TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
But seriously, cyro is already so empty beside trees and rocks. There is zero "warzone" feeling at all, except a keep siege.
When u reduce the left overs even more, well then we Realy would have a green plain area.
I don't want to be mean, it's impressive and sad at the same time how many players (including me) want to save the pvp in this game while we get totally ignored, no conversation at all, and getting changes the majority don't like.
Zos has never suggested AoEs are the sole reason for the lag. However, we know factually that the use of skills is a major contributing factor in the heavy lag as it tends to occur when we have large groups at the same location actively in combat. Zos has even said such large numbers of players at the same location only doing LAs would create lag.TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
It is not necessary as we already know that Cyrodiil had significantly better performance early in the game and Zos has reduced the population cap for Cyrodiil multiple times since then. It comes down to how Zos has managed the game.
TequilaFire wrote: »Zos has never suggested AoEs are the sole reason for the lag. However, we know factually that the use of skills is a major contributing factor in the heavy lag as it tends to occur when we have large groups at the same location actively in combat. Zos has even said such large numbers of players at the same location only doing LAs would create lag.TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
It is not necessary as we already know that Cyrodiil had significantly better performance early in the game and Zos has reduced the population cap for Cyrodiil multiple times since then. It comes down to how Zos has managed the game.
But many things have been added since then. Costumes and mounts with heavy visual effects are big culprits that have been added that the server has to update all clients in range for. My client has no idea what custom costumes the zerg of 24 is wearing when I come into range.
TequilaFire wrote: »Zos has never suggested AoEs are the sole reason for the lag. However, we know factually that the use of skills is a major contributing factor in the heavy lag as it tends to occur when we have large groups at the same location actively in combat. Zos has even said such large numbers of players at the same location only doing LAs would create lag.TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
It is not necessary as we already know that Cyrodiil had significantly better performance early in the game and Zos has reduced the population cap for Cyrodiil multiple times since then. It comes down to how Zos has managed the game.
But many things have been added since then. Costumes and mounts with heavy visual effects are big culprits that have been added that the server has to update all clients in range for. My client has no idea what custom costumes the zerg of 24 is wearing when I come into range.
We had mounts from day one and while it was a small selection of mounts, there were still differences. We also had disguises that could be equipped as well as about a dozen, or more, possible motifs for our armor. The server has the same load today as it did then to send us this information so this is irrelevant. If anything, the server has less load from this today as we have fewer players in Cyrodiil today than in 2014
Visual effects are local to our PC and have been part of the game since it launched. If anything, suggesting visual effects is an issue is implying the high use of AoEs is a major culprit and suggests Zos is on the right track with this testing.
TequilaFire wrote: »TequilaFire wrote: »Zos has never suggested AoEs are the sole reason for the lag. However, we know factually that the use of skills is a major contributing factor in the heavy lag as it tends to occur when we have large groups at the same location actively in combat. Zos has even said such large numbers of players at the same location only doing LAs would create lag.TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
It is not necessary as we already know that Cyrodiil had significantly better performance early in the game and Zos has reduced the population cap for Cyrodiil multiple times since then. It comes down to how Zos has managed the game.
But many things have been added since then. Costumes and mounts with heavy visual effects are big culprits that have been added that the server has to update all clients in range for. My client has no idea what custom costumes the zerg of 24 is wearing when I come into range.
We had mounts from day one and while it was a small selection of mounts, there were still differences. We also had disguises that could be equipped as well as about a dozen, or more, possible motifs for our armor. The server has the same load today as it did then to send us this information so this is irrelevant. If anything, the server has less load from this today as we have fewer players in Cyrodiil today than in 2014
Visual effects are local to our PC and have been part of the game since it launched. If anything, suggesting visual effects is an issue is implying the high use of AoEs is a major culprit and suggests Zos is on the right track with this testing.
The mounts we had when performance was better were much simpler, didn't explode out of the ground and have all the gaudy visual and sound effects. The style/costume system did not even exist so only a limited amount of simple one piece costumes existed. It is far from the same load. That is added on top of what existed. None of that stuff is required in PvP.
TequilaFire wrote: »The mounts we had when performance was better were much simpler, didn't explode out of the ground and have all the gaudy visual and sound effects. The style/costume system did not even exist so only a limited amount simple one piece costumes existed. It is far from the same load.
Visual effects are local to our PC and have been part of the game since it launched. If anything, suggesting visual effects is an issue is implying the high use of AoEs is a major culprit and suggests Zos is on the right track with this testing.
TequilaFire wrote: »TequilaFire wrote: »Zos has never suggested AoEs are the sole reason for the lag. However, we know factually that the use of skills is a major contributing factor in the heavy lag as it tends to occur when we have large groups at the same location actively in combat. Zos has even said such large numbers of players at the same location only doing LAs would create lag.TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
It is not necessary as we already know that Cyrodiil had significantly better performance early in the game and Zos has reduced the population cap for Cyrodiil multiple times since then. It comes down to how Zos has managed the game.
But many things have been added since then. Costumes and mounts with heavy visual effects are big culprits that have been added that the server has to update all clients in range for. My client has no idea what custom costumes the zerg of 24 is wearing when I come into range.
We had mounts from day one and while it was a small selection of mounts, there were still differences. We also had disguises that could be equipped as well as about a dozen, or more, possible motifs for our armor. The server has the same load today as it did then to send us this information so this is irrelevant. If anything, the server has less load from this today as we have fewer players in Cyrodiil today than in 2014
Visual effects are local to our PC and have been part of the game since it launched. If anything, suggesting visual effects is an issue is implying the high use of AoEs is a major culprit and suggests Zos is on the right track with this testing.
The mounts we had when performance was better were much simpler, didn't explode out of the ground and have all the gaudy visual and sound effects. The style/costume system did not even exist so only a limited amount of simple one piece costumes existed. It is far from the same load. That is added on top of what existed. None of that stuff is required in PvP.
precambria wrote: »It's just garbo servers and countless software bugs, BG has only 12 people in it and it lags to hell, trials are not people all stacking rapid regen and spamming aoe but they run just as bad as cyrodil.
TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
TineaCruris wrote: »TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
This appears to be the only option that has been permanently taken off the table.
TequilaFire wrote: »TequilaFire wrote: »Zos has never suggested AoEs are the sole reason for the lag. However, we know factually that the use of skills is a major contributing factor in the heavy lag as it tends to occur when we have large groups at the same location actively in combat. Zos has even said such large numbers of players at the same location only doing LAs would create lag.TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
It is not necessary as we already know that Cyrodiil had significantly better performance early in the game and Zos has reduced the population cap for Cyrodiil multiple times since then. It comes down to how Zos has managed the game.
But many things have been added since then. Costumes and mounts with heavy visual effects are big culprits that have been added that the server has to update all clients in range for. My client has no idea what custom costumes the zerg of 24 is wearing when I come into range.
We had mounts from day one and while it was a small selection of mounts, there were still differences. We also had disguises that could be equipped as well as about a dozen, or more, possible motifs for our armor. The server has the same load today as it did then to send us this information so this is irrelevant. If anything, the server has less load from this today as we have fewer players in Cyrodiil today than in 2014
Visual effects are local to our PC and have been part of the game since it launched. If anything, suggesting visual effects is an issue is implying the high use of AoEs is a major culprit and suggests Zos is on the right track with this testing.
The mounts we had when performance was better were much simpler, didn't explode out of the ground and have all the gaudy visual and sound effects. The style/costume system did not even exist so only a limited amount of simple one piece costumes existed. It is far from the same load. That is added on top of what existed. None of that stuff is required in PvP.
Those effects are handled on our PC. The server does not tell us anything other than if the actions of the mount and each one of those new effects is tied to an action all mounts have always done. The number of actions the amount could do has not changed. So the server is not telling us anything more than it used to.
Costumes did exist when the game launched. We had costumes called disguises and we had two polymorphs that could be used in Cyrodiil. The server has always had to tell our PC what we were wearing, but the details of that appearance have always resided on our PC.
Even with the one-piece costumes we had vs the outfit system, we did not all wear costumes. Many of us wore armor which is the same number of pieces the outfit system deals with. As such the server is still dealing with the same ammount of information as it did back in 2014.
TequilaFire wrote: »TequilaFire wrote: »TequilaFire wrote: »Zos has never suggested AoEs are the sole reason for the lag. However, we know factually that the use of skills is a major contributing factor in the heavy lag as it tends to occur when we have large groups at the same location actively in combat. Zos has even said such large numbers of players at the same location only doing LAs would create lag.TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
It is not necessary as we already know that Cyrodiil had significantly better performance early in the game and Zos has reduced the population cap for Cyrodiil multiple times since then. It comes down to how Zos has managed the game.
But many things have been added since then. Costumes and mounts with heavy visual effects are big culprits that have been added that the server has to update all clients in range for. My client has no idea what custom costumes the zerg of 24 is wearing when I come into range.
We had mounts from day one and while it was a small selection of mounts, there were still differences. We also had disguises that could be equipped as well as about a dozen, or more, possible motifs for our armor. The server has the same load today as it did then to send us this information so this is irrelevant. If anything, the server has less load from this today as we have fewer players in Cyrodiil today than in 2014
Visual effects are local to our PC and have been part of the game since it launched. If anything, suggesting visual effects is an issue is implying the high use of AoEs is a major culprit and suggests Zos is on the right track with this testing.
The mounts we had when performance was better were much simpler, didn't explode out of the ground and have all the gaudy visual and sound effects. The style/costume system did not even exist so only a limited amount of simple one piece costumes existed. It is far from the same load. That is added on top of what existed. None of that stuff is required in PvP.
Those effects are handled on our PC. The server does not tell us anything other than if the actions of the mount and each one of those new effects is tied to an action all mounts have always done. The number of actions the amount could do has not changed. So the server is not telling us anything more than it used to.
Costumes did exist when the game launched. We had costumes called disguises and we had two polymorphs that could be used in Cyrodiil. The server has always had to tell our PC what we were wearing, but the details of that appearance have always resided on our PC.
Even with the one-piece costumes we had vs the outfit system, we did not all wear costumes. Many of us wore armor which is the same number of pieces the outfit system deals with. As such the server is still dealing with the same ammount of information as it did back in 2014.
Of course visuals aren't rendered on the server who said they were? But what most people mistakenly call lag is actually frame drop on the client, so increasing client processing load is actually part of the multi-layer problem especially on consoles and weaker pc.
And you still are "wearing" armor under the costume which also has to be processed by the server including proc effects shown to other players, so how can it not be more?
It all adds up regardless of how you want to sugar coat it or push a certain eliminate play styles agenda.
There also has been a track record of sloppy memory management throughout the history of this game.
TCP was the right choice when most of the processing was kept client side, but UDP would be faster now that a lot more query/response is required between server and client now that critical processing has been moved server side.
Also you made a statement that we have less players playing PvP today but I am willing to bet that pvp server resources were scaled down as well.
All the new styles, costumes and mounts is an issue but an client rather than server one. Server sends player objects where styles are simply an series of numbers. boots id 105 who is an integer, then 3 byte for color channels. Letting people color their outfits doubled their data, on the other hand if coded smart later updates are just about positioning and who bar player is on, doubt coding is smart.TequilaFire wrote: »Zos has never suggested AoEs are the sole reason for the lag. However, we know factually that the use of skills is a major contributing factor in the heavy lag as it tends to occur when we have large groups at the same location actively in combat. Zos has even said such large numbers of players at the same location only doing LAs would create lag.TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
It is not necessary as we already know that Cyrodiil had significantly better performance early in the game and Zos has reduced the population cap for Cyrodiil multiple times since then. It comes down to how Zos has managed the game.
But many things have been added since then. Costumes and mounts with heavy visual effects are big culprits that have been added that the server has to update all clients in range for. My client has no idea what custom costumes the zerg of 24 is wearing when I come into range.
Ignoring the fact that server performance is server wide so all on the same server / instance get the same issues.TequilaFire wrote: »TequilaFire wrote: »TequilaFire wrote: »Zos has never suggested AoEs are the sole reason for the lag. However, we know factually that the use of skills is a major contributing factor in the heavy lag as it tends to occur when we have large groups at the same location actively in combat. Zos has even said such large numbers of players at the same location only doing LAs would create lag.TequilaFire wrote: »I would like to see a simple live test that increases server capacity by 25%,50% and 100% with published results.
This would put to bed the question of whether improving servers capacity is the answer or not preventing gutting of the game.
Of course corporate won't like the answer.
It is not necessary as we already know that Cyrodiil had significantly better performance early in the game and Zos has reduced the population cap for Cyrodiil multiple times since then. It comes down to how Zos has managed the game.
But many things have been added since then. Costumes and mounts with heavy visual effects are big culprits that have been added that the server has to update all clients in range for. My client has no idea what custom costumes the zerg of 24 is wearing when I come into range.
We had mounts from day one and while it was a small selection of mounts, there were still differences. We also had disguises that could be equipped as well as about a dozen, or more, possible motifs for our armor. The server has the same load today as it did then to send us this information so this is irrelevant. If anything, the server has less load from this today as we have fewer players in Cyrodiil today than in 2014
Visual effects are local to our PC and have been part of the game since it launched. If anything, suggesting visual effects is an issue is implying the high use of AoEs is a major culprit and suggests Zos is on the right track with this testing.
The mounts we had when performance was better were much simpler, didn't explode out of the ground and have all the gaudy visual and sound effects. The style/costume system did not even exist so only a limited amount of simple one piece costumes existed. It is far from the same load. That is added on top of what existed. None of that stuff is required in PvP.
Those effects are handled on our PC. The server does not tell us anything other than if the actions of the mount and each one of those new effects is tied to an action all mounts have always done. The number of actions the amount could do has not changed. So the server is not telling us anything more than it used to.
Costumes did exist when the game launched. We had costumes called disguises and we had two polymorphs that could be used in Cyrodiil. The server has always had to tell our PC what we were wearing, but the details of that appearance have always resided on our PC.
Even with the one-piece costumes we had vs the outfit system, we did not all wear costumes. Many of us wore armor which is the same number of pieces the outfit system deals with. As such the server is still dealing with the same ammount of information as it did back in 2014.
Of course visuals aren't rendered on the server who said they were? But what most people mistakenly call lag is actually frame drop on the client, so increasing client processing load is actually part of the multi-layer problem especially on consoles and weaker pc.
And you still are "wearing" armor under the costume which also has to be processed by the server including proc effects shown to other players, so how can it not be more?
It all adds up regardless of how you want to sugar coat it or push a certain eliminate play styles agenda.
There also has been a track record of sloppy memory management throughout the history of this game.
TCP was the right choice when most of the processing was kept client side, but UDP would be faster now that a lot more query/response is required between server and client now that critical processing has been moved server side.
Also you made a statement that we have less players playing PvP today but I am willing to bet that pvp server resources were scaled down as well.
This thread is discussing issues related to actual server performance. Not PCs unable to handle the load as that is a personal issue.
As for the last sentence, pop cap was reduced several times to help performance earily on the game. While it was better than now it was not ideal. So the theory that Zos reduced server resources as part of that plan to increase server performance does not add up. It would also be the easiest change to make, and not very costly, to revert that change.
>this one might be the worst received but will probably have a big impact on the map lag, reduce map size to only be paths between keeps with some very thin side paths along the outside of them, remove the PvE focused quest hubs, the delves and their dailies