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There is one ball grpup running right now and preformance is the worst its been

thegreat_one
thegreat_one
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Time to admit that these groups are the reason. No other times does it get this bad, Except when these groups are running.

Are they doing something on the side (their own addons, third party software) that causes more stess on the server? I think this needs to be investigated by a Game Master.
Edited by thegreat_one on October 1, 2020 1:09AM
  • Sanctum74
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    No the game is just broke. I just took a resource solo with no one around and the guards were teleporting all over. As a solo player I wish these witch hunts would stop as it just creates toxicity in the community.

  • IAmIcehouse
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    Ballgroups are not the cause for lag.

    Ballgroups exacerbate the underlying problems that cause lag. You can't blame players for playing the game.

    And no, the reason it's laggier when ballgroups are running are for a few reasons that I can guess:
    - They run very efficiently and the abilities they tend to use are all aoe, thus more expensive.
    - They have high survivability, so fights last longer. Longer fights, more messages being sent to-from server, all requiring calculations
    - they tend to fight zergs or other ballgroups, so the number players, thus number of calculations/messages during these fights are so much higher because both the duration and the number of people involved.

    It's not quite the same as Zerg v Zerg because when a Zerg fights a zerg, you have spread out front/backlines and not everyone is fighting. In a ballgroup, it's far tighter packed, and when they push, everyone is spamming their abilities on cool down.
  • VaranisArano
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    ZOS is doing something. They are testing changes to AOE, support skills, and grouping in Cyrodiil that are explicitly aimed at organized raids and ball groups who are geared up to produce nearly infinite sustain, healing, and damage. These groups aren't doing anything more than the game allows - its just that ZOS admitted the servers weren't designed to handle the synergistic effects that happens when 12 players organize their gear and skills to spam skills in a small area.

    If you need to review what ZOS said on the matter, look here: https://forums.elderscrollsonline.com/en/discussion/539136/update-on-cyrodiil-performance-upcoming-aoe-tests

    But do keep in mind that the current Cyrodiil test is the least friendly one for ball groups, and apparently you are still having issues: "group size is limited to 12 in Cyrodiil. If a group contains 6 or more players, everyone’s AoE abilities will go on individual cooldowns and have escalating costs."

    ZOS does intend to make changes based on the test results.

    Whether or not you are going to like the changes that result from their testing remains to be seen.
    Edited by VaranisArano on October 14, 2020 5:49PM
  • Kartalin
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    They are testing changes to AOE, support skills, and grouping in Cyrodiil that are explicitly aimed at organized raids and ball groups who are geared up to produce nearly infinite sustain, healing
    Not if orbs still aren’t working properly.
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  • red_emu
    red_emu
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    Ballgroups are not the cause for lag.

    Ballgroups exacerbate the underlying problems that cause lag. You can't blame players for playing the game.

    And no, the reason it's laggier when ballgroups are running are for a few reasons that I can guess:
    - They run very efficiently and the abilities they tend to use are all aoe, thus more expensive.
    - They have high survivability, so fights last longer. Longer fights, more messages being sent to-from server, all requiring calculations
    - they tend to fight zergs or other ballgroups, so the number players, thus number of calculations/messages during these fights are so much higher because both the duration and the number of people involved.

    It's not quite the same as Zerg v Zerg because when a Zerg fights a zerg, you have spread out front/backlines and not everyone is fighting. In a ballgroup, it's far tighter packed, and when they push, everyone is spamming their abilities on cool down.

    Not sure which ball groups are you on about? Most of ball groups simply run around and away from other ball groups or zergs, spamming purge, radiating regen and rapids, 99% of the time focusing on a solo player that happens to be away from everyone else, dumping 12 ultimates on them.
    PC - EU:
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    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • VaranisArano
    VaranisArano
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    red_emu wrote: »
    Ballgroups are not the cause for lag.

    Ballgroups exacerbate the underlying problems that cause lag. You can't blame players for playing the game.

    And no, the reason it's laggier when ballgroups are running are for a few reasons that I can guess:
    - They run very efficiently and the abilities they tend to use are all aoe, thus more expensive.
    - They have high survivability, so fights last longer. Longer fights, more messages being sent to-from server, all requiring calculations
    - they tend to fight zergs or other ballgroups, so the number players, thus number of calculations/messages during these fights are so much higher because both the duration and the number of people involved.

    It's not quite the same as Zerg v Zerg because when a Zerg fights a zerg, you have spread out front/backlines and not everyone is fighting. In a ballgroup, it's far tighter packed, and when they push, everyone is spamming their abilities on cool down.

    Not sure which ball groups are you on about? Most of ball groups simply run around and away from other ball groups or zergs, spamming purge, radiating regen and rapids, 99% of the time focusing on a solo player that happens to be away from everyone else, dumping 12 ultimates on them.

    You must have been really annoying to warrant an ulti dump on a single player. :lol:

    Most organized groups I'm familiar with prefer large fights just because when you've got 12+ people working together, you want to have a challenge. Either they are pushing the map to find fights or they'll find a location where they can dig in and fight the groups/faction stack that come to fight them.

    That's not to same they won't run down a solo player who gets in range., of course. Who knows, you might be sneaking around to set up a rez camp for your dead buddies? :smiley:
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