Rave the Histborn wrote: »
Yep, back in the day when Gilliam was making youtube content he was amazing at explaining stuff. But hey, this video is pretty informative too. Good to know, YouTube never suggested this channel / content creator. Gonna check it out.Gilliam did it better.
TLDR
your client (you) used to go, "targeted, within range, button pressed" send that data to the server (ZOS) and the server would go "got it" and do the thing.
NOW
your client (you) goes "targeted, within range, button pressed" sends the data to the server (ZOS) and the server goes "let me check, targeted, NOT within range, button pressed, nope, try again." and you will fail to do the thing.
there is an additional back and forth causing both lag and failure of action execution. its essentially sending back a confirmation check to see if your lying, and in lag and fast paced combat, it OFTEN looks like we are lying.
for an even clearer understanding, every skill is acting like uppercut behind the scenes, requiring you to be on target for the duration of the client server back and forth (your ping essentially)
I have been wondering whether the client server model has changed to a hybrid stream system where the actional actions are interpreted and streamed out to the client; where as, this could account for the desync occurring. I noticed in a parse, as a parse test is a good test scenario, that after rapidly executing skills, skills begin to fail to execute. As though, the "cue" backlogs and cluster *** the client side results i.e. positional desync and skill not executing. more to point as if the server doesn't register them until action/animations clear the server "cue." I know this is poorly written and could be delivered in a better manner.
Once people adjust to this, I think the fact that the client and server are better synchronized, and the client is not "lying", will forge new behaviors that are better tuned to what is actually happening in the game.
We'll see.
The idea itself is not the problem, it's the execution that's causing issues, whack-a-mole codebase and a dismal track record.
Once people adjust to this, I think the fact that the client and server are better synchronized, and the client is not "lying", will forge new behaviors that are better tuned to what is actually happening in the game.
We'll see.
The idea itself is not the problem, it's the execution that's causing issues, whack-a-mole codebase and a dismal track record.
Once people adjust to this, I think the fact that the client and server are better synchronized, and the client is not "lying", will forge new behaviors that are better tuned to what is actually happening in the game.
We'll see.
The idea itself is not the problem, it's the execution that's causing issues, whack-a-mole codebase and a dismal track record.
As with many changes in technology, they don't always work right the first time, or as originally planned. Since launch, ESO development has been much closer to the players than I think a lot of people are comfortable with. Rather than making all of this, spending months and months testing and refining it, we get it a lot sooner, but with many more rough edges. This is a rough edge. The real question is where ZOS draws the line with "good enough".
Maybe "responsible" is not the right term. He definitely understands it better, though.
Stopped watching the second he said the patch “got rid of animation canceling.”
Fake news.
Sounds like they aren’t stress testing. Things probably worked great on PTS.
There are programs that simulate a heavy load people run to see what breaks. They might be able to try playing while stressing the server to see how things perform.
I gotta say I love this change... Git Gud..
Lol now everybody experiencing why jabs sucked in the first place...
I think this video is more a childish complain because he can not use animation canceling as he used to do.
In my opinion animation canceling is like a cancer. Because with animation canceling you could cast many skills consecutive, send the information from client to server, the server would accept you hit him 3 times in 0,5 and the poor guy on the other side would see that he is insta dead when he saw no *** coming.
So yes, sorry dude, no everything is perfect and sometimes you have to decide for the less painful option.
In my opinion is better to know and see what kills you than abuse of a mechanic, just because you have more skills, and kill someone else in matter of seconds.
Sometimes I really don't understand what kind of common sense the people has. They prefer to complain because they can't abuse anymore of others, instead of be happy that now is more close to be better and fair for everyone.
I think this video is more a childish complain because he can not use animation canceling as he used to do.
In my opinion animation canceling is like a cancer. Because with animation canceling you could cast many skills consecutive, send the information from client to server, the server would accept you hit him 3 times in 0,5 and the poor guy on the other side would see that he is insta dead when he saw no *** coming.
So yes, sorry dude, no everything is perfect and sometimes you have to decide for the less painful option.
In my opinion is better to know and see what kills you than abuse of a mechanic, just because you have more skills, and kill someone else in matter of seconds.
Sometimes I really don't understand what kind of common sense the people has. They prefer to complain because they can't abuse anymore of others, instead of be happy that now is more close to be better and fair for everyone.