McTaterskins wrote: »Hello all,
Some friends and I have been watching closely over the last several weeks to see if we could identify common denominators in regard to the game's performance. As we all know, the performance issues are definitely not isolated to just Cyrodiil. These issues have been increasing in other content as well. At an alarming rate. Even instanced content including BGs, Trials, and Dungeons.
There's many an instance where you get periods, even during peak times, where the game runs "ok". The days of it running "great" anywhere are seemingly behind us.
In turn, we started watching closely for specifics. Common denominators regarding performance issues that we've specifically noted that make things take a turn for the worst during gameplay at a rather rapid pace are:
Cyrodiil NPCs:
Upon engaging, agro, or often times just being in close proximity, the guards etc. at resource nodes and keeps (especially resource nodes) will immediately cause the game's performance to change.
Myself and some others have brought this point up on other occasions.
Question: Is this a memory issue? I believe Matt? had brought up in a stream/interview one time that there were memory issues with the game on certain platforms that did not allow for the addition of more animations, skills etc. - Could this perhaps be related? Being that the NPC's are using outdated class skills and abilities that no longer jive with the rest of the game? Are there too many calculations involved with engaging these NPCs in their current form?
Plaguebreak and Kynmarcher's Cruelty:
Game will be performing "ok". Can be in a full BG, IC, or even in a decent sized fight in Cyrodiil. Then one of these sets arrives or gets applied and it is downhill from there.
Question: Can these sets be investigated? They are still relatively new and they have brought new functions to the mix.
In no way, shape, or form, am I saying to ditch these sets. They're pretty cool in their own right and do add flavor to combat. They just need to be looked at from the ZoS side as they are most definitely culprits in regard to performance dips.
Outfits/Style items:
We made some flashy outfits. We play for a bit in outfit 1. Then for a bit in Outfit 2, 3, etc. - Noticeably, the game performs differently when wearing base game outfit styles than it does in the latest and greatest bling. In my own current example of this, I made an outfit with crimson oath and some other spikey stuff, used the flashy reflective Frozen Blood color, and threw on the Spellscar weapons currently available in the crown store and through endeavors. (Used Endeavors to purchase them fyi.) - Noticeable difference in performance.
Question: As mentioned above, could this be memory related? Are these graphics or effects pushing some boundaries with the current capabilities?
I'm sure other things have been identified. There's quite the list running for bugs etc. - But I felt we could try to narrow down some focal points that might be manageable without having to wait for the core code architecture rebuild etc.
If anyone else has noticed actual specific things that cause desync or fps issues, please share.
When looking for these things or making observations, it is difficult to distinguish between just straight server/game delay or desync due to 10-50 players all inputting data at once, vs hey, it was just 2 of us and "X" person or NPC showed up, did "Y", and everything just went to H-E-Double Hockey sticks.
Please factor that when sharing observations. This is not an "ermergerd proc sets r bad" thread. This is likely more of a "oof, these graphics or animations are causing trauma" scenario tbh.
Necrotech_Master wrote: »the point about storage doesnt make any sense, if your talking about things in bag/bank, what about houses and the storage chests in the houses?
i have 67 houses (granted most are not decorated) but that is still add a ton of "storage" on my acct and yet i rarely feel any lag whatsoever except in cyrodiil (and this lag is still "network" related because my game still is running at 80-100 fps)
VaranisArano wrote: »Anecdotal Observation on Crashing to Log-In while heading towards Large Battles:
I can handle being at a Keep during the start of a big battle. I can handle being there during the big battle.
The problem for me starts when I die, rez up somewhere else, and then try to ride back to the big battle.
Let's say there's a large battle at Blue Road Keep, and I die, rez up, and ride back from Arrius. It feels like there's an invisible line north of BRK where I disconnect. I can ride to the door or the breach, but I've already disconnected. If I sprint on my mount, I can pretty much guarantee I'll be disconnected. If I try to inch my way in, it feels like I get a little closer to the fight before I disconnect.
Let's say that there's a large battle at Casstle Alessia. I die, I rez up at Sejanus Outpost, and ride across the bridge and...I can ride into the front door/breach and maybe even see some enemy players loading in, but I've already disconnected.
Those are the moments I slow down and admire the enemy player's outfits, because once I crossed that invisible line, it's like I hit a wall. Either my computer, the server, or both say "Nope!" This continues to happen until the battle dies down or I give up after three tries and go play Warframe.
Problem: Once I die and leave the area, I crash when riding back to large battles.
Thoughts: I mean, this is one of the intractable problems that ZOS has tried to solve through their tests and nothing worked. Restricting player skills, healing, and sets didn't help enough to make a big difference on the end-user experience. So, I guess I'm left hoping that the re-architecture can address whatever is fundamentally broken here.
Temporary Solution: Once I die at a large battle, I go do something else, somewhere else. That's not a palatable option for guild players or PUGs, because they want to be playing with their group. It's not particularly palatable to me, since I like fighting at important objectives. But it is a solution that doesn't involve banging my head against an invisible wall through multiple crashes.
I've noticed nothing on what's described in the OP except for the usual Cyro lag spikes (not necessarily tied to guards, and definitely lesser in magnitude the fewer players are around). The biggest cause for FPS drops is definitely the number of players around (got a reminder of that today when doing Geysers for the event, with FPS dropping to 24-30, must've been 30-50 people spamming AoEs), even skeletonizing everyone as someone mentioned did nothing for most of the people I've been running with, I assume that once stuff is loaded it stays in the memory (the FPS drops seemed better on the 2nd and 3rd Geyser, didn't really pay much attention to that to be honest so it could just be an impression).
I have 18 chars with a full bank and 200 items on most of them it that helps. The only bar-related issues I get are occasional misfires and the lightning staves HA getting stuck to completion.
McTaterskins wrote: »I've noticed nothing on what's described in the OP except for the usual Cyro lag spikes (not necessarily tied to guards, and definitely lesser in magnitude the fewer players are around). The biggest cause for FPS drops is definitely the number of players around (got a reminder of that today when doing Geysers for the event, with FPS dropping to 24-30, must've been 30-50 people spamming AoEs), even skeletonizing everyone as someone mentioned did nothing for most of the people I've been running with, I assume that once stuff is loaded it stays in the memory (the FPS drops seemed better on the 2nd and 3rd Geyser, didn't really pay much attention to that to be honest so it could just be an impression).
I have 18 chars with a full bank and 200 items on most of them it that helps. The only bar-related issues I get are occasional misfires and the lightning staves HA getting stuck to completion.
What platform?
McTaterskins wrote: »Hello all,
Some friends and I have been watching closely over the last several weeks to see if we could identify common denominators in regard to the game's performance. As we all know, the performance issues are definitely not isolated to just Cyrodiil. These issues have been increasing in other content as well. At an alarming rate. Even instanced content including BGs, Trials, and Dungeons.
There's many an instance where you get periods, even during peak times, where the game runs "ok". The days of it running "great" anywhere are seemingly behind us.
In turn, we started watching closely for specifics. Common denominators regarding performance issues that we've specifically noted that make things take a turn for the worst during gameplay at a rather rapid pace are:
Cyrodiil NPCs:
Upon engaging, agro, or often times just being in close proximity, the guards etc. at resource nodes and keeps (especially resource nodes) will immediately cause the game's performance to change.
Myself and some others have brought this point up on other occasions.
Question: Is this a memory issue? I believe Matt? had brought up in a stream/interview one time that there were memory issues with the game on certain platforms that did not allow for the addition of more animations, skills etc. - Could this perhaps be related? Being that the NPC's are using outdated class skills and abilities that no longer jive with the rest of the game? Are there too many calculations involved with engaging these NPCs in their current form?
Plaguebreak and Kynmarcher's Cruelty:
Game will be performing "ok". Can be in a full BG, IC, or even in a decent sized fight in Cyrodiil. Then one of these sets arrives or gets applied and it is downhill from there.
Question: Can these sets be investigated? They are still relatively new and they have brought new functions to the mix.
In no way, shape, or form, am I saying to ditch these sets. They're pretty cool in their own right and do add flavor to combat. They just need to be looked at from the ZoS side as they are most definitely culprits in regard to performance dips.
Outfits/Style items:
We made some flashy outfits. We play for a bit in outfit 1. Then for a bit in Outfit 2, 3, etc. - Noticeably, the game performs differently when wearing base game outfit styles than it does in the latest and greatest bling. In my own current example of this, I made an outfit with crimson oath and some other spikey stuff, used the flashy reflective Frozen Blood color, and threw on the Spellscar weapons currently available in the crown store and through endeavors. (Used Endeavors to purchase them fyi.) - Noticeable difference in performance.
Question: As mentioned above, could this be memory related? Are these graphics or effects pushing some boundaries with the current capabilities?
I'm sure other things have been identified. There's quite the list running for bugs etc. - But I felt we could try to narrow down some focal points that might be manageable without having to wait for the core code architecture rebuild etc.
If anyone else has noticed actual specific things that cause desync or fps issues, please share.
When looking for these things or making observations, it is difficult to distinguish between just straight server/game delay or desync due to 10-50 players all inputting data at once, vs hey, it was just 2 of us and "X" person or NPC showed up, did "Y", and everything just went to H-E-Double Hockey sticks.
Please factor that when sharing observations. This is not an "ermergerd proc sets r bad" thread. This is likely more of a "oof, these graphics or animations are causing trauma" scenario tbh.
Hey OP,
They are video game specialists. I'm sure they know what is and isn't working at this point, but your points are interesting.
I'm just bewildered that they would even think of introducing these sets in a broken environment in the first place?
As for costumes:
In PvE raids we've already been using the skeleton polymorph for years as there were rumours that costumes/outfits would add to FPS drops and possibly latency issues.
I have some rather newer items (clothing wise) on my Nightblade, I honestly still lag/misfire/no weave/you know the rest, just as much.
It's pretty obvious that the game can't handle the organised groups (12+) which are on the servers. It's a shame for them and for us, I suppose, but I'm kind of surprised they did nothing definitive to at least reduce the urge for people to play like that
McTaterskins wrote: »
VaranisArano wrote: »Anecdotal Observation on Crashing to Log-In while heading towards Large Battles:
I can handle being at a Keep during the start of a big battle. I can handle being there during the big battle.
The problem for me starts when I die, rez up somewhere else, and then try to ride back to the big battle.
Let's say there's a large battle at Blue Road Keep, and I die, rez up, and ride back from Arrius. It feels like there's an invisible line north of BRK where I disconnect. I can ride to the door or the breach, but I've already disconnected. If I sprint on my mount, I can pretty much guarantee I'll be disconnected. If I try to inch my way in, it feels like I get a little closer to the fight before I disconnect.
Let's say that there's a large battle at Casstle Alessia. I die, I rez up at Sejanus Outpost, and ride across the bridge and...I can ride into the front door/breach and maybe even see some enemy players loading in, but I've already disconnected.
Those are the moments I slow down and admire the enemy player's outfits, because once I crossed that invisible line, it's like I hit a wall. Either my computer, the server, or both say "Nope!" This continues to happen until the battle dies down or I give up after three tries and go play Warframe.
I've had this occurring for myself many times, and have a long standing suspicion why it's happening. I think there's two thing here clashing with each other.
One is the flood protection on the server. When your game client try to send/receive too much data at the same time to/from the server the protection will kick you from the server, and rightfully so, it designed to protect the server exactly from the game clients overwhelming the server.
The second is that I suspect the game client try to preload and precache data for nearby opponents for a far bigger range then just visibility range, so that when you get close to them and engage in combat with them the data is already present for the combat and graphical computations.
This two works fine and not clashing together when you're in place of of the big battle from the start as people will gather up to the big crowd over a time and your game client load the data over that time. But if you try to join that battle later when already a huge amount of people there, as you get close enough your client will try to preload and precache all the data for all the people already there, effectively at the same time. And this much data traffic at the same time will trigger the server flood protection which then will kick you out.
Also I think this explains why sprinting on the hose pretty much guarantees the disconnect as it increases the speed how fast those people getting into your preload range while if you drop off the horse and slowly walk/sneak closer then you have much better chances getting there, as your preload range will encounter those people at a much slower rate.
McTaterskins wrote: »I've noticed nothing on what's described in the OP except for the usual Cyro lag spikes (not necessarily tied to guards, and definitely lesser in magnitude the fewer players are around). The biggest cause for FPS drops is definitely the number of players around (got a reminder of that today when doing Geysers for the event, with FPS dropping to 24-30, must've been 30-50 people spamming AoEs), even skeletonizing everyone as someone mentioned did nothing for most of the people I've been running with, I assume that once stuff is loaded it stays in the memory (the FPS drops seemed better on the 2nd and 3rd Geyser, didn't really pay much attention to that to be honest so it could just be an impression).
I have 18 chars with a full bank and 200 items on most of them it that helps. The only bar-related issues I get are occasional misfires and the lightning staves HA getting stuck to completion.
What platform?
PC/EU
VaranisArano wrote: »McTaterskins wrote: »Hello all,
Some friends and I have been watching closely over the last several weeks to see if we could identify common denominators in regard to the game's performance. As we all know, the performance issues are definitely not isolated to just Cyrodiil. These issues have been increasing in other content as well. At an alarming rate. Even instanced content including BGs, Trials, and Dungeons.
There's many an instance where you get periods, even during peak times, where the game runs "ok". The days of it running "great" anywhere are seemingly behind us.
In turn, we started watching closely for specifics. Common denominators regarding performance issues that we've specifically noted that make things take a turn for the worst during gameplay at a rather rapid pace are:
Cyrodiil NPCs:
Upon engaging, agro, or often times just being in close proximity, the guards etc. at resource nodes and keeps (especially resource nodes) will immediately cause the game's performance to change.
Myself and some others have brought this point up on other occasions.
Question: Is this a memory issue? I believe Matt? had brought up in a stream/interview one time that there were memory issues with the game on certain platforms that did not allow for the addition of more animations, skills etc. - Could this perhaps be related? Being that the NPC's are using outdated class skills and abilities that no longer jive with the rest of the game? Are there too many calculations involved with engaging these NPCs in their current form?
Plaguebreak and Kynmarcher's Cruelty:
Game will be performing "ok". Can be in a full BG, IC, or even in a decent sized fight in Cyrodiil. Then one of these sets arrives or gets applied and it is downhill from there.
Question: Can these sets be investigated? They are still relatively new and they have brought new functions to the mix.
In no way, shape, or form, am I saying to ditch these sets. They're pretty cool in their own right and do add flavor to combat. They just need to be looked at from the ZoS side as they are most definitely culprits in regard to performance dips.
Outfits/Style items:
We made some flashy outfits. We play for a bit in outfit 1. Then for a bit in Outfit 2, 3, etc. - Noticeably, the game performs differently when wearing base game outfit styles than it does in the latest and greatest bling. In my own current example of this, I made an outfit with crimson oath and some other spikey stuff, used the flashy reflective Frozen Blood color, and threw on the Spellscar weapons currently available in the crown store and through endeavors. (Used Endeavors to purchase them fyi.) - Noticeable difference in performance.
Question: As mentioned above, could this be memory related? Are these graphics or effects pushing some boundaries with the current capabilities?
I'm sure other things have been identified. There's quite the list running for bugs etc. - But I felt we could try to narrow down some focal points that might be manageable without having to wait for the core code architecture rebuild etc.
If anyone else has noticed actual specific things that cause desync or fps issues, please share.
When looking for these things or making observations, it is difficult to distinguish between just straight server/game delay or desync due to 10-50 players all inputting data at once, vs hey, it was just 2 of us and "X" person or NPC showed up, did "Y", and everything just went to H-E-Double Hockey sticks.
Please factor that when sharing observations. This is not an "ermergerd proc sets r bad" thread. This is likely more of a "oof, these graphics or animations are causing trauma" scenario tbh.
Hey OP,
They are video game specialists. I'm sure they know what is and isn't working at this point, but your points are interesting.
I'm just bewildered that they would even think of introducing these sets in a broken environment in the first place?
As for costumes:
In PvE raids we've already been using the skeleton polymorph for years as there were rumours that costumes/outfits would add to FPS drops and possibly latency issues.
I have some rather newer items (clothing wise) on my Nightblade, I honestly still lag/misfire/no weave/you know the rest, just as much.
It's pretty obvious that the game can't handle the organised groups (12+) which are on the servers. It's a shame for them and for us, I suppose, but I'm kind of surprised they did nothing definitive to at least reduce the urge for people to play like that
I mean, it's kind of hard to disincentivize organized PVP guilds from playing Cyrodiil when that's exactly the type of 8-24 man group play that Cyrodiil was originally designed for. Even now, if you want to take objectives and farm a bunch of AP, there's really no playstyle as effective as a ball group.
Moreover, the tests restricting player skills, healing, and sets that impacted ball groups all didn't show that they were the root of the problem. It goes deeper than that, hence the rearchitecture.
Not that ZOS hasn't tried to disincentivize that playstyle, in their own way. Chopping group size to 12 hurt a lot of PVP guilds, especially the organized raids who picked up PUGs. Proximity Detonation and Plaguebreak are supposed to be anti-ballgroup tools. So is Dark Convergence.
Why add those sets?
Because ball groups were a pain point for players. ZOS listened and gave them sets that counter ball group tactics like Purge spam and moving in a tight ball when used correctly.
Who uses those sets and skills?
Well, mostly the ball groups, instead of their less organized but more numerous opponents. Goes to show that ZOS can lead a horse to water, but can't make it drink any more than they can make zerg players use their new anti-group tools effectively.
I don't see any performance issues on my end....ever. Even waiting for the Imperfect today and yesterday where there must be at least 50 people with pets casting AOE constantly...nothing...no difference. On a modest gaming PC.
VaranisArano wrote: »Anecdotal Observation on Crashing to Log-In while heading towards Large Battles:
I can handle being at a Keep during the start of a big battle. I can handle being there during the big battle.
The problem for me starts when I die, rez up somewhere else, and then try to ride back to the big battle.
Let's say there's a large battle at Blue Road Keep, and I die, rez up, and ride back from Arrius. It feels like there's an invisible line north of BRK where I disconnect. I can ride to the door or the breach, but I've already disconnected. If I sprint on my mount, I can pretty much guarantee I'll be disconnected. If I try to inch my way in, it feels like I get a little closer to the fight before I disconnect.
Let's say that there's a large battle at Casstle Alessia. I die, I rez up at Sejanus Outpost, and ride across the bridge and...I can ride into the front door/breach and maybe even see some enemy players loading in, but I've already disconnected.
Those are the moments I slow down and admire the enemy player's outfits, because once I crossed that invisible line, it's like I hit a wall. Either my computer, the server, or both say "Nope!" This continues to happen until the battle dies down or I give up after three tries and go play Warframe.
Problem: Once I die and leave the area, I crash when riding back to large battles.
Thoughts: I mean, this is one of the intractable problems that ZOS has tried to solve through their tests and nothing worked. Restricting player skills, healing, and sets didn't help enough to make a big difference on the end-user experience. So, I guess I'm left hoping that the re-architecture can address whatever is fundamentally broken here.
Temporary Solution: Once I die at a large battle, I go do something else, somewhere else. That's not a palatable option for guild players or PUGs, because they want to be playing with their group. It's not particularly palatable to me, since I like fighting at important objectives. But it is a solution that doesn't involve banging my head against an invisible wall through multiple crashes.
VaranisArano wrote: »McTaterskins wrote: »Hello all,
Some friends and I have been watching closely over the last several weeks to see if we could identify common denominators in regard to the game's performance. As we all know, the performance issues are definitely not isolated to just Cyrodiil. These issues have been increasing in other content as well. At an alarming rate. Even instanced content including BGs, Trials, and Dungeons.
There's many an instance where you get periods, even during peak times, where the game runs "ok". The days of it running "great" anywhere are seemingly behind us.
In turn, we started watching closely for specifics. Common denominators regarding performance issues that we've specifically noted that make things take a turn for the worst during gameplay at a rather rapid pace are:
Cyrodiil NPCs:
Upon engaging, agro, or often times just being in close proximity, the guards etc. at resource nodes and keeps (especially resource nodes) will immediately cause the game's performance to change.
Myself and some others have brought this point up on other occasions.
Question: Is this a memory issue? I believe Matt? had brought up in a stream/interview one time that there were memory issues with the game on certain platforms that did not allow for the addition of more animations, skills etc. - Could this perhaps be related? Being that the NPC's are using outdated class skills and abilities that no longer jive with the rest of the game? Are there too many calculations involved with engaging these NPCs in their current form?
Plaguebreak and Kynmarcher's Cruelty:
Game will be performing "ok". Can be in a full BG, IC, or even in a decent sized fight in Cyrodiil. Then one of these sets arrives or gets applied and it is downhill from there.
Question: Can these sets be investigated? They are still relatively new and they have brought new functions to the mix.
In no way, shape, or form, am I saying to ditch these sets. They're pretty cool in their own right and do add flavor to combat. They just need to be looked at from the ZoS side as they are most definitely culprits in regard to performance dips.
Outfits/Style items:
We made some flashy outfits. We play for a bit in outfit 1. Then for a bit in Outfit 2, 3, etc. - Noticeably, the game performs differently when wearing base game outfit styles than it does in the latest and greatest bling. In my own current example of this, I made an outfit with crimson oath and some other spikey stuff, used the flashy reflective Frozen Blood color, and threw on the Spellscar weapons currently available in the crown store and through endeavors. (Used Endeavors to purchase them fyi.) - Noticeable difference in performance.
Question: As mentioned above, could this be memory related? Are these graphics or effects pushing some boundaries with the current capabilities?
I'm sure other things have been identified. There's quite the list running for bugs etc. - But I felt we could try to narrow down some focal points that might be manageable without having to wait for the core code architecture rebuild etc.
If anyone else has noticed actual specific things that cause desync or fps issues, please share.
When looking for these things or making observations, it is difficult to distinguish between just straight server/game delay or desync due to 10-50 players all inputting data at once, vs hey, it was just 2 of us and "X" person or NPC showed up, did "Y", and everything just went to H-E-Double Hockey sticks.
Please factor that when sharing observations. This is not an "ermergerd proc sets r bad" thread. This is likely more of a "oof, these graphics or animations are causing trauma" scenario tbh.
Hey OP,
They are video game specialists. I'm sure they know what is and isn't working at this point, but your points are interesting.
I'm just bewildered that they would even think of introducing these sets in a broken environment in the first place?
As for costumes:
In PvE raids we've already been using the skeleton polymorph for years as there were rumours that costumes/outfits would add to FPS drops and possibly latency issues.
I have some rather newer items (clothing wise) on my Nightblade, I honestly still lag/misfire/no weave/you know the rest, just as much.
It's pretty obvious that the game can't handle the organised groups (12+) which are on the servers. It's a shame for them and for us, I suppose, but I'm kind of surprised they did nothing definitive to at least reduce the urge for people to play like that
I mean, it's kind of hard to disincentivize organized PVP guilds from playing Cyrodiil when that's exactly the type of 8-24 man group play that Cyrodiil was originally designed for. Even now, if you want to take objectives and farm a bunch of AP, there's really no playstyle as effective as a ball group.
Moreover, the tests restricting player skills, healing, and sets that impacted ball groups all didn't show that they were the root of the problem. It goes deeper than that, hence the rearchitecture.
Not that ZOS hasn't tried to disincentivize that playstyle, in their own way. Chopping group size to 12 hurt a lot of PVP guilds, especially the organized raids who picked up PUGs. Proximity Detonation and Plaguebreak are supposed to be anti-ballgroup tools. So is Dark Convergence.
Why add those sets?
Because ball groups were a pain point for players. ZOS listened and gave them sets that counter ball group tactics like Purge spam and moving in a tight ball when used correctly.
Who uses those sets and skills?
Well, mostly the ball groups, instead of their less organized but more numerous opponents. Goes to show that ZOS can lead a horse to water, but can't make it drink any more than they can make zerg players use their new anti-group tools effectively.
I'm not getting into this (I'll just reply briefly)
I think 80% of the player base would agree with me. The next 20% are those playing in those organised group ball settings (hey if they like it, sure why not), but it's performing like a hunk of guar droppings for all concerned (Ball group or no ball group). I don't see the 'pleasure' they are getting during prime time as it just gets 'worse'.
I don't see many of these 'sets' killing balls groups very effectively either. I see these set being used against randoms who don't apply the 35k-40K HP rules (Yeah that's the amount of HP those groups run now, it's kinda sad to see)
I don't see any performance issues on my end....ever. Even waiting for the Imperfect today and yesterday where there must be at least 50 people with pets casting AOE constantly...nothing...no difference. On a modest gaming PC.
VaranisArano wrote: »VaranisArano wrote: »McTaterskins wrote: »Hello all,
Some friends and I have been watching closely over the last several weeks to see if we could identify common denominators in regard to the game's performance. As we all know, the performance issues are definitely not isolated to just Cyrodiil. These issues have been increasing in other content as well. At an alarming rate. Even instanced content including BGs, Trials, and Dungeons.
There's many an instance where you get periods, even during peak times, where the game runs "ok". The days of it running "great" anywhere are seemingly behind us.
In turn, we started watching closely for specifics. Common denominators regarding performance issues that we've specifically noted that make things take a turn for the worst during gameplay at a rather rapid pace are:
Cyrodiil NPCs:
Upon engaging, agro, or often times just being in close proximity, the guards etc. at resource nodes and keeps (especially resource nodes) will immediately cause the game's performance to change.
Myself and some others have brought this point up on other occasions.
Question: Is this a memory issue? I believe Matt? had brought up in a stream/interview one time that there were memory issues with the game on certain platforms that did not allow for the addition of more animations, skills etc. - Could this perhaps be related? Being that the NPC's are using outdated class skills and abilities that no longer jive with the rest of the game? Are there too many calculations involved with engaging these NPCs in their current form?
Plaguebreak and Kynmarcher's Cruelty:
Game will be performing "ok". Can be in a full BG, IC, or even in a decent sized fight in Cyrodiil. Then one of these sets arrives or gets applied and it is downhill from there.
Question: Can these sets be investigated? They are still relatively new and they have brought new functions to the mix.
In no way, shape, or form, am I saying to ditch these sets. They're pretty cool in their own right and do add flavor to combat. They just need to be looked at from the ZoS side as they are most definitely culprits in regard to performance dips.
Outfits/Style items:
We made some flashy outfits. We play for a bit in outfit 1. Then for a bit in Outfit 2, 3, etc. - Noticeably, the game performs differently when wearing base game outfit styles than it does in the latest and greatest bling. In my own current example of this, I made an outfit with crimson oath and some other spikey stuff, used the flashy reflective Frozen Blood color, and threw on the Spellscar weapons currently available in the crown store and through endeavors. (Used Endeavors to purchase them fyi.) - Noticeable difference in performance.
Question: As mentioned above, could this be memory related? Are these graphics or effects pushing some boundaries with the current capabilities?
I'm sure other things have been identified. There's quite the list running for bugs etc. - But I felt we could try to narrow down some focal points that might be manageable without having to wait for the core code architecture rebuild etc.
If anyone else has noticed actual specific things that cause desync or fps issues, please share.
When looking for these things or making observations, it is difficult to distinguish between just straight server/game delay or desync due to 10-50 players all inputting data at once, vs hey, it was just 2 of us and "X" person or NPC showed up, did "Y", and everything just went to H-E-Double Hockey sticks.
Please factor that when sharing observations. This is not an "ermergerd proc sets r bad" thread. This is likely more of a "oof, these graphics or animations are causing trauma" scenario tbh.
Hey OP,
They are video game specialists. I'm sure they know what is and isn't working at this point, but your points are interesting.
I'm just bewildered that they would even think of introducing these sets in a broken environment in the first place?
As for costumes:
In PvE raids we've already been using the skeleton polymorph for years as there were rumours that costumes/outfits would add to FPS drops and possibly latency issues.
I have some rather newer items (clothing wise) on my Nightblade, I honestly still lag/misfire/no weave/you know the rest, just as much.
It's pretty obvious that the game can't handle the organised groups (12+) which are on the servers. It's a shame for them and for us, I suppose, but I'm kind of surprised they did nothing definitive to at least reduce the urge for people to play like that
I mean, it's kind of hard to disincentivize organized PVP guilds from playing Cyrodiil when that's exactly the type of 8-24 man group play that Cyrodiil was originally designed for. Even now, if you want to take objectives and farm a bunch of AP, there's really no playstyle as effective as a ball group.
Moreover, the tests restricting player skills, healing, and sets that impacted ball groups all didn't show that they were the root of the problem. It goes deeper than that, hence the rearchitecture.
Not that ZOS hasn't tried to disincentivize that playstyle, in their own way. Chopping group size to 12 hurt a lot of PVP guilds, especially the organized raids who picked up PUGs. Proximity Detonation and Plaguebreak are supposed to be anti-ballgroup tools. So is Dark Convergence.
Why add those sets?
Because ball groups were a pain point for players. ZOS listened and gave them sets that counter ball group tactics like Purge spam and moving in a tight ball when used correctly.
Who uses those sets and skills?
Well, mostly the ball groups, instead of their less organized but more numerous opponents. Goes to show that ZOS can lead a horse to water, but can't make it drink any more than they can make zerg players use their new anti-group tools effectively.
I'm not getting into this (I'll just reply briefly)
I think 80% of the player base would agree with me. The next 20% are those playing in those organised group ball settings (hey if they like it, sure why not), but it's performing like a hunk of guar droppings for all concerned (Ball group or no ball group). I don't see the 'pleasure' they are getting during prime time as it just gets 'worse'.
I don't see many of these 'sets' killing balls groups very effectively either. I see these set being used against randoms who don't apply the 35k-40K HP rules (Yeah that's the amount of HP those groups run now, it's kinda sad to see)
Then I'll give you a brief response: ZOS' tests showed that performance issues involving ball groups are correlation, not causation. You can think what you like about their gameplay, but the accompanying performance drops are a symptom of the underlying problems with the code.
VaranisArano wrote: »VaranisArano wrote: »McTaterskins wrote: »Hello all,
Some friends and I have been watching closely over the last several weeks to see if we could identify common denominators in regard to the game's performance. As we all know, the performance issues are definitely not isolated to just Cyrodiil. These issues have been increasing in other content as well. At an alarming rate. Even instanced content including BGs, Trials, and Dungeons.
There's many an instance where you get periods, even during peak times, where the game runs "ok". The days of it running "great" anywhere are seemingly behind us.
In turn, we started watching closely for specifics. Common denominators regarding performance issues that we've specifically noted that make things take a turn for the worst during gameplay at a rather rapid pace are:
Cyrodiil NPCs:
Upon engaging, agro, or often times just being in close proximity, the guards etc. at resource nodes and keeps (especially resource nodes) will immediately cause the game's performance to change.
Myself and some others have brought this point up on other occasions.
Question: Is this a memory issue? I believe Matt? had brought up in a stream/interview one time that there were memory issues with the game on certain platforms that did not allow for the addition of more animations, skills etc. - Could this perhaps be related? Being that the NPC's are using outdated class skills and abilities that no longer jive with the rest of the game? Are there too many calculations involved with engaging these NPCs in their current form?
Plaguebreak and Kynmarcher's Cruelty:
Game will be performing "ok". Can be in a full BG, IC, or even in a decent sized fight in Cyrodiil. Then one of these sets arrives or gets applied and it is downhill from there.
Question: Can these sets be investigated? They are still relatively new and they have brought new functions to the mix.
In no way, shape, or form, am I saying to ditch these sets. They're pretty cool in their own right and do add flavor to combat. They just need to be looked at from the ZoS side as they are most definitely culprits in regard to performance dips.
Outfits/Style items:
We made some flashy outfits. We play for a bit in outfit 1. Then for a bit in Outfit 2, 3, etc. - Noticeably, the game performs differently when wearing base game outfit styles than it does in the latest and greatest bling. In my own current example of this, I made an outfit with crimson oath and some other spikey stuff, used the flashy reflective Frozen Blood color, and threw on the Spellscar weapons currently available in the crown store and through endeavors. (Used Endeavors to purchase them fyi.) - Noticeable difference in performance.
Question: As mentioned above, could this be memory related? Are these graphics or effects pushing some boundaries with the current capabilities?
I'm sure other things have been identified. There's quite the list running for bugs etc. - But I felt we could try to narrow down some focal points that might be manageable without having to wait for the core code architecture rebuild etc.
If anyone else has noticed actual specific things that cause desync or fps issues, please share.
When looking for these things or making observations, it is difficult to distinguish between just straight server/game delay or desync due to 10-50 players all inputting data at once, vs hey, it was just 2 of us and "X" person or NPC showed up, did "Y", and everything just went to H-E-Double Hockey sticks.
Please factor that when sharing observations. This is not an "ermergerd proc sets r bad" thread. This is likely more of a "oof, these graphics or animations are causing trauma" scenario tbh.
Hey OP,
They are video game specialists. I'm sure they know what is and isn't working at this point, but your points are interesting.
I'm just bewildered that they would even think of introducing these sets in a broken environment in the first place?
As for costumes:
In PvE raids we've already been using the skeleton polymorph for years as there were rumours that costumes/outfits would add to FPS drops and possibly latency issues.
I have some rather newer items (clothing wise) on my Nightblade, I honestly still lag/misfire/no weave/you know the rest, just as much.
It's pretty obvious that the game can't handle the organised groups (12+) which are on the servers. It's a shame for them and for us, I suppose, but I'm kind of surprised they did nothing definitive to at least reduce the urge for people to play like that
I mean, it's kind of hard to disincentivize organized PVP guilds from playing Cyrodiil when that's exactly the type of 8-24 man group play that Cyrodiil was originally designed for. Even now, if you want to take objectives and farm a bunch of AP, there's really no playstyle as effective as a ball group.
Moreover, the tests restricting player skills, healing, and sets that impacted ball groups all didn't show that they were the root of the problem. It goes deeper than that, hence the rearchitecture.
Not that ZOS hasn't tried to disincentivize that playstyle, in their own way. Chopping group size to 12 hurt a lot of PVP guilds, especially the organized raids who picked up PUGs. Proximity Detonation and Plaguebreak are supposed to be anti-ballgroup tools. So is Dark Convergence.
Why add those sets?
Because ball groups were a pain point for players. ZOS listened and gave them sets that counter ball group tactics like Purge spam and moving in a tight ball when used correctly.
Who uses those sets and skills?
Well, mostly the ball groups, instead of their less organized but more numerous opponents. Goes to show that ZOS can lead a horse to water, but can't make it drink any more than they can make zerg players use their new anti-group tools effectively.
I'm not getting into this (I'll just reply briefly)
I think 80% of the player base would agree with me. The next 20% are those playing in those organised group ball settings (hey if they like it, sure why not), but it's performing like a hunk of guar droppings for all concerned (Ball group or no ball group). I don't see the 'pleasure' they are getting during prime time as it just gets 'worse'.
I don't see many of these 'sets' killing balls groups very effectively either. I see these set being used against randoms who don't apply the 35k-40K HP rules (Yeah that's the amount of HP those groups run now, it's kinda sad to see)
Then I'll give you a brief response: ZOS' tests showed that performance issues involving ball groups are correlation, not causation. You can think what you like about their gameplay, but the accompanying performance drops are a symptom of the underlying problems with the code.
Yes I get what you mean. But the two go hand in hand, right?
If you have something that is on the the brink of 'breaking' why put pressure on it knowing it's going to break? *scratches head*