sigils, the server says nope, you are actually standing 7 meters THAT way, and synergy will not be available for you to use.
My groups all have video evidence of this happening multiple times, regularly. But its not relegated just to that arena. It's everywhere.
In Pvp, whether open world, BGs or even duels, skills that require a minimum range aren't firing due to player position dysync. There are times you have to literally pass through the player to be in range for something that is a 5 meter ability. For example at times executioner feels like it has a 1 meter range right now because although on your screen you are hot on their heels, the server thinks you are about 9 meters behind the intended target.
My point is that yes, buffs, heals, ground based abilities etc are all messed up right now, but this is only part of the problem. Not only are there input delays and server communication errors for allowing skills to fire, there is also a player positioning check that is obviously not calculating properly. It's not just me, it's not just a hunch, this is widespread to every area of the game. Hell even looting chests and resource nodes are getting dysynced. The server doesn't know where you are!
ZOS needs to acknowledge this is happening to know how to fix it. It's not just input delay, it's player positioning on top of that!
Sound off if you are experiencing this as well, so they know all the factors at play with combat being clunky right now!
you wanna see desync? here: https://youtu.be/VUcvDh4Mo4w this is back when vma first came out