ZOS_GinaBruno wrote: »Kingslayer513 wrote: »ZOS_GinaBruno wrote: »FYI: Just corrected a typo in the post. Originally one of the bullet points stated the global cooldown test brought server FPS in high-intensity situations down almost 45% - this should've said 25%, and has been corrected in the original post.
Pretty sure that should say "ping" or "latency" instead of FPS. FPS makes no sense in that context and you don't measure FPS in milliseconds.
In this case, we're using FPS to refer to server frames.
Calypso589 wrote: »Spend some o dat Microsoft money and upgrade the servers.
Upgrade out of DX9 too.
TheMightyRevan wrote: »ZOS_GinaBruno wrote: »Kingslayer513 wrote: »ZOS_GinaBruno wrote: »FYI: Just corrected a typo in the post. Originally one of the bullet points stated the global cooldown test brought server FPS in high-intensity situations down almost 45% - this should've said 25%, and has been corrected in the original post.
Pretty sure that should say "ping" or "latency" instead of FPS. FPS makes no sense in that context and you don't measure FPS in milliseconds.
In this case, we're using FPS to refer to server frames.
Milliseconds is not the unit for FPS, FPS doesnt have a unit, its a dimensionless quantity, in this case. So writing: our ideal server fps is less than 30 ms, is just wrong. if you want to use a unit for FPS use either nothing or hertz
forthwinds wrote: »On PC/NA there were never 2 factions poplocked at a time during the first week of testing. I highly doubt, even if there was one campaign that reached pop lock across, that there were huge faction fights like in the other weeks of testing. This is because Test 1 was during the Imperial City Event. The devs also have to realize that putting cooldowns in this game will ruin it and completely change the core combat.
A lot of us play this game because the combat is amazing compared to other MMOs. If you go through with putting cooldowns in this game, there's no reason why people would stay here vs. another MMO that has better performance. It's pretty sad that this change to core combat is even being discussed over 5 years after release.
BrownChicken wrote: »I just don't understand why so many people speak so badly about tests? Is it really that hard to just wait a few weeks and change your build a little? Is it better than continuing to play with terrible lags? THIS IS ONLY ONLY TESTS FOR COLLECTING SOME DATA AND ALL THAT
TheMightyRevan wrote: »ZOS_GinaBruno wrote: »Kingslayer513 wrote: »ZOS_GinaBruno wrote: »FYI: Just corrected a typo in the post. Originally one of the bullet points stated the global cooldown test brought server FPS in high-intensity situations down almost 45% - this should've said 25%, and has been corrected in the original post.
Pretty sure that should say "ping" or "latency" instead of FPS. FPS makes no sense in that context and you don't measure FPS in milliseconds.
In this case, we're using FPS to refer to server frames.
Milliseconds is not the unit for FPS, FPS doesnt have a unit, its a dimensionless quantity, in this case. So writing: our ideal server fps is less than 30 ms, is just wrong. if you want to use a unit for FPS use either nothing or hertz
DigitalHype wrote: »TheMightyRevan wrote: »ZOS_GinaBruno wrote: »Kingslayer513 wrote: »ZOS_GinaBruno wrote: »FYI: Just corrected a typo in the post. Originally one of the bullet points stated the global cooldown test brought server FPS in high-intensity situations down almost 45% - this should've said 25%, and has been corrected in the original post.
Pretty sure that should say "ping" or "latency" instead of FPS. FPS makes no sense in that context and you don't measure FPS in milliseconds.
In this case, we're using FPS to refer to server frames.
...
Even 50ms is considered bad for any other online game with realtime combat. Other MMO's typically do not have to worry about this because they use cooldowns on skills and the combat is at a much slower pace. But ESO's combat is more real time and action oriented. In other games of this nature the commonly accepted "Server FPS" would be 16ms or less. They are begging for 30ms and not even getting that.
As you can see, this is why they are trying to slowly move the community to a more cool-down based combat system. With everything being server side now (anti-cheat + stadia), they simply don't have the architecture (either server or software, or both) to handle the combat as it was originally intended.
So in other words Cyro the way we want may simply not be feasible at this point for a number of reasons? I'd have more respect for Zos if they just came out and said that and started looking for an alternative. Or even if they just said, "hey given the limitations of x,y, and z this is as good as it gets. Here. Have a 12v12 arena as a consolation prize."
BrownChicken wrote: »I just don't understand why so many people speak so badly about tests? Is it really that hard to just wait a few weeks and change your build a little? Is it better than continuing to play with terrible lags? THIS IS ONLY ONLY TESTS FOR COLLECTING SOME DATA AND ALL THAT
They’re not just a data-gathering exercise, though. The devs were very explicit that whatever they found worked well in testing would be implemented in some way, even if that meant changing the combat experience significantly.
pma_pacifier wrote: »WHY WAS THE LAG BETTER DURING MIDYEAR MAYHEM. IT WAS BETTER THAN DURING THESE TESTS. YOU GUYS WERE DOING SOMETHING RIGHT! I WONDER...
jad11mumbler wrote: »pma_pacifier wrote: »WHY WAS THE LAG BETTER DURING MIDYEAR MAYHEM. IT WAS BETTER THAN DURING THESE TESTS. YOU GUYS WERE DOING SOMETHING RIGHT! I WONDER...
During the events they usually increase server capacity, or such, which costs more to run from what I've heard.
BrownChicken wrote: »I just don't understand why so many people speak so badly about tests? Is it really that hard to just wait a few weeks and change your build a little? Is it better than continuing to play with terrible lags? THIS IS ONLY ONLY TESTS FOR COLLECTING SOME DATA AND ALL THAT
pma_pacifier wrote: »WHY WAS THE LAG BETTER DURING MIDYEAR MAYHEM. IT WAS BETTER THAN DURING THESE TESTS. YOU GUYS WERE DOING SOMETHING RIGHT! I WONDER...jad11mumbler wrote: »pma_pacifier wrote: »WHY WAS THE LAG BETTER DURING MIDYEAR MAYHEM. IT WAS BETTER THAN DURING THESE TESTS. YOU GUYS WERE DOING SOMETHING RIGHT! I WONDER...
During the events they usually increase server capacity, or such, which costs more to run from what I've heard.
^^ This
It may be a while before the purchase by ms results in much change but you could still put your money where your mouth is rather than unpopular changes. I hear ms have a couple of datacenters. Maybe you could use some of that power.
NeillMcAttack wrote: »It literally mentions in the OP that Ravenwatch on PC/EU was pop-locked every evening throughout all testing, as it always is. Can people stop with the spam talking about the IC event. NA is not the only server.
Additionally this question is directed at someone who has knowledge of this industry that I don't, is there a specific reason that ZOS can't upgrade their servers to create better performance? Or is this a situation where the hardware literally won't help and that's a pointless request?
Additionally this question is directed at someone who has knowledge of this industry that I don't, is there a specific reason that ZOS can't upgrade their servers to create better performance? Or is this a situation where the hardware literally won't help and that's a pointless request?
The data has to go through a DDoS scrubber service (Akamai) that monitors and filters it before it gets to the servers. You can have the best servers in the world, but if you're bottlenecked at a remote firewall, it makes no difference. Reducing the amount of data that has to be calculated might be your only option.
Cyrodill ran much more smoothly with more players casting the same skills years ago, before Akamai.
Additionally this question is directed at someone who has knowledge of this industry that I don't, is there a specific reason that ZOS can't upgrade their servers to create better performance? Or is this a situation where the hardware literally won't help and that's a pointless request?
The data has to go through a DDoS scrubber service (Akamai) that monitors and filters it before it gets to the servers. You can have the best servers in the world, but if you're bottlenecked at a remote firewall, it makes no difference. Reducing the amount of data that has to be calculated might be your only option.
Cyrodill ran much more smoothly with more players casting the same skills years ago, before Akamai.
Do they just cancel Akamai for the week or two to get PvP working better for Midyear Mayhem, then?
Genuinely curious. Something improves substantially during PvP events, and I can’t imagine it’s less data, given how packed both the usual and ad hoc campaigns are. If the current performance is bottlenecked at Akamai, what happens during the event that improves it?