Other then the lag does it feel more viable then global? From what I read most people couldn't do a buff rotation. I figured week 2 would solve that issue particularly.
Other then the lag does it feel more viable then global? From what I read most people couldn't do a buff rotation. I figured week 2 would solve that issue particularly.
DUTCH_REAPER wrote: »Last weeks test was awesome. No lag not once did I get desynced or crash. This week....it’s bad again.
TineaCruris wrote: »Again, what did they do that allowed us to play two to three fully pop locked cyrodiil campaigns with very little lag and pretty darn good performance during the MYM event? Why can't we just do what ever that was full time?
TineaCruris wrote: »They still haven't told us what they did that improved things so much during the Midyear Mayem event.
Instead of fixing things on their end, like they should, they are throwing the problem on the shoulders of the people who've been pumping money into their business for six years and saying the lag is somehow the players fault, when it's not. AOE's have been spammed since inception of the game. The lag didn't begin to be game breaking until a couple years ago.
Again, what did they do that allowed us to play two to three fully pop locked cyrodiil campaigns with very little lag and pretty darn good performance during the MYM event? Why can't we just do what ever that was full time?
Why do people treat these as pass/fail tests for something to implement instead of ways to gather targeted data sets?
Why do people treat these as pass/fail tests for something to implement instead of ways to gather targeted data sets?
DUTCH_REAPER wrote: »Last weeks test was awesome. No lag not once did I get desynced or crash. This week....it’s bad again.
DUTCH_REAPER wrote: »Last weeks test was awesome. No lag not once did I get desynced or crash. This week....it’s bad again.
Everyone was in IC that's why
danthemann5 wrote: »What, one wonders, were people expecting with these tests?
The major contributing factors to the lag and desyncs are ball groups and poor programming, with a side of lack of server capacity.
These tests address none of these issues.
Ball groups are still free to run as before, and when they do, the whole server becomes unresponsive. When they log off, skills magically work again.
To the best of my knowledge, observations, or experience, no significant changes have been made to improve the programming since Update 25, when the desynchs really began in earnest.
The thought of ZOS adding server capacity is simply absurd on its face, as this would cost more money with little or no return, something highly frowned upon by the inventors who demand ever-increasing profits.
Unless these three items are addressed in some meaningful way, all the tests and data in the world won't improve performance one bit.
DUTCH_REAPER wrote: »Last weeks test was awesome. No lag not once did I get desynced or crash. This week....it’s bad again.
Not entirely true, on PC EU both Main CP and Main No-Cp are always pop-locked during prime time, and they had almost no lag during phase 1.