ZOS_GinaBruno wrote: »Update: We will be activating double AP during this upcoming test. To be clear, the only actions/activities that will result in double AP are capturing and defending Keeps, resources, and outposts, and killing/healing other player characters.
Within 1 day the test has proven useless, but we have to endure it for 3 weeks?
Within 1 day the test has proven useless, but we have to endure it for 3 weeks?
Agreed, there is zero improvement in lag. Same old desynchs and disconnects.
It's good to know that group size, cross healing, and proc sets are not the source of the poor performance. But my guess is they are doing another "behavioral" study.... which apparently takes weeks to complete.
Within 1 day the test has proven useless, but we have to endure it for 3 weeks?
Agreed, there is zero improvement in lag. Same old desynchs and disconnects.
It's good to know that group size, cross healing, and proc sets are not the source of the poor performance. But my guess is they are doing another "behavioral" study.... which apparently takes weeks to complete.
At this point the only logical culprit is years and years of adding quickly-made but botched code on top of the underlying system to get new things to work instead of actually rewriting them to support these new features and/or large scale battles. Quite evident we are now paying the price for ZOS constantly taking the easy/quick/cheap option for 6-8 years.
relentless_turnip wrote: »At this point the only logical culprit is years and years of adding quickly-made but botched code on top of the underlying system to get new things to work instead of actually rewriting them to support these new features and/or large scale battles. Quite evident we are now paying the price for ZOS constantly taking the easy/quick/cheap option for 6-8 years.
This and stadia 😂
Prior to the changes made for stadia it was stuff moved server side because of cheating. I think the quick coding has caused a lot of bugs, but the latency issues were caused by moving too many calculations server side.
PC NA grayhost = we played about an hour on primetime and we did not noticed any improvement on server performance.
PC NA ravenwatch( no cp) = very very noticeable improvement. The server is packed ,all pop locked ,big fights all over the place.. it gotten to the point where theres too much going on on my screen that fps drops significantly low.. but i can use my abilities perfectly fine with little to no latency delays.
This just my personal experience last night playing with my guildmates and they experienced the same.
PucMudDofuss wrote: »Pink_Pixie wrote: »Worst time to do tests, a few days before the campaign ends to get trolled by pve door, kinda kills any motivation to work to win a campaign for all that work to go down the drain. They should of waited for a new campaign to start before slapping us in the face with such tests.
I couldn't agree more. In fact a lot of grief and unhappiness could have been avoided entirely if they would have just made a couple of separate servers one CP enabled one No-CP enabled server where they could run these test. Then people who are in favor of these changes and/or want to test them could do so while those of us that don't care to participate could keep playing as per usual. We have just seen them do just that during MYM so that is surely a possibility.
These additional test servers could have their own campaign with reward tier with double AP and maybe other bonus goodies as an encouragement for people to participate.
I keep hearing people say "its just three weeks come on just do something else if you don't want to join". It wouldn't have to be a take it or leave it situation if they had thought to do that.
Personally Cyro PvP even laggy as it is, is what I enjoy the most about this game and PvP really don't interest me much. Imagine how people would react if they ran a similar test on PvE and how that community would respond...
Cyro EU/PC gray host was great, havent been this good for years. We had a raid up of some 30 people and were in a number of huge fights on a locked server. Still skills went of as they should.
I feel like we need to do this same test again after the new changes to CP are in place.
BigBearPaw wrote: »10 pm and PC-eu Grayhost is unplayable just like before the test.. Maybe it's time to assume servers ARE the MAIN problem?
BigBearPaw wrote: »10 pm and PC-eu Grayhost is unplayable just like before the test.. Maybe it's time to assume servers ARE the MAIN problem?
or it could be animation canceling that causing it.
its worth looking into.
BigBearPaw wrote: »10 pm and PC-eu Grayhost is unplayable just like before the test.. Maybe it's time to assume servers ARE the MAIN problem?
or it could be animation canceling that causing it.
its worth looking into.
Nordic__Knights wrote: »BigBearPaw wrote: »10 pm and PC-eu Grayhost is unplayable just like before the test.. Maybe it's time to assume servers ARE the MAIN problem?
or it could be animation canceling that causing it.
its worth looking into.
AC is an big factor but no one well say it because then they have to fix the longest running bug in the game that became skill lol
BigBearPaw wrote: »10 pm and PC-eu Grayhost is unplayable just like before the test.. Maybe it's time to assume servers ARE the MAIN problem?
or it could be animation canceling that causing it.
its worth looking into.
More likely the tons of AoE spamming that occurs in and around ball groups / zergs.
Just think about it. Hitting 10 times as many players means 10 times more calculations. Imagine you had to do 10 times more work in the same time frame.
And AoE spamming is basically all these groups do. And since they stack up nicely to, they also get hit my more AoEs and at the same time every single AoE hitting them hits a lot of players at once.