the issue with Cyrodiil is that its to damn big.
Imperial City doesn't lag because its segmented off by loading screens so its in smaller slices.
Cyrodiil needs to be shrunken down and the PvE area's removed, sprinkle some easy NPC's between keeps for vampires and werewolves to feed on if need be but otherwise cyrodiil needs to be a strict Massive player combat zone.
the issue with Cyrodiil is that its to damn big.
Imperial City doesn't lag because its segmented off by loading screens so its in smaller slices.
Cyrodiil needs to be shrunken down and the PvE area's removed, sprinkle some easy NPC's between keeps for vampires and werewolves to feed on if need be but otherwise cyrodiil needs to be a strict Massive player combat zone.
the issue with Cyrodiil is that its to damn big.
Imperial City doesn't lag because its segmented off by loading screens so its in smaller slices.
Cyrodiil needs to be shrunken down and the PvE area's removed, sprinkle some easy NPC's between keeps for vampires and werewolves to feed on if need be but otherwise cyrodiil needs to be a strict Massive player combat zone.
So if the zone was reduced in size, the cross-zone journeys would be reduced in length and Rapids wouldn't be needed, or could at least be moved further up the skill tree - say in exchange for Vigor. Is that what you're leading to ?
Quake online looks like an arena style game, all the game modes looks more like ESO BG.The problem is that the PVE system (Comprehensive Variable Skills System [the strengths and the unique selling point of ESO]) does not go together with a PVP.
The server just won't be able to work through the many skill variants in the foreseeable future.
At ESO, PVE is just a "simulated" real-time combat system. But it's fun because you can play differently depending on the character. The great variation is what makes the pwer from ESO!
PVP needs a "real" real-time combat system. Short ping times and a fast "reaction time". This is the time it takes the server to calculate the results.
What do you think about:
The current skill system is retained for the PVE. It can also be a little unfair. It is also active in arenas or special battles.
A new skill system is being introduced for the "real" PVP. A simple small skill tree that has absolutely nothing to do with the skills of the PVE.
[Story about this: Failed Daedra magic destroys all life in Cyrodil, and you can only fight there with special amulets (skill system). ('complete Storryline if required )]
For explanation. For e.g. Quake-Online has almost no skills. The skills are just your current weapon. This enables fast and smart gaming. An online match is really fun. But, the more skill variations there are, the more the server has to calculate.
Wouldn't it be better to completely separate the PVP and PVE part? With a matching storryline, of course. Better to completely destroy Cyrodil and then host a new PVP part.
I guess that otherwise the performance problems won't stop, or ESO will be completely downgraded.
[... here was another text that expressed my current final deception about the current state of the game ...]
And I say that most of the problem is on the client. If it was on server all should have the same issues. Like run into a couple of trials with very much lag, here I assume system put us on an busy server
Yes you have some point, once was on an busy Cyrodil server.
And I say that most of the problem is on the client. If it was on server all should have the same issues. Like run into a couple of trials with very much lag, here I assume system put us on an busy server
The client is definitely not to blame. If you look at the network traffic, you can see the long response times from the server.
Just let a network sniffer run along.
Your problem is your ping from 800. However, this is usually a problem with your internet provider. To play online "real time" you need a ping well below 100.
800 ms are almost 1 s. So all keystrokes / mouse actions and answers need almost a second to reach the addressee.
And 1s is a long time.
Time is relative. Hold your hand 1s on a hot plate.
_adhyffbjjjf12 wrote: »the issue with Cyrodiil is that its to damn big.
Imperial City doesn't lag because its segmented off by loading screens so its in smaller slices.
Cyrodiil needs to be shrunken down and the PvE area's removed, sprinkle some easy NPC's between keeps for vampires and werewolves to feed on if need be but otherwise cyrodiil needs to be a strict Massive player combat zone.
There's already a precedent that has proven WVW works, GW2. It has huge zones and large blob fights with FAR more aoe that works with little lag. The issue is the poorly coded solution here.
the issue with Cyrodiil is that its to damn big.
Imperial City doesn't lag because its segmented off by loading screens so its in smaller slices.
Cyrodiil needs to be shrunken down and the PvE area's removed, sprinkle some easy NPC's between keeps for vampires and werewolves to feed on if need be but otherwise cyrodiil needs to be a strict Massive player combat zone.
Your problem is your ping from 800. However, this is usually a problem with your internet provider.
_adhyffbjjjf12 wrote: »the issue with Cyrodiil is that its to damn big.
Imperial City doesn't lag because its segmented off by loading screens so its in smaller slices.
Cyrodiil needs to be shrunken down and the PvE area's removed, sprinkle some easy NPC's between keeps for vampires and werewolves to feed on if need be but otherwise cyrodiil needs to be a strict Massive player combat zone.
There's already a precedent that has proven WVW works, GW2. It has huge zones and large blob fights with FAR more aoe that works with little lag. The issue is the poorly coded solution here.