This, you can see this if you have many alts in the same location and cycle trough them, or even moving to another zone and come back and you see other players and population might be higher or lower.It's not just 2 physical servers, it's the concept of "mega servers" which is really just a fancy word for sharding instances under one (or in this case two) common points of entry.
There are many instances running for both the NA and the EU server ...
MentalxHammer wrote: »The megaservers have proven to be very unstable, and as such has diminished the pvp experience in ESO drastically. It has proven clear over 6 years of lag that ESO needs one server to handle open world, dungeons and raids, and another separate dedicated server to handle Cyrodill, IC and battlegrounds. This would likely help the poor performance in Cyro drastically.
MentalxHammer wrote: »The megaservers have proven to be very unstable, and as such has diminished the pvp experience in ESO drastically. It has proven clear over 6 years of lag that ESO needs one server to handle open world, dungeons and raids, and another separate dedicated server to handle Cyrodill, IC and battlegrounds. This would likely help the poor performance in Cyro drastically.
As we understand it, Cyrodiil is already on a different server. See post #4 above for an explanation.
The big change in Cyrodiil's performance as I recall from the forums (never having been to Cyrodiil myself) came when a lot of the data updating was moved from player-side to server-side due to the amount of cheating. Anti-cheat coding was added and it slowed everything down. I imagine it's the same for IC and BGs, without the players cheating such measures wouldn't be necessary.
Araneae6537 wrote: »
It seems like it would be better to change it back and ban cheaters. I’m assuming ZOS would have the relevant data to different actual cheating from some combination of luck / skill / proc sets to identify cheaters once instances were reported, but I know nothing about what kind of cheating was going on or how difficult it would be to identify. It just seems like it makes things worse for most, even everyone, and no less work for ZOS. I can’t help but think the best way would be to change it back to player-side for better performance and instead device ways to facilitate identifying cheaters and remove them.
I think that apart from software bugs a large proportion of the lag is caused by the DDOS protection provided by Akamai.
Sanguinor2 wrote: »Araneae6537 wrote: »
It seems like it would be better to change it back and ban cheaters. I’m assuming ZOS would have the relevant data to different actual cheating from some combination of luck / skill / proc sets to identify cheaters once instances were reported, but I know nothing about what kind of cheating was going on or how difficult it would be to identify. It just seems like it makes things worse for most, even everyone, and no less work for ZOS. I can’t help but think the best way would be to change it back to player-side for better performance and instead device ways to facilitate identifying cheaters and remove them.
Literally everything was possible in terms of cheating. You could make yourself invincible, give yourself 500 ult gen per second, could fly etc.
I imagine it's cheaper. But to hell with any customer who doesn't live close to either of them.
@Araneae6537Araneae6537 wrote: »Wow, that is crazy! But it’s not something you could do from within the game, right? You’d have to deliberately mess with the code, I’d assume. But I guess the problem would be catching those who cheat in less obvious, more subtle ways? Still, if Cyrodill worked well that way but for cheaters, the fix seems an inelegant untargeted solution. Or perhaps it was also to level the playing field between those with faster internet connection? Out of curiosity, was such a change also made for console servers?