rager82b14_ESO wrote: »rager82b14_ESO wrote: »justaquickword wrote: »What this lag should teach most of you is that making a new post about it on the forum every day won't make a blind bit of difference.
Or that it is a harder problem to fix. This new team i'm willing to give a chance too, the old leaders who rather call bug exploits that did not know how to fix, "features" i'm glad they are gone. These new people, I want to give a chance, and understand that a magic bullet won't fix all the problems.
OP, besides the false tales you are spinning here that Zos was not intelligent enough to "fix" AC and weaving basic attacks, I am pleased to inform you that the same people still run this show as have for the last 13 years. Matt Firor has been the top person all those years, and Rich Lambert has also been making the big decisions about the game all this time.
So besides the fact the same people still run the show as have been since early in this game development, the realized to remove AC required making combat in this game into slow and boring combat like WoW, FF14 and SWTOR have. They realized that players drawn to ESO have risen above such simplistic designs and are interested in the fast-paced, action-oriented combat we have here in ESO. Zos has even specifically stated they know this combat system is a big part of what sets ESO apart from other MMORPGs. Considering ESO's success, despite the lag, they clearly have the intelligence to know they have made a wise decision on the basic design of combat in ESO.
It is not false. As you can tell from my name. I was around and a tester for the game. I've been around, I know more than most of the community when it comes to what designs, what has been said, and what they failed to fix. And turn around and lie to our faces saying it is a feature, when they tried to fix the same problem two patches ago.
Your logic is wrong, The combat was design for not having AC. They tried to fix it, and failed. Had to roll back the changes, and when they at last found out that they was not skilled enough to fix the problem, or it would take them too long. They started talking about it being a feature.
That is a simple fact, a history lesson for you. I'm calling a spade a spade when it comes to the developers. This combat design was not what was promise, and not what we testers signed up for, and tested for. They could not fix it, and so instead of players calling these people exploiting the system out and reporting them. The devs did the only logical thing they could have done, to prevent a civil war with each other. Called it a feature.
Now adding more skills, more things, and people exploiting more and more. The servers are crying, and it is the developers own fault for not getting this problem fixed when we asked them to do it.
This is what you chose to see, not what happened. I was in beta as well. I was at the studio testing before the beta. I've been to the studio many times after. I've talked with the devs plenty. Let's be perfectly clear here. Animation canceling is not an exploit.
People trying to say it is an exploit and bringing discussion of people being cheaters are people you absolutely dont want to take serious in ESO. To think it's simple to rewrite the rythm of combat so easily and actually rework a forced cooldown to lock your character for the sake of removing it is actually a terrible idea at this point.
Most people are simply weaving. They light attack and then skill. This is 2 commands sent. I rarely cancel, as in block to cut the animation. The skill will cut the light animation. You know what stress that puts in the server? Nothing. The animations are client side. The server received 2 skills it executed fine.
The server issues are not tied at all to people weaving in combat. There are so many other factors of combat that can be addressed. Look at the amount of buffs being tracked along with heals stacked and suddenly you'll see a behemoth of an issue versus 'AC causing lag'. Are you kidding me?
You may have been around in beta, but that doesnt mean you know anything more than the next guy. You're creating a story to fit your narrative. Weaving isnt a performance issue. If you dont like the combat, that's a separate issue, just like performance is separate from this. Leave it alone. Theres other productive battles to fight.
So, the lag is teaching us that the combat is the issue and not the lag? Yeah, that seems right.
it certainly is - this game just can't handle many people in a small space fighting or using skills whilst just kidding around. so instead of trying to solve this technically, i would suggest to look at the cause of the problem not just fight the symptoms.
Most gaming companies are quite careful with implementing AoE and DoT wherever people tend to be in close quarters and overlap their effects - ZOS on the other side doesn't seem to have considered this and so the problem arose from overusing these bottleneck-inducing features. It is less a computation problem but a messaging problem which chokes the system and creates high latency.
-RichHowever, it is impossible for us to simulate “real” server load internally, so we are going to include these fixes in Update 26 (they are not yet on the PTS but will be soon).
So, the lag is teaching us that the combat is the issue and not the lag? Yeah, that seems right.
it certainly is - this game just can't handle many people in a small space fighting or using skills whilst just kidding around. so instead of trying to solve this technically, i would suggest to look at the cause of the problem not just fight the symptoms.
Most gaming companies are quite careful with implementing AoE and DoT wherever people tend to be in close quarters and overlap their effects - ZOS on the other side doesn't seem to have considered this and so the problem arose from overusing these bottleneck-inducing features. It is less a computation problem but a messaging problem which chokes the system and creates high latency.
Since OP has no clue what there talking about I'll talk @Lysette.
Before anyone buys into this myth. I want to say the close quarters stacking of abilities and effects is client lag. There is different types of lag at play in this game. Your earlier statement about a few individuals standing next to each other is the effect of 'shuttering' as some call it, as the client is cued to play graphics and animations.
The server from what I understand handles calculations for the whole instance, so it wouldn't matter if you were standing next to someone.
If the server is handling to many messages it's a mixture of client programing and server capabilities but that can be adjusted by spreading server load across more servers. The client programming has to do with the messaging rate that it transmits to the server. Does it transmit every input directly or does it have it's own timer that ques abilities to the server based on what was pressed at the time of cool down.
The latter infrastructure may very well be why we're seeing the new reverse desyncs, were abilities are a canceled due to these timers not lining up. Playing double jeopardy when it comes to registering abilities if one timer has a hiccup.
That theory aside I can dismiss message rate being a significant factor because:
A. it's still limited and controlled by GCD
B. Games like gears have button to button server client interaction. Where the hammerburst fires as quickly as you can press it. These games didn't have problems with server calculations, though they did lag over cable internet. Some games, like halo, showed your live ping rating in ingame leaderboards.
C. For the most part the same message rate has been there since the beginning of the game, to see good performance and to see performance decline.
Even DoT, HoT, and buff stacking while burdensome is not that detrimental if you correctly adjust capacity. It's why the Devs can't test lag.-RichHowever, it is impossible for us to simulate “real” server load internally, so we are going to include these fixes in Update 26 (they are not yet on the PTS but will be soon).
No matter how many abilities they spam, messages they send, they can't get there test server to lag because of plain trial combat.
Because it's a capacity issue. When one server is given a kagillion instances to run it can't handle it...
IT's NOT THE COMBAT SYSTEM!
.So, the lag is teaching us that the combat is the issue and not the lag? Yeah, that seems right.
it certainly is - this game just can't handle many people in a small space fighting or using skills whilst just kidding around. so instead of trying to solve this technically, i would suggest to look at the cause of the problem not just fight the symptoms.
Most gaming companies are quite careful with implementing AoE and DoT wherever people tend to be in close quarters and overlap their effects - ZOS on the other side doesn't seem to have considered this and so the problem arose from overusing these bottleneck-inducing features. It is less a computation problem but a messaging problem which chokes the system and creates high latency.
Since OP has no clue what there talking about I'll talk @Lysette.
Before anyone buys into this myth. I want to say the close quarters stacking of abilities and effects is client lag. There is different types of lag at play in this game. Your earlier statement about a few individuals standing next to each other is the effect of 'shuttering' as some call it, as the client is cued to play graphics and animations.
The server from what I understand handles calculations for the whole instance, so it wouldn't matter if you were standing next to someone.
If the server is handling to many messages it's a mixture of client programing and server capabilities but that can be adjusted by spreading server load across more servers. The client programming has to do with the messaging rate that it transmits to the server. Does it transmit every input directly or does it have it's own timer that ques abilities to the server based on what was pressed at the time of cool down.
The latter infrastructure may very well be why we're seeing the new reverse desyncs, were abilities are a canceled due to these timers not lining up. Playing double jeopardy when it comes to registering abilities if one timer has a hiccup.
That theory aside I can dismiss message rate being a significant factor because:
A. it's still limited and controlled by GCD
B. Games like gears have button to button server client interaction. Where the hammerburst fires as quickly as you can press it. These games didn't have problems with server calculations, though they did lag over cable internet. Some games, like halo, showed your live ping rating in ingame leaderboards.
C. For the most part the same message rate has been there since the beginning of the game, to see good performance and to see performance decline.
Even DoT, HoT, and buff stacking while burdensome is not that detrimental if you correctly adjust capacity. It's why the Devs can't test lag.-RichHowever, it is impossible for us to simulate “real” server load internally, so we are going to include these fixes in Update 26 (they are not yet on the PTS but will be soon).
No matter how many abilities they spam, messages they send, they can't get there test server to lag because of plain trial combat.
Because it's a capacity issue. When one server is given a kagillion instances to run it can't handle it...
IT's NOT THE COMBAT SYSTEM!
And how do you explain failure of registering requests by the server and not starting skills, if there would be no server lag?- Why does the server miss so many requests, if it is all fine. Messaging is crap as it is, if it would work, abilities wouldn't fail that often - the server is simply overburdened with handling all the requests and that is why there is such high lag. These requests result from the combat system and it's design - it is definitely the combat system, which is choking the server.
To mention spreading out the server load across more servers is plainly better than overhauling combat. Because you don't ruin the game and risk doing so for little to no performance effects at all.
To mention spreading out the server load across more servers is plainly better than overhauling combat. Because you don't ruin the game and risk doing so for little to no performance effects at all.
It would be, if the servers would be run efficiently - but I doubt that ZOS will provide the server capacity required to make it happen. Just like i think they won't touch the combat system to the extend required - result of it: performance won't get better, because fixing the symptoms will just lead to a temporary effect which will be drowned by more players jumping in.
So it is hopeless as far as Cyro performance goes, because ZOS are like they are - but what could be done is fixing the loading screen times and make it work again for most of the player base not caring for Cyro and group content at least.