mook-eb16_ESO wrote: »Am right in saying that after you dodge roll a check message is sent back to the client to tell it its been completed, or mitigated certain attacks .. at high server load afters I dodge roll my skills go out and some times they don't light back up for up to 4 seconds at extremes. or is something else going on ??
VirtualElizabeth wrote: »Flangdoodle wrote: »Turning off proc sets has made no difference whatsoever- and might have somehow actually made the lag/crashes worse. We crash every time we get to a keep where a large scale battle is happening. When we arrive at the outer walls half the group is kicked offline.
I'd like to see a test where they turn off all add-ons.
Aren't add ons more of a client side thing, allegedly? Might be a good idea though.
Meh. The big fights are fun. Win or lose, they've always been fun. Devs can do whatever they want with AP rewards, people are going where the fun is. They're also the most easily accessible kind of fight, you look at the map and head for the action. You don't need a guild, a group leader, or even a common language, just go fight.
In typical ZOS fashion they'll intentionally make fun things less fun to "create interesting choices" but when they remove that essential and unique bit of the Cyro experience, they kill the thing they're trying to save. I hope they'll take care to avoid that. It's already pretty bad with the population cap so low.
Gameplay didn't break Cyrodiil and changes to gameplay won't fix it. It's depressing to see the game get so warped trying to work around technical failures.
Sure, the big fights are fun - but there's a reason that you'll find people just staying at Sej or Nikel, despite the fact that another alliance is running around taking most of the rest of their territory - and it's not just because "big fights are fun." Going to counter the ones taking keeps would give one a "big fight," but it would mean leaving the one location (and potentially losing a juicy d-tick), and losing AP during the time spent traveling, etc. So no, I don't believe it's just the fun aspect that keep people hanging around one or two locations instead of moving around more on the map.
techyeshic wrote: »We can't even be updated a week+ in the test of what they're seeing, planning, or thinking. Doubt we'll get details
ZOS_BrianWheeler wrote: »At this time, we are planning for this test to run for at least 3 weeks, and will let everyone know when we have next steps locked in.
techyeshic wrote: »@ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_SarahHecker Whoever may possibly be listening. Lag has gotten worse since you started the testing and each day since it gets even worse. I hate procs with a passion. I have argued with guildies about how terrible I think procs are; but enough is enough. Something you did when you turned this on has gone horribly wrong. I don't know how; but it is.
It is ZOS' decision to allow said collaborations be run through addons, so it is not against TOS regarding third party software like you seem to imply. Also group collaboration isn't a part of the game which is automated. You can't tell via the game to another player, that your ultimate is ready - you would have to use a voice chat, for example. If we were talking about automation of aspects of gameplay, Lazy Writ Crafter (which automates crafting) and some addons more like that would be greater contestants. So I would be careful where you go with a point like that. Additionally I'd like to point out like many others before, that console does not have addons and they aren't running exactly at peak performance. Only ZOS knows, though, how console server capacity compares to PC server capacity. Maybe they run on 20% of the server capacity...Personally, I have a hard time with this myself as it does seem like people are using third party software to automate some aspects of gameplay, in this case group collaboration, that would otherwise need to be done manually.
Joy_Division wrote: »Another thing that makes me skeptical was the announcement during the reveal that ZOs is getting new servers - FINALLY - but somehow this is not expected to have an impact on performance. Wut? Is the equipment being downgraded? Does this mean the brunt of our complaints - the server - has been misdirected all this time? Is it the coding/programming that is the issue here? If so, how exactly is it even possible to address that without reprograming the entire game? If new servers aren't expected to fix the lag, and we already know all these restricted tests didn't either, that doesn't inspire confidence.
Since it doesn;t look like the capacity for increase server calculations is never going to happen (I dunno why; when ESO launched I had a flip phone and Youtube restricted me to 10 minute videos that took hours to upload), I think it would be better served to try and spread out the calculations we do put on the server, that is, not have everyone at the same spot during the same time. Again we have 7 years of player behavior as a guide: we stood in ques of over 100+ people just to join the laggiest default CP campaign even though the game played reasonably well in the other campaigns that had openings. Let's not kid ourselves, our behavior is not going to change as long as the map, rewards system, AvAvA routines stay as they were in 2014. There has to be interesting and engaging reasons to use the 85% of the map we ignore and there aren't any. We need permanent compelling reasons to go off the beaten path, that have fights, potential rewards, and just have interesting things to do. This way, at least the calculations are spread out with regard to distance and time, and thus the potential to avoid imposing restrictive gameplay features we don;t like and no need to redesign entire classes just so they can function in PvP setting that's going to be very different from what these classes were originally designed for.
First, I agree with all of the first part of your post - those of us who have been around from the beginning remember all of the many things that have been tried over the years. We had AOE caps, then no AOE caps, we've had new skills introduced that were supposed to be ball-group busters to discourage ball groups because of the performance hit they cause (and which every single time, simply turned into something the ball groups themselves used). I think at this point, we've gone through just about every iteration possible.
But in terms of the argument of "we need reasons to not pile up in one place and ignore the rest of the map and that would help" - they've already done that. Multiple times. It hasn't helped. The now-destroyable milegates and bridges, the three capturable towns, the addition of the extra outposts - again and again, they've added other locations intended to draw players out to other objectives. And it's never drawn enough folks away. Yes, solo folks and small groups will go off and capture towns or outposts, resources, etc. But most players still pile up at one or two objectives.
No one's gonna like what I'm about to say - but one of the big reasons a lot of folks stay where the big fights are is... AP. AP and the desire to earn it is part of what's killing Cyrodiil. Folks want to stay where the big AP gains are. Second? Folks want to be where the fights are. PvDooring is looked down upon and laughed at - and it doesn't earn anyone anywhere near the amount of AP a good fight does,. which goes back to the AP gain motivation.
Joy_Division wrote: »Of course I stay with the big fights for the AP; there's nothing else to do in Cyrodiil.
VirtualElizabeth wrote: »Flangdoodle wrote: »Turning off proc sets has made no difference whatsoever- and might have somehow actually made the lag/crashes worse. We crash every time we get to a keep where a large scale battle is happening. When we arrive at the outer walls half the group is kicked offline.
I'd like to see a test where they turn off all add-ons.
Aren't add ons more of a client side thing, allegedly? Might be a good idea though.
Apparently not. Addons like RDX and the custom private addons some ball groups like Drac use optimize gameplay across the group by providing collaboration on ultimates and other group oriented abilities. To provide this type of functionality, I would suspect they are communicating with the server. While I am no expert on addons, I recall reading a thread on this last year. (see Izanagi.Xiiib16_ESO response in this thread https://forums.elderscrollsonline.com/en/discussion/comment/6596374#Comment_6596374)
Personally, I have a hard time with this myself as it does seem like people are using third party software to automate some aspects of gameplay, in this case group collaboration, that would otherwise need to be done manually. I'm sure you could make the case for many other addons, but it seems that success depends on as much IT knowledge than ESO gaming skills.
VirtualElizabeth wrote: »VirtualElizabeth wrote: »Flangdoodle wrote: »Turning off proc sets has made no difference whatsoever- and might have somehow actually made the lag/crashes worse. We crash every time we get to a keep where a large scale battle is happening. When we arrive at the outer walls half the group is kicked offline.
I'd like to see a test where they turn off all add-ons.
Aren't add ons more of a client side thing, allegedly? Might be a good idea though.
Apparently not. Addons like RDX and the custom private addons some ball groups like Drac use optimize gameplay across the group by providing collaboration on ultimates and other group oriented abilities. To provide this type of functionality, I would suspect they are communicating with the server. While I am no expert on addons, I recall reading a thread on this last year. (see Izanagi.Xiiib16_ESO response in this thread https://forums.elderscrollsonline.com/en/discussion/comment/6596374#Comment_6596374)
Personally, I have a hard time with this myself as it does seem like people are using third party software to automate some aspects of gameplay, in this case group collaboration, that would otherwise need to be done manually. I'm sure you could make the case for many other addons, but it seems that success depends on as much IT knowledge than ESO gaming skills.
Those addons seem a bit sketch to me. We might as well be running BOTS!
@ZOS_BrianWheeler, @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_SarahHecker any thoughts on the above add on?
I imagine this has been said, but playing on full servers during prime time, the performance is much worse than it was before midyear mayhem, which was the last time I did such a thing. I gave it a couple nights. I don't know if this is the reversion of the cross healing or not; what else could it be?
As one example, I stood near bleakers with fighting nearby and cast harness magicka 20 times, all 20 times the skill failed in the middle of the animation.
Game-play is much more fun than proc-tank meta on the lower population servers though!
VirtualElizabeth wrote: »VirtualElizabeth wrote: »Flangdoodle wrote: »Turning off proc sets has made no difference whatsoever- and might have somehow actually made the lag/crashes worse. We crash every time we get to a keep where a large scale battle is happening. When we arrive at the outer walls half the group is kicked offline.
I'd like to see a test where they turn off all add-ons.
Aren't add ons more of a client side thing, allegedly? Might be a good idea though.
Apparently not. Addons like RDX and the custom private addons some ball groups like Drac use optimize gameplay across the group by providing collaboration on ultimates and other group oriented abilities. To provide this type of functionality, I would suspect they are communicating with the server. While I am no expert on addons, I recall reading a thread on this last year. (see Izanagi.Xiiib16_ESO response in this thread https://forums.elderscrollsonline.com/en/discussion/comment/6596374#Comment_6596374)
Personally, I have a hard time with this myself as it does seem like people are using third party software to automate some aspects of gameplay, in this case group collaboration, that would otherwise need to be done manually. I'm sure you could make the case for many other addons, but it seems that success depends on as much IT knowledge than ESO gaming skills.
Those addons seem a bit sketch to me. We might as well be running BOTS!
@ZOS_BrianWheeler, @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_SarahHecker any thoughts on the above add on?
@ them as much as you want, they will still blatantly ignore anything like this and bury their head in the sand like they always do. Now if you had @'ed them about how brilliant they are and how amazing their game is, you would have a reponse in minutes.
techyeshic wrote: »@ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_SarahHecker Whoever may possibly be listening. Lag has gotten worse since you started the testing and each day since it gets even worse. I hate procs with a passion. I have argued with guildies about how terrible I think procs are; but enough is enough. Something you did when you turned this on has gone horribly wrong. I don't know how; but it is.
vesselwiththepestle wrote: »At this point I hope for a test week with no guards in Cyrodiil.
vesselwiththepestle wrote: »At this point I hope for a test week with no guards in Cyrodiil.
No grass. All those server checks to see if the grass is still there are causing lag.
Each weekend the lagg increases, I guess due to more players on the megaserver, since cyro is full the whole week.
So the man problem seems to be server capacity.
relentless_turnip wrote: »Each weekend the lagg increases, I guess due to more players on the megaserver, since cyro is full the whole week.
So the man problem seems to be server capacity.
Cyrodill is on its own server and so is each of its campaigns. I think there is an argument for how efficiently it communicates with the neighbouring servers on the megaserver whilst players are in cyrodill. There is a definite difference between prime time pop lock and pop lock the rest of the time.
relentless_turnip wrote: »Each weekend the lagg increases, I guess due to more players on the megaserver, since cyro is full the whole week.
So the man problem seems to be server capacity.
Cyrodill is on its own server and so is each of its campaigns. I think there is an argument for how efficiently it communicates with the neighbouring servers on the megaserver whilst players are in cyrodill. There is a definite difference between prime time pop lock and pop lock the rest of the time.
No the cyro campaigns are only instances on the megaserver, like any other region.