All due respect to your history of eso but I believe you're getting much negative feedback because you do kind of have a visible bias in it.
That said, a lot of the events listed definitely happened. I just cannot agree with this consensus that it's ONLY a matter of server resources. In IT, server resources are CHEAP when compared to developer paychecks. Had it been resources alone... ever, it wouldn't take but $2k - $10k to incrementally increase them.
However, I think you're missing two major points that *I believe* are the major contributors:
First and foremost is what others are trying to address as well: their attempts at anti-cheat.
Combine that with... routing traces through Akamai servers and you get what I believe (no real proof here) was a migration from on-prem to a cloud solution with "advanced security".
Current character desync issues at least anecdotally support this: cloud solutions and security checks en masse create delays in communication speed and high potential for packetloss. Either of which could easily cause location desync between client-server.
If they were stuck in a contract, it would explain why they cannot speak about these issues nor can they fix them. That's almost all theory but please know I've got the industry experience and have seen exactly the effects in other industries after a cloud migration.
There's the other, albeit more likely possibility that it's an issue with code that runs so deep through the game that a complete rewrite of major systems would be required in order to fix. And they probably no longer employ the genius(es) that wrote the original, nor do any of the current staff have the skill, education, or experience to take on that project.
Nomadic_Atmoran wrote: »ITT Small Scale PvPer trying to convince the forum goers that AoE caps ruined PvP.
All due respect to your history of eso but I believe you're getting much negative feedback because you do kind of have a visible bias in it.
That said, a lot of the events listed definitely happened. I just cannot agree with this consensus that it's ONLY a matter of server resources. In IT, server resources are CHEAP when compared to developer paychecks. Had it been resources alone... ever, it wouldn't take but $2k - $10k to incrementally increase them.
However, I think you're missing two major points that *I believe* are the major contributors:
First and foremost is what others are trying to address as well: their attempts at anti-cheat.
Combine that with... routing traces through Akamai servers and you get what I believe (no real proof here) was a migration from on-prem to a cloud solution with "advanced security".
Current character desync issues at least anecdotally support this: cloud solutions and security checks en masse create delays in communication speed and high potential for packetloss. Either of which could easily cause location desync between client-server.
If they were stuck in a contract, it would explain why they cannot speak about these issues nor can they fix them. That's almost all theory but please know I've got the industry experience and have seen exactly the effects in other industries after a cloud migration.
There's the other, albeit more likely possibility that it's an issue with code that runs so deep through the game that a complete rewrite of major systems would be required in order to fix. And they probably no longer employ the genius(es) that wrote the original, nor do any of the current staff have the skill, education, or experience to take on that project.
I absolutely agree that a migration to cloud based security can and likely did contribute to a negative effect, but things have been getting increasingly worse and worse, to the point where pve groups are reporting major issues with even 12man content. At the current rate of performance degradation (ironically a month after the big “performance patch”) the game will be completely unplayable by the end of the year even for pvers, tho I hope not.
See, and that is the thing: These problems are by no means exclusive to PvP. Unless you want to tell us that they have been siphoning resources away from PvE as well (to where?) because players whined about ... what, exactly?, there must be other things going on, as well.
It's just that these performance problems become visible first and most severely in PvP where you have larger groups doing lots of stuff very quickly. The only moments where you get similar load in PvE is when players camp some world boss during an event and take them down in a matter of seconds. But these occurrences are rare and short, and players kind of expect the game to buckle under the weight of 50 people all dropping their ultis at once. In Cyrodiil, that's what is supposed to happen all the time somewhere, for a prolonged time. Of course it's going to pass out sooner than PvE.
Cyrodiil never recovered from that "lighting patch" and some other attempts around that time, and has been playing catch-up ever since. Nothing in that patch had anything to do with zergs or AoEs in general. Also, that was months into the game's life, and not "a week before launch" or stuff like that.
Seriously, your timeline and argument in the OP is really weird. ZOS implemented an AoE cap, driving PvP players away, resulting in ... more lag? To which the solution would've been removing the AoE cap to bring all the PvP players back so more players would create less performance issues? Like, seriously - what?!?
I will also point out that massive zergs still take place daily at Alik'r dolmens with very little lag, and all skills / bar swaps happening with no problem. It is a server resource allocation issue, not a coding issue. The remaining servers have been focused on the few locations left with large player numbers, which is mostly Alik'r, Craglorn, and a few other places, as if people in these zones start feeling it while they are leveling their characters, they will not stick around.
All due respect to your history of eso but I believe you're getting much negative feedback because you do kind of have a visible bias in it.
That said, a lot of the events listed definitely happened. I just cannot agree with this consensus that it's ONLY a matter of server resources. In IT, server resources are CHEAP when compared to developer paychecks. Had it been resources alone... ever, it wouldn't take but $2k - $10k to incrementally increase them.
However, I think you're missing two major points that *I believe* are the major contributors:
First and foremost is what others are trying to address as well: their attempts at anti-cheat.
Combine that with... routing traces through Akamai servers and you get what I believe (no real proof here) was a migration from on-prem to a cloud solution with "advanced security".
Current character desync issues at least anecdotally support this: cloud solutions and security checks en masse create delays in communication speed and high potential for packetloss. Either of which could easily cause location desync between client-server.
If they were stuck in a contract, it would explain why they cannot speak about these issues nor can they fix them. That's almost all theory but please know I've got the industry experience and have seen exactly the effects in other industries after a cloud migration.
There's the other, albeit more likely possibility that it's an issue with code that runs so deep through the game that a complete rewrite of major systems would be required in order to fix. And they probably no longer employ the genius(es) that wrote the original, nor do any of the current staff have the skill, education, or experience to take on that project.
I absolutely agree that a migration to cloud based security can and likely did contribute to a negative effect, but things have been getting increasingly worse and worse, to the point where pve groups are reporting major issues with even 12man content. At the current rate of performance degradation (ironically a month after the big “performance patch”) the game will be completely unplayable by the end of the year even for pvers, tho I hope not.
So hard to believe they will let this continue. I am not a pve type but I will be happy to help in every way I can if they ask us for it.
My other fear is that they've completely mismanaged their income and rather than spend to fix what WE love, investors are saying just let it die. Though those people would have to be the dumbest, most short-sighted folks in the planet if they couldn't see how this game would explode if they could fix cyro alone and enhance pve to their creative hearts' desires.
I will also point out that massive zergs still take place daily at Alik'r dolmens with very little lag, and all skills / bar swaps happening with no problem. It is a server resource allocation issue, not a coding issue. The remaining servers have been focused on the few locations left with large player numbers, which is mostly Alik'r, Craglorn, and a few other places, as if people in these zones start feeling it while they are leveling their characters, they will not stick around.
Funny, I was actually thinking about this exact point while reading through this thread and some of the responses. May be anecdotal though because its usually 2-3 24 mans versus mobs. As apposed to 2-3 24 man raids fighting an additional 2-3 raids on the other side.
No money from PvP = no point to care about PvP.
What MMO is now worth to play in similar fast paced action combat style with massive battles?
Nomadic_Atmoran wrote: »ITT Small Scale PvPer trying to convince the forum goers that AoE caps ruined PvP.
The mass exodus of the tens of thousands of pvpers happened within a couple months of release, before the performance degradation began, and the reason they left were due to AoE caps resulting in ball zergs everywhere. That part really isnt up for debate.
Nomadic_Atmoran wrote: »ITT Small Scale PvPer trying to convince the forum goers that AoE caps ruined PvP.
VaranisArano wrote: »Nomadic_Atmoran wrote: »ITT Small Scale PvPer trying to convince the forum goers that AoE caps ruined PvP.
The funny thing about it is that - AOE caps or no caps- the organized raids and ball groups always dominated Cyrodiil. Organized small scale groups have always manhandled more than their number of PUGs.
VaranisArano wrote: »Nomadic_Atmoran wrote: »ITT Small Scale PvPer trying to convince the forum goers that AoE caps ruined PvP.
The funny thing about it is that - AOE caps or no caps- the organized raids and ball groups always dominated Cyrodiil. Organized small scale groups have always manhandled more than their number of PUGs.
This is true on both accounts. Large zergs started before the game was launched. I remember seeing them during the stress test betas. They serve the group that is not in a guild that runs PvP but still wants to run with a group.
Early on I started running with a small group shortly after launch and we easily handled large zergs because we were well organized and had a good leader. It was fun traping the large zergs and clearing the field of them. So yes on the second account as well as a well organized small group can handle parties much larger than theirs though we do sometimes end up on the losing side of the battle.
Im amazed people are still petitioning for Cyrodiil to be better. Or think there is some chance.
Grianasteri wrote: »Very interesting original post.
Last night I entered Cyrodiil, headed to one of the two battles taking place on the map, engaged the enemy, immediately found that basically none of my skills were firing at all, or only after several seconds... left Cyrodiil.
Personally I do get pleny of low laag time in Cyrodiil, but this is equalled by the poor laag and like last night, totally and utterly unplayable laag.
Its a crying shame.
The lack of any sort of real consequence for exploitative behavior and the allowance of straight up cheating put the playerbase into a perception of what this game is.
Ask 100 people who pvp about cheating,exploits,overperforming sets or skills and see what those answers are.
The devs lackadaisical approach to curtailing cheating and exploits in the first 2 years of the pvp game set the tone and its put us where we are now.
People cheated hard, no one did crap about it so it continued and everyone either left, joined or dealt with the fact that there are players that cant be killed" player that had unlimited resources, players who increase lag and latency by being near them, players who move faster in combat than fully sprint mount, players who can fly etc etc.
This got to a boiling point where we had a social media push with flying players dropping unlimited meteors.
This publicity caused them to overcorrect and add an exponential increase of server side variables that were not in the initial server design specifications.
Over taxing the server with all these calculations is what started the problems and every patch afterword has been trying to balance anti cheat and performance.
Tl;Dr People cheated ZOS over corrected causing server hiccups.
See, and now we're at the place where this thread should've been the whole time: Firmly in the realm of pure speculation and wild guessing.I cannot tell you where the resources have been moved to, as they have likely simply been removed to save money. The result is that you feel it across the board in all areas. Certain ones of these servers that were dedicated to pvp (a gamemode they clearly dont care about anymore because it makes them less money) were shifted to the pve side years ago because the population dropped in Cyrodiil.
Nomadic_Atmoran wrote: »You have sources for how many PvPers left? I bet you dont. So yeah, its definitely debatable.
stefan.gustavsonb16_ESO wrote: »Nomadic_Atmoran wrote: »You have sources for how many PvPers left? I bet you dont. So yeah, its definitely debatable.
I would consider first hand experience to be a valid source, even though it's notoriously hard to verify. For what it's worth, I can say that I was here at launch, too, and I watched the Cyrodiil population decline strongly and rapidly in the manner described by the OP, with a timing that would be consistent with their line of reasoning. The game went from a large amount of well populated campaigns with a high population cap to just a few active campaigns with a population cap that is only a fraction of the original.
We can argue about the reasons for it, and we have no hard numbers on exactly how big it was, but the rapid and massive decline in PvP population was real. Compared to 2014-2015, only a handful of people are playing in Cyrodiil now.
stefan.gustavsonb16_ESO wrote: »Nomadic_Atmoran wrote: »You have sources for how many PvPers left? I bet you dont. So yeah, its definitely debatable.
I would consider first hand experience to be a valid source, even though it's notoriously hard to verify. For what it's worth, I can say that I was here at launch, too, and I watched the Cyrodiil population decline strongly and rapidly in the manner described by the OP, with a timing that would be consistent with their line of reasoning. The game went from a large amount of well populated campaigns with a high population cap to just a few active campaigns with a population cap that is only a fraction of the original.
We can argue about the reasons for it, and we have no hard numbers on exactly how big it was, but the rapid and massive decline in PvP population was real. Compared to 2014-2015, only a handful of people are playing in Cyrodiil now.
I won't swear by this as I wasn't heavily into Cyrodiil in 2014, but to my recollection the big exodus was after the 1.2 update, dubbed the "lighting patch", in July 2014. This brought very large, very noticeable degradation to performance, notably in Cyrodiil (the only kind of PvP available then). I don't remember anyone singling out ability changes per se as reasons for leaving back then.
Im amazed people are still petitioning for Cyrodiil to be better. Or think there is some chance.
Yes, it is unfortunate that the entire pvp community has given up on this game, but not as unfortunate as the company giving up on its own product due to its own bad decisions, and shifting almost all server resources away from it to the point where even pve raids of 12 people cant do the content without massive desyncs.
In 20+ years playing mmos I hadnt seen anything like that until now.