Athyrium93 wrote: »Many players have said that Cyrodiil used to not be a lag fest, and that populations on each campaign used to be higher. I've also seen people say that AOEs used to be even more heavily used than they are now.
I wasn't playing back then, but looks to me like the only thing that's really changed since then is that there are more proc sets....
It stands to reason if the above is true that proc sets could be the problem ....
Even ZOS has said that procs stress the servers, hence the update 27 changes to make them conditional instead of percent based.
So why aren't they testing a Cyrodiil with no proc sets instead of testing cooldowns that fundamentally change combat?
Maybe there is a valid reason, Idk just seems kinda odd to me....
Maybe players are responsible for lag in Cyrodiil.
should we limit the player numbers to 4 per alliance, just like we have in BG teams?
Also remember the towers at every resource used to be destructible and every resource contributed up to five levels of upgrades with specific models and animations to their respective keeps.Maybe players are responsible for lag in Cyrodiil.
should we limit the player numbers to 4 per alliance, just like we have in BG teams?
There were more players in the past, it's been downgraded multiple times.
We used to have 3-4 keeps being raided, now one MAYBE 2.
They already robbed us of other players, now they are trying to rob us of aoe skills.
Neither of which are the issue.
Athyrium93 wrote: »Many players have said that Cyrodiil used to not be a lag fest, and that populations on each campaign used to be higher.
There was a time when you could have a open field battle and all your skills would work i honestly think it's the Champion points thats causing the lag
Athyrium93 wrote: »Many players have said that Cyrodiil used to not be a lag fest, and that populations on each campaign used to be higher. I've also seen people say that AOEs used to be even more heavily used than they are now.
I wasn't playing back then, but looks to me like the only thing that's really changed since then is that there are more proc sets....
It stands to reason if the above is true that proc sets could be the problem ....
Even ZOS has said that procs stress the servers, hence the update 27 changes to make them conditional instead of percent based.
So why aren't they testing a Cyrodiil with no proc sets instead of testing cooldowns that fundamentally change combat?
Maybe there is a valid reason, Idk just seems kinda odd to me....
Athyrium93 wrote: »Many players have said that Cyrodiil used to not be a lag fest
yes (proc sets) they do contribute, and so does anything that brings complications and conflict.
here are more examples:
outfits and clothing
especially armor and clothing that may have differing effects on your character or quest effects - like disguises.
add-ons
Especially add-ons involving guild store connections like price checking add-ons
being a member of multiple guilds
Especially guilds that have members of other the alliances
animation canceling
especially when your internet is at a different speed than the person(s) you are fighting.
purchase and play characters in different alliances
this list goes on and on and on and on for anything that needs calculations and has complications and effects your entire character and gameplay.
In my opinion, the answer isn't too many players, proc sets, or spammable AoE, or Champion Points as a single cause, but it is all of them. That is why the answer isn't to fix one of them.
Athyrium93 wrote: »Many players have said that Cyrodiil used to not be a lag fest, and that populations on each campaign used to be higher. I've also seen people say that AOEs used to be even more heavily used than they are now.
I wasn't playing back then, but looks to me like the only thing that's really changed since then is that there are more proc sets....
Obviously with AOE destroyed proc sets will raise. During the test wear proc sets with lots of animations, use flashy gear and weapons, also mounts. Everything need animation and particle effects, damage is secondary here.Athyrium93 wrote: »Many players have said that Cyrodiil used to not be a lag fest, and that populations on each campaign used to be higher. I've also seen people say that AOEs used to be even more heavily used than they are now.
I wasn't playing back then, but looks to me like the only thing that's really changed since then is that there are more proc sets....
It stands to reason if the above is true that proc sets could be the problem ....
Even ZOS has said that procs stress the servers, hence the update 27 changes to make them conditional instead of percent based.
So why aren't they testing a Cyrodiil with no proc sets instead of testing cooldowns that fundamentally change combat?
Maybe there is a valid reason, Idk just seems kinda odd to me....
It's something to look at for sure, I feel like MAYBE they were at the tipping point, and a few more sets and mounts pushed into perma lag and oblivion lol for real.
Tommy_The_Gun wrote: »My guess why the game is getting more & more laggy is that at some point ZOS moved some calulations from client side to server side (like block changses for example). I beleive there are a lot of things that they do not tell us. For example, I think that they moved range checks & "line of sight" checks to server side. That is why we see significantly more lag when using certain abilities. Ranged skills with cast time / charge are very good to test it (snipe or critical rush for example). Using those is hyper-laggy and often causes de-syncs. If I use crit rush on a mob, often I will "fall" into this wierd state in which I can not swap bars, light / heavy attack or use other skills. It takes 30 seconds - 1 minute for it to return to normal. It is not "lag" as every other player on a world boss is moving smoothly and casting skills normally.
Snipe behaves similar. It should have 1 second cast time, but often it has more... Because the server is testing "line of sight" at least 2 times. When you start casting it and near the end. So if you are moving & your target is moving - it will lag out and cause de-sync. Especially if there are some rocks \ trees on the way.
As for why ZOS did this (moved many calculation to server side) ? Idk. To improve FPS performance (eso has an opinion of beeing CPU heavy) ? Maybe. To combat cheats ? Maybe. I can not anwser that. All I know is that they moved "something" that was previously calulated on the client side - to server side. Now they say it is AOE spam in Cyro... But in the past people used to spam AOE too (in even greater amounts) and server was not as laggy as it is now. The only difference was that in the past, there was a period in which FPS performance was hyper bad.
relentless_turnip wrote: »Tommy_The_Gun wrote: »My guess why the game is getting more & more laggy is that at some point ZOS moved some calulations from client side to server side (like block changses for example). I beleive there are a lot of things that they do not tell us. For example, I think that they moved range checks & "line of sight" checks to server side. That is why we see significantly more lag when using certain abilities. Ranged skills with cast time / charge are very good to test it (snipe or critical rush for example). Using those is hyper-laggy and often causes de-syncs. If I use crit rush on a mob, often I will "fall" into this wierd state in which I can not swap bars, light / heavy attack or use other skills. It takes 30 seconds - 1 minute for it to return to normal. It is not "lag" as every other player on a world boss is moving smoothly and casting skills normally.
Snipe behaves similar. It should have 1 second cast time, but often it has more... Because the server is testing "line of sight" at least 2 times. When you start casting it and near the end. So if you are moving & your target is moving - it will lag out and cause de-sync. Especially if there are some rocks \ trees on the way.
As for why ZOS did this (moved many calculation to server side) ? Idk. To improve FPS performance (eso has an opinion of beeing CPU heavy) ? Maybe. To combat cheats ? Maybe. I can not anwser that. All I know is that they moved "something" that was previously calulated on the client side - to server side. Now they say it is AOE spam in Cyro... But in the past people used to spam AOE too (in even greater amounts) and server was not as laggy as it is now. The only difference was that in the past, there was a period in which FPS performance was hyper bad.
I honestly believe it was all moved over for stadia.
Athyrium93 wrote: »Many players have said that Cyrodiil used to not be a lag fest, and that populations on each campaign used to be higher. I've also seen people say that AOEs used to be even more heavily used than they are now.
I wasn't playing back then, but looks to me like the only thing that's really changed since then is that there are more proc sets....
It stands to reason if the above is true that proc sets could be the problem ....
Even ZOS has said that procs stress the servers, hence the update 27 changes to make them conditional instead of percent based.
So why aren't they testing a Cyrodiil with no proc sets instead of testing cooldowns that fundamentally change combat?
Maybe there is a valid reason, Idk just seems kinda odd to me....
Another thing that has changed since launch is the development team... It’s quite possible that the folks responsible for fixing Cyrodiil in 2020 don’t actually know what made Cyrodiil function well in 2014. Code is often idiosyncratic. Read this for some insight: https://www.polygon.com/2020/1/13/21064100/vvvvvv-source-code-game-development-terry-cavanagh-release
It’s highly possible that ESO will NEVER perform like it used to. Best we can probably hope for is an ESO 2.
redshirt_49 wrote: »Athyrium93 wrote: »Many players have said that Cyrodiil used to not be a lag fest, and that populations on each campaign used to be higher. I've also seen people say that AOEs used to be even more heavily used than they are now.
I wasn't playing back then, but looks to me like the only thing that's really changed since then is that there are more proc sets....
It stands to reason if the above is true that proc sets could be the problem ....
Even ZOS has said that procs stress the servers, hence the update 27 changes to make them conditional instead of percent based.
So why aren't they testing a Cyrodiil with no proc sets instead of testing cooldowns that fundamentally change combat?
Maybe there is a valid reason, Idk just seems kinda odd to me....
Another thing that has changed since launch is the development team... It’s quite possible that the folks responsible for fixing Cyrodiil in 2020 don’t actually know what made Cyrodiil function well in 2014. Code is often idiosyncratic. Read this for some insight: https://www.polygon.com/2020/1/13/21064100/vvvvvv-source-code-game-development-terry-cavanagh-release
It’s highly possible that ESO will NEVER perform like it used to. Best we can probably hope for is an ESO 2.
You're saying that Cyrodiil functioned WELL in 2014?!
What game in the universe of all that is holy were you PLAYING?
Tommy_The_Gun wrote: »My guess why the game is getting more & more laggy is that at some point ZOS moved some calulations from client side to server side (like block changses for example). I beleive there are a lot of things that they do not tell us. For example, I think that they moved range checks & "line of sight" checks to server side.