I was wondering is ZOS ever gonna do something about this lags in pvp or are they just gonna keep ignoring it? I have been playing this for more then two years now and the things are just getting worse and worse and there is no response about this issue from ZOS community managers. They don't have any touch with the playing community whatsoever. They just come from time to time and make some silly announcements which are like: "we have cured the cold to a pacient that is daying from cancer". At least it looks like that to me. Answers like:"we are doing something about it" or "we don't know how to fix it" are perfectly accaptable to me. I would just want to see some sort of communication between ZOS and the playing community. Is that so much to ask?
VaranisArano wrote: »More testing, eventually.
(Pay no attention to the man behind the curtain how the performance improves dramatically during Midyear Mayhem and tanks again afterward.)
VaranisArano wrote: »More testing, eventually.
(Pay no attention to the man behind the curtain how the performance improves dramatically during Midyear Mayhem and tanks again afterward.)
So, what is the problem than? Is it just servers that needs to be updated or is it really the problem in the code?
I don't know, but i wish it would work like it used to again. I tried to play pve again, but it is not appealing to me anymore. I just want the pvp to work ok.
VaranisArano wrote: »More testing, eventually.
(Pay no attention to the man behind the curtain how the performance improves dramatically during Midyear Mayhem and tanks again afterward.)
So, what is the problem than? Is it just servers that needs to be updated or is it really the problem in the code?
VaranisArano wrote: »My thoughts are two-fold:
1. We do still see some of the same performance issues during MYM, just nowhere near as bad. So whatever they do is very helpful, but its not a complete cure.
2. ZOS seems unwilling to implement whatever they do to improve MYM performance as a permanent solution. Hence, the testing and search for something else that can fix Cyrodiil. Unfortunately, given that the first rounds of testing featured AOE cooldowns that would have required completely redesigning some classes if it had gone through, ZOS seems pretty darned desperate to avoid making their MYM solution permanent.
VaranisArano wrote: »My thoughts are two-fold:
1. We do still see some of the same performance issues during MYM, just nowhere near as bad. So whatever they do is very helpful, but its not a complete cure.
2. ZOS seems unwilling to implement whatever they do to improve MYM performance as a permanent solution. Hence, the testing and search for something else that can fix Cyrodiil. Unfortunately, given that the first rounds of testing featured AOE cooldowns that would have required completely redesigning some classes if it had gone through, ZOS seems pretty darned desperate to avoid making their MYM solution permanent.
Lag became more prevalent when they started using a third party DDoS service (Akamai), which inspects and filters the incoming data on their servers before passing it along to ZOS' servers. Tracerts have proven that delays and packet loss frequently occur within this extra step. It's possible that they loosen the data restriction during the event, and they turn it back up to maximum scrubbing afterwards.
Lag also became more prevalent when they moved a lot of the client side calculations server side. It's certainly possible to temporarily lessen the server's load by putting more of it on our own systems during the event. Strictly based on my own empirical evidence, after the patch today my experience in Cyrodiil has become a lot less laggy. Coincidence? Maybe. But I am fairly certain that the patch after the event will return me to my previous level of lag, desyncs, and disconnects.
VaranisArano wrote: »My thoughts are two-fold:
1. We do still see some of the same performance issues during MYM, just nowhere near as bad. So whatever they do is very helpful, but its not a complete cure.
2. ZOS seems unwilling to implement whatever they do to improve MYM performance as a permanent solution. Hence, the testing and search for something else that can fix Cyrodiil. Unfortunately, given that the first rounds of testing featured AOE cooldowns that would have required completely redesigning some classes if it had gone through, ZOS seems pretty darned desperate to avoid making their MYM solution permanent.
Lag became more prevalent when they started using a third party DDoS service (Akamai), which inspects and filters the incoming data on their servers before passing it along to ZOS' servers. Tracerts have proven that delays and packet loss frequently occur within this extra step. It's possible that they loosen the data restriction during the event, and they turn it back up to maximum scrubbing afterwards.
Lag also became more prevalent when they moved a lot of the client side calculations server side. It's certainly possible to temporarily lessen the server's load by putting more of it on our own systems during the event. Strictly based on my own empirical evidence, after the patch today my experience in Cyrodiil has become a lot less laggy. Coincidence? Maybe. But I am fairly certain that the patch after the event will return me to my previous level of lag, desyncs, and disconnects.
So why this solution is not an option once Midyear Mayhem is over?
VaranisArano wrote: »My thoughts are two-fold:
1. We do still see some of the same performance issues during MYM, just nowhere near as bad. So whatever they do is very helpful, but its not a complete cure.
2. ZOS seems unwilling to implement whatever they do to improve MYM performance as a permanent solution. Hence, the testing and search for something else that can fix Cyrodiil. Unfortunately, given that the first rounds of testing featured AOE cooldowns that would have required completely redesigning some classes if it had gone through, ZOS seems pretty darned desperate to avoid making their MYM solution permanent.
Lag became more prevalent when they started using a third party DDoS service (Akamai), which inspects and filters the incoming data on their servers before passing it along to ZOS' servers. Tracerts have proven that delays and packet loss frequently occur within this extra step. It's possible that they loosen the data restriction during the event, and they turn it back up to maximum scrubbing afterwards.
Lag also became more prevalent when they moved a lot of the client side calculations server side. It's certainly possible to temporarily lessen the server's load by putting more of it on our own systems during the event. Strictly based on my own empirical evidence, after the patch today my experience in Cyrodiil has become a lot less laggy. Coincidence? Maybe. But I am fairly certain that the patch after the event will return me to my previous level of lag, desyncs, and disconnects.
So why this solution is not an option once Midyear Mayhem is over?