LightningWitch wrote: »It's definitely not a hardware issue. Amazon Web Services are used for the servers in ESO, and I can attest the issue cannot be hardware related.
AWS will scale based on need, meaning if an instance is at capacity, the server size will automatically grow to accommodate.
PVP is a different beast and I wouldn't be surprised if a completely different configuration is used due to the volume of players in PVP vs PVE.
Given this situation, it's only logical to deduce the issue is software related, incapable to updating fast enough to compensate for the action going on screen. Lag is the result, followed by disconnects.
I will set aside one common complaint: animations. This isn't the issue. Most of those are already in their own memory space, and since they're reused (which is why everything looks identical), calls to render are reduced.
If I were to make an educated guess at the issue, it's the skills. With so many having such high levels of calculations and timed effects, trying to calculate so many in a single instance is pushing the server to the point trying to render them instantly is difficult to do.
One thing I believe may be helpful, though it probably won't be well-liked: limit skills to a single bar.
LightningWitch wrote: »It's definitely not a hardware issue. Amazon Web Services are used for the servers in ESO, and I can attest the issue cannot be hardware related.
MurderMostFoul wrote: »To my knowledge, ZOS has never clearly stated that hardware solutions on their wouldn't improve performance in Cyrodiil. If they have, please share it here so myself and others can stop wondering about this.
redshirt_49 wrote: »Yeah, most common complaint I've heard is "Just upgrade the servers".
It really, REALLY is not that simple.
And even if it were, such an upgrade would cost a lot for the initial upgrade and for renting server space in the long run.
Gonna go ahead and say the suits aren't going to sign off on this.
MurderMostFoul wrote: »redshirt_49 wrote: »Yeah, most common complaint I've heard is "Just upgrade the servers".
It really, REALLY is not that simple.
And even if it were, such an upgrade would cost a lot for the initial upgrade and for renting server space in the long run.
Gonna go ahead and say the suits aren't going to sign off on this.
If it is truly prohibitively expensive, let's hear it from ZOS.
MurderMostFoul wrote: »To my knowledge, ZOS has never clearly stated that hardware solutions on their wouldn't improve performance in Cyrodiil. If they have, please share it here so myself and others can stop wondering about this.
This will never happen. Zenimax (or Bethesda or what ever was before Bethesda) was made from layers. One thing layers know is don't admit to anything that can be used against you in court.
Also if Zenimax said it was hardware related, then Amazon can sue Zenimax for slander. Lawyers know the ins and outs and will never ever admit to something their fault so a class action lawsuit can be brought against them.
MurderMostFoul wrote: »redshirt_49 wrote: »Yeah, most common complaint I've heard is "Just upgrade the servers".
It really, REALLY is not that simple.
And even if it were, such an upgrade would cost a lot for the initial upgrade and for renting server space in the long run.
Gonna go ahead and say the suits aren't going to sign off on this.
If it is truly prohibitively expensive, let's hear it from ZOS.
redshirt_49 wrote: »MurderMostFoul wrote: »redshirt_49 wrote: »Yeah, most common complaint I've heard is "Just upgrade the servers".
It really, REALLY is not that simple.
And even if it were, such an upgrade would cost a lot for the initial upgrade and for renting server space in the long run.
Gonna go ahead and say the suits aren't going to sign off on this.
If it is truly prohibitively expensive, let's hear it from ZOS.
You don't honestly believe that the dev team is allowed to speak ill of their bosses in public and be allowed to keep their jobs? Hah, yeah that's not going to happen.
redshirt_49 wrote: »MurderMostFoul wrote: »redshirt_49 wrote: »Yeah, most common complaint I've heard is "Just upgrade the servers".
It really, REALLY is not that simple.
And even if it were, such an upgrade would cost a lot for the initial upgrade and for renting server space in the long run.
Gonna go ahead and say the suits aren't going to sign off on this.
If it is truly prohibitively expensive, let's hear it from ZOS.
You don't honestly believe that the dev team is allowed to speak ill of their bosses in public and be allowed to keep their jobs? Hah, yeah that's not going to happen.
I can still bug all damage against me with 30 percent movement speed on live...
The problem is not a speed bug, but a physics bug that occurs when the player position value is truncated. I am guessing their collision system checks player position and uses exact value matching rather than a rounded value on floating point. That means if you know where to move in certain positions on the screen relative to players you can always avoid damage at any distance, movement speed just gives you time to move into that position better because it adds a static delay to skill transit time once you move a certain distance (another bug or intended?). This causes damage to drop because the skill thinks you are in one place, but your positional value is actually referencing another (because its off by a few decimal places, really ZOS?).
What they need to do is round the values in the positioning system to integer IF ONLY for that check. As long as they don't it don't matter what speed someone is moving if they know where to move relative to their opponent to trigger this bug, or the terrain locations in Cyro that also trigger this bug. This would also fix some bugs in PvE that would appear to be due to lag but aren't. However, it would mean that movement speed abusers now will come to the forums and rage...
But don't don't worry, I am sure ZOS knows what they are doing After all, there is no one around here that knows anyone that abuses these two bugs 100 percent of the time right?
...Right?
EDIT: I should also mention that that is all derived from randomly triggering the bug + testing to replicate it. And yes, no damage text or any "miss" or "dodge" occurs when that bug does.
You would be able to do it if you had knowledge of computer science...though some bugs are very obvious. That same knowledge helps you to think of ways to break the game, and more often than not, you will be able to break the game with bugs that stem from common mistakes in computer programming.
Ex. Elfbane + BSW causing BSW's burn to infinistack is a bug I predicted because:
ZOS uses floating point values on skill duration and doesn't floor or ceil the values yet, meaning there is a case where a comparison can bug out if the floating-point value truncates and an exact value is required, and/or a larger value can enter the variable they use to track duration than the variable supports. That's literally the most likely reason this bug occurs, but hey I am not on the dev team so I have no idea what code issue exists that causes it, but I do know it is bugged and that was my method for guessing the bug would exist before it was even found, and it does exist and works as predicted.
Truncation of floating values actually seems to cause many bugs in this game believe it or not. I cannot say any more because I wouldn't want to help an abuser find out the more serious bugs that have not been fixed in years...(maybe not possible)
But someone else posted "why would you care?" He is right, unless you like that kind of thing, there is no reason to care because you gain nothing from reporting bugs and if you abuse them you will get banned...
The more people you face the worse it get and the more people you have fighting with you it gets so mich better.
I want this changed into this: -x^2/16+1
Not sure if serious or trolling. Worst balance suggestion I have ever seen on the forum. Have you even done the math or are you pulling that out of thin air? And I'm sure the servers need to compute more floating point when they are already slow. Guess we will have extreme lag when enough lights are placed, right?
Look at the graph of exp(x) and -x^2/16 +1 with the x and y axis i described in my post.
There's not much math involved in this also it has nothing to do with the server because that's just the skill performance vs different amounts of enemies and that can be done for every skill in this game.
Here's my problem: you want them to add a feature to a skill that a minority of players even whine about in a way that will only be useful if you're facing idiots doing bow light attacks. If it's added to backlash, there is no reason any other skill shouldn't receive similar scaling. If they do that, I guarantee it will result in more lag because I'm certain the server calculates damage and it will result in more floating point calculations. I know for sure I will start using my templar again just to cause lag by spamming light on entire zergs But yeah, dismiss that so you can pretend you are going to live longer under backlash, even though all the other skills will still kill you just as fast in Xv1 OR alternatively, the skill wont be used and will be replaced with a CC on their bar (better choice 99.999% of the time anyway). Even if not, they will move to the next "Xv1 tool" which is every damage skill in the game.
I'm not going to even lie, I have less problems with backlash deaths than any other skill in the game that has a CC or interrupt attached. I'm dead serious about that statement, and this is on ANY class I play. I routinely encounter zergs and groups of people all the time in Cyrodil and backlash is the LAST of my worries. The fact that you don't talk about interrupt spam, you don't talk about purifying, and talk about LoS means that you're likely a stam build...Let me take a magic guess, stam NB? If so, keep the jokes coming about what's balanced and what's not.
It's not a hardware issue, it's definitely the checks and sheer amount of floating point in the game, but not all is going to be fixed by limiting checks and floating point in the way ZOS has indicated. I have mentioned it many times, but here was one response made just this year in another thread:
Here is an example of the damage drop bug that happens with speed I posted some details about it, but obviously not how to directly replicate it here:I can still bug all damage against me with 30 percent movement speed on live...
The problem is not a speed bug, but a physics bug that occurs when the player position value is truncated. I am guessing their collision system checks player position and uses exact value matching rather than a rounded value on floating point. That means if you know where to move in certain positions on the screen relative to players you can always avoid damage at any distance, movement speed just gives you time to move into that position better because it adds a static delay to skill transit time once you move a certain distance (another bug or intended?). This causes damage to drop because the skill thinks you are in one place, but your positional value is actually referencing another (because its off by a few decimal places, really ZOS?).
What they need to do is round the values in the positioning system to integer IF ONLY for that check. As long as they don't it don't matter what speed someone is moving if they know where to move relative to their opponent to trigger this bug, or the terrain locations in Cyro that also trigger this bug. This would also fix some bugs in PvE that would appear to be due to lag but aren't. However, it would mean that movement speed abusers now will come to the forums and rage...
But don't don't worry, I am sure ZOS knows what they are doing After all, there is no one around here that knows anyone that abuses these two bugs 100 percent of the time right?
...Right?
EDIT: I should also mention that that is all derived from randomly triggering the bug + testing to replicate it. And yes, no damage text or any "miss" or "dodge" occurs when that bug does.
Someone actually posted a video where their body was in another play but they were still able to kill others without being targeted recently on the forums that confirms this is the case... That kind of bug won't be fixed by "improving performance" but by rewriting the game's core systems.
Here's another bug that I reported and assume they have patched by now described, once again, it has to do with floating point. I actually predicted it would happen before even being able to test it, and it worked as expected:You would be able to do it if you had knowledge of computer science...though some bugs are very obvious. That same knowledge helps you to think of ways to break the game, and more often than not, you will be able to break the game with bugs that stem from common mistakes in computer programming.
Ex. Elfbane + BSW causing BSW's burn to infinistack is a bug I predicted because:
ZOS uses floating point values on skill duration and doesn't floor or ceil the values yet, meaning there is a case where a comparison can bug out if the floating-point value truncates and an exact value is required, and/or a larger value can enter the variable they use to track duration than the variable supports. That's literally the most likely reason this bug occurs, but hey I am not on the dev team so I have no idea what code issue exists that causes it, but I do know it is bugged and that was my method for guessing the bug would exist before it was even found, and it does exist and works as predicted.
Truncation of floating values actually seems to cause many bugs in this game believe it or not. I cannot say any more because I wouldn't want to help an abuser find out the more serious bugs that have not been fixed in years...(maybe not possible)
But someone else posted "why would you care?" He is right, unless you like that kind of thing, there is no reason to care because you gain nothing from reporting bugs and if you abuse them you will get banned...
And another example, ironically, a prediction that if light turned single target, spamming it would contribute to the massive lag because of increased calculations and checks:
The more people you face the worse it get and the more people you have fighting with you it gets so mich better.
I want this changed into this: -x^2/16+1
Not sure if serious or trolling. Worst balance suggestion I have ever seen on the forum. Have you even done the math or are you pulling that out of thin air? And I'm sure the servers need to compute more floating point when they are already slow. Guess we will have extreme lag when enough lights are placed, right?
Look at the graph of exp(x) and -x^2/16 +1 with the x and y axis i described in my post.
There's not much math involved in this also it has nothing to do with the server because that's just the skill performance vs different amounts of enemies and that can be done for every skill in this game.
Here's my problem: you want them to add a feature to a skill that a minority of players even whine about in a way that will only be useful if you're facing idiots doing bow light attacks. If it's added to backlash, there is no reason any other skill shouldn't receive similar scaling. If they do that, I guarantee it will result in more lag because I'm certain the server calculates damage and it will result in more floating point calculations. I know for sure I will start using my templar again just to cause lag by spamming light on entire zergs But yeah, dismiss that so you can pretend you are going to live longer under backlash, even though all the other skills will still kill you just as fast in Xv1 OR alternatively, the skill wont be used and will be replaced with a CC on their bar (better choice 99.999% of the time anyway). Even if not, they will move to the next "Xv1 tool" which is every damage skill in the game.
I'm not going to even lie, I have less problems with backlash deaths than any other skill in the game that has a CC or interrupt attached. I'm dead serious about that statement, and this is on ANY class I play. I routinely encounter zergs and groups of people all the time in Cyrodil and backlash is the LAST of my worries. The fact that you don't talk about interrupt spam, you don't talk about purifying, and talk about LoS means that you're likely a stam build...Let me take a magic guess, stam NB? If so, keep the jokes coming about what's balanced and what's not.
Keep in mind these posts were from different patches over the years, and yet many of them are still valid.
I am certain there are far more posts I have made on performance, but the search function is pretty hard to use on this forum for me I can't say I didn't see these changes coming, but I can say they aren't the "end-all" changes needed to increase performance.
Examples like these lead me to believe that ZOS won't really accomplish everything they are setting out to do with the change, and while it should and most likely improve performance to an extent, conditions where bugs such as the two described above will still cause the server to get bogged down and gain unnecessary stress, like conditions that happen when player position values start to truncate (this does happen to cause massive lag, and is triggered by playing normally sometimes. If your position is invalid and you roll dodge or "miss and dodge an attack" the server starts to choke and not only drop damage, but it appears to lag the more actions taken against you in that state).
The physics and positioning systems both use floating point, and ZOS will have to address that eventually.
Let's review your words for a second. You clearly admitted to having knowledge in this arena, yet you're demanding ZoS to confirm what you already know?MurderMostFoul wrote: »I appreciate your explanation, and acknowledge that many community members may have expertise in these matters, in contrast to my dearth of networking/server infrastructure knowledge. However, it should not be left to community members to explain to others their hypotheses regarding the viability of hardware solutions. It should come from ZOS, and end all speculation.
MurderMostFoul wrote: »To my knowledge, ZOS has never clearly stated that hardware solutions on their wouldn't improve performance in Cyrodiil. If they have, please share it here so myself and others can stop wondering about this.
This will never happen. Zenimax (or Bethesda or what ever was before Bethesda) was made from layers. One thing layers know is don't admit to anything that can be used against you in court.
Also if Zenimax said it was hardware related, then Amazon can sue Zenimax for slander. Lawyers know the ins and outs and will never ever admit to something their fault so a class action lawsuit can be brought against them.
Dagoth_Rac wrote: »ZOS: "We could solve performance problems by adding more hardware resources."
Forums: "Then do it! Stop being cheapskates!"
ZOS: "We cannot solve performance problems by adding more hardware resources."
Forums: "Why should we believe you? You are probably just too cheap to add more hardware."
LightningWitch wrote: »It's definitely not a hardware issue. Amazon Web Services are used for the servers in ESO, and I can attest the issue cannot be hardware related.
AWS will scale based on need, meaning if an instance is at capacity, the server size will automatically grow to accommodate.
PVP is a different beast and I wouldn't be surprised if a completely different configuration is used due to the volume of players in PVP vs PVE.
Given this situation, it's only logical to deduce the issue is software related, incapable to updating fast enough to compensate for the action going on screen. Lag is the result, followed by disconnects.
I will set aside one common complaint: animations. This isn't the issue. Most of those are already in their own memory space, and since they're reused (which is why everything looks identical), calls to render are reduced.
If I were to make an educated guess at the issue, it's the skills. With so many having such high levels of calculations and timed effects, trying to calculate so many in a single instance is pushing the server to the point trying to render them instantly is difficult to do.
One thing I believe may be helpful, though it probably won't be well-liked: limit skills to a single bar.
This will never happen. Zenimax (or Bethesda or what ever was before Bethesda) was made from layers. One thing layers know is don't admit to anything that can be used against you in court.
LightningWitch wrote: »Let's review your words for a second. You clearly admitted to having knowledge in this arena, yet you're demanding ZoS to confirm what you already know?
Not going to happen.
LightningWitch wrote: »If the NDA isn't enough to stop employees from disclosing the information, then common sense will definitely play its part here because no employee needs to confirm anything to you.
LightningWitch wrote: »I don't know how long you've been playing the game, but I can tell you there are two options open to you: deal with the issues, and hope they're resolved, or leave the game and find something more suitable to your expectations.
If you do decide to choose the latter and decide to come back, you will not find me surprised your reply will be "It's like this everywhere."
I've been gaming for many years, and to this day, I've never found a PvP game without lag or other issues. It doesn't matter if the server is dedicated, shared, or on site: pushing so much math in a little time is always going to equate to lag.
No matter how fast a processor is, time is always need to perform calculations.
An point but running on an huge server farm will not help you on an pop locked cyrodil campaign.LightningWitch wrote: »It's definitely not a hardware issue. Amazon Web Services are used for the servers in ESO, and I can attest the issue cannot be hardware related.
AWS will scale based on need, meaning if an instance is at capacity, the server size will automatically grow to accommodate.
PVP is a different beast and I wouldn't be surprised if a completely different configuration is used due to the volume of players in PVP vs PVE.
Given this situation, it's only logical to deduce the issue is software related, incapable to updating fast enough to compensate for the action going on screen. Lag is the result, followed by disconnects.
I will set aside one common complaint: animations. This isn't the issue. Most of those are already in their own memory space, and since they're reused (which is why everything looks identical), calls to render are reduced.
If I were to make an educated guess at the issue, it's the skills. With so many having such high levels of calculations and timed effects, trying to calculate so many in a single instance is pushing the server to the point trying to render them instantly is difficult to do.
One thing I believe may be helpful, though it probably won't be well-liked: limit skills to a single bar.
I assume the performance increase during PvP events was because the large ball group guilds spread out over servers to farm emperors or core servers got flooded by casuals doing PvDoor.LightningWitch wrote: »It's definitely not a hardware issue. Amazon Web Services are used for the servers in ESO, and I can attest the issue cannot be hardware related.
AWS will scale based on need, meaning if an instance is at capacity, the server size will automatically grow to accommodate.
PVP is a different beast and I wouldn't be surprised if a completely different configuration is used due to the volume of players in PVP vs PVE.
Given this situation, it's only logical to deduce the issue is software related, incapable to updating fast enough to compensate for the action going on screen. Lag is the result, followed by disconnects.
I will set aside one common complaint: animations. This isn't the issue. Most of those are already in their own memory space, and since they're reused (which is why everything looks identical), calls to render are reduced.
If I were to make an educated guess at the issue, it's the skills. With so many having such high levels of calculations and timed effects, trying to calculate so many in a single instance is pushing the server to the point trying to render them instantly is difficult to do.
One thing I believe may be helpful, though it probably won't be well-liked: limit skills to a single bar.
I'm not a hardware/networking expert, but I'd eat my hat (if I wore one) if you were proved right.
That the issues are at least partly hardware related, or can be mitigated, is demonstrated by certain events during which performance increases very markedly, then degrades as the event ends. You may be right about AWS and their ability to scale. It doesn't mean ZOS pays for unlimited scalability. More likely they contact a certain service level, which they vary when they deem it cost-effective. Permanently increasing the service level is probably not seen as being cost-effective.