@ZOS_MattFiror Detailed communication like this is most welcome and exactly the kind of response your players need. I would never be upset because of hardware failures and server problems, and it was obvious your team was ready working on the issue.
What some of us now need is communication about incorrect dialogue, out of order NPC chatter, map problems, and lost quests that are all plaguing our alts with Account Wide Achievements. When will we see fixes for those, or even acknowledgement that these issues exist and are being looked into? Many of us who did not want to lose individual character tracking would be fine moving on if the game world still treated our alts individually like we had before Update 33. Losing individual character identity AND losing the game world treating our alts as individuals is a double whammy and was not necessary. AwA does not need to intrude into gamely so much. Please look at the feedback on both PTS and in official live feedback threads to see how the game world interacts with alts post update. We just want our game and immersion back for our alts.
Tenthirty2 wrote: »@ZOS_MattFiror
Thank you.
THIS is the kind of communication I was looking for.
A clear and concise explanation and a no-excuses ownership of the issue and steps to recover reputation.
It also explains the complexity of the compounding challenges and why they took the shape, and time, they did.
@ZOS_GinaBruno (cc @ZOS_Kevin )
You have asked us awhile back what better communication looked like to the player base.
This thread from Matt, this is it.
Compensation is nice and all, but to be totally honest I would have been happy with just Matt's explanation.
It makes me feel like my time and money as a customer is respected, and well spent.
I appreciate the honesty here, but I do have a few questions.
First, why are beta accounts and characters still being held? We don't have access to those accounts or characters, there should be no reason to keep them, at least none I can think of. Unless those are kept on a completely separate, inactive server, why waste database space on them, especially when your answer to database issues was to implement AwA in the way you did?
As for the 150% Exp Scrolls, that's 10 hours of increased experience. Which is a fraction of time compared to the five days a lot of people lost. You really should be giving people 20 or so of these things, it's not like it would cost you anything, and that would still only be 40 hours of increased experience, not even a full two days. Daily Seals should also be increased for five days, not just the weekly ones.
@ZOS_MattFiror
Edit because I was wrong, a friend informed me that the 150% scrolls are only one hour long, not two as I had thought. That's even less time people are being compensated for. We really should be getting a lot more of these if this is how you want to handle the compensation.
Quoted post has been removed.
Thanks @ZOS_MattFiror for the clear explanation of the performance issues, and for engaging with us pretty promptly over this aspect of the concerns many have expressed in the last week or two.
Could we now please have a similarly clear explanation and engagement to address the other concerns many have expressed in the last month or two over the way acount-wide achievements have been implemented? Specifically, what issues that were highlighted on the PTS and Live forums do you acknowledge and to what extent are you working on them or simply dismissing them as "working as intended"?
I'm thinking of things like broken NPC interactions and quests, routine NPC dialogue, and broken zone maps and guides. Your thoughts on how these things are working would be very much appreciated.
'So we – and this was our second large error – decided to move ahead with enabling DB Sharding on the PC NA megaserver without addressing the Activity Finder issues.'
Thank YOU @ZOS_MattFiror for the extensive behind-the-code-curtain explanation and level of contrition/transparency.ZOS_MattFiror wrote: »Since Update 33 launched, I think the PC North American megaserver performance problems deserve some explanation. This post outlines what has been going on the last week or so for our North American PC players.
The DB Sharding process separates our character databases into a "live" DB and a "cold" DB; all accounts who have logged in over the past year are in the Live DB and older ones are in the Cold DB. With that background information, you can now start to understand what happened since Update 33 launched last Monday.
So, Update 33 launched last Monday and the plan was to wait until the dust settled, then actually enable sharding on PC NA. Our first big failure was we chalked these reports up to normal server startup issues after a big update.
. So we – and this was our second large error – decided to move ahead with enabling DB Sharding on the PC NA megaserver without addressing the Activity Finder issues.But the system ran slowly again Monday night so we knew it was something else.
– the issue was actually caused by a bad (as in failing) network port that was unable to process as much bandwidth as it was configured for. It wasn't a software problem at all; it was a hardware failure that, in essence, slowed down the entire megaserver.
The TL;DR is that it wasn't related to Update 33, Account Wide Achievements or DB Sharding at all, even though they all happened around the same time and we spent too much time investigating a red herring because of it.
. Given the circumstances, I think full disclosure was warranted.
uhh excuse me @Arunei but i started in BETA (pre-beta really) and , as sad as it sounds , i'm still here playing since 2013!First, why are beta accounts and characters still being held? We don't have access to those accounts or characters, there should be no reason to keep them, at least none I can think of..
ZOS_MattFiror wrote: »Since Update 33 launched, I think the PC North American megaserver performance problems deserve some explanation. This post outlines what has been going on the last week or so for our North American PC players.
First, last year (which seems like decades ago) we announced a plan to increase ESO’s stability and performance, and we have been diligently performing tasks behind the scenes with every update to implement them. One of the larger items on this list was "Database Sharding" which is a simple concept: take our giant player database (DB) and separate it into two sections for "current characters" and "older characters" so the entire DB doesn't have to be queried when a player logs in. Over time, our character DB (one per Megaserver) has been growing and about two years ago, its sheer size became a bottleneck. This is why the "requesting character load" part of the login process sometimes takes a lot longer than it should.
The DB Sharding process separates our character databases into a "live" DB and a "cold" DB; all accounts who have logged in over the past year are in the Live DB and older ones are in the Cold DB. The plan, once everything is complete, is that active accounts will pull their characters from the smaller Live DB on login, greatly decreasing login time. Older characters will pull from the Cold DB on login, which will take longer, but once an account logs in their characters are moved over to the Live DB for faster access after the initial login. This character record separation happens the first time an account logs in after sharding has been enabled for that megaserver. The first login may be longer than normal as the copying happens, but after that every login afterwards should be much faster.
The good news here is that we have already done this for most of the live megaservers over the last couple of months; all console megaservers have been upgraded already and login times have greatly decreased.
ZOS_MattFiror wrote: »...
So, Update 33 launched last Monday and the plan was to wait until the dust settled, then actually enable sharding on PC NA. On launch day, we tracked the usual in-game bugs and issues that tend to crop up and began work to address them. And there were indeed some problems. There were reports of in-game loading screen timeouts and that the Activity Finder was bogged down. Our first big failure was we chalked these reports up to normal server startup issues after a big update. We later increased our real-time monitoring which showed the Activity Finder and other processes were running a bit "hot" – they would spike a bit, then return to normal. We made adjustments both outside of and during primetime hours to try to alleviate queue issues, but this made it difficult to pinpoint if our adjustments were working or if primetime population on the server was easing.
ZOS_MattFiror wrote: »So we – and this was our second large error – decided to move ahead with enabling DB Sharding on the PC NA megaserver without addressing the Activity Finder issues.
And all of you who play on the PC NA megaserver know what happened once we flipped the DB Sharding switch: the entire server slowed down even more during primetime. The DB processes got backed up, which meant that all transfers between processes (i.e. zoning) were even slower, as well as logouts (where your character's DB record is updated) and the Activity Finder (which accesses your character records) became so bogged down it essentially ceased to function at all.
ZOS_MattFiror wrote: »...
On Tuesday, with the understanding that the problem was probably not connected to DB Sharding at all, we traced every log we could find to figure out where the bottleneck was and we finally found it – the issue was actually caused by a bad (as in failing) network port that was unable to process as much bandwidth as it was configured for. It wasn't a software problem at all; it was a hardware failure that, in essence, slowed down the entire megaserver. Tuesday’s maintenance was to take that device out of service and reconfigure a replacement, and once that was up, everything returned to normal and the DB Sharding process ran as intended: behind the scenes and with no player impact.
Obviously, there are no guarantees, but we do believe we have gotten to the root of this issue. The TL;DR is that it wasn't related to Update 33, Account Wide Achievements or DB Sharding at all, even though they all happened around the same time and we spent too much time investigating a red herring because of it.
ZOS_MattFiror wrote: »I know this hasn't been an awesome time for any of you on PC. Many of you were unable to login to play and take advantage of the Explorer's Celebration as you otherwise might have. You may have lost time and progress, and to acknowledge that, we are going to be giving out five 150% Experience Scrolls on the first day of April through the Daily Login Rewards calendar and will be tripling the number of Weekly Endeavor Seals the week of 4/4 for players on all ESO platforms.
We have so much to look forward to in April with Jester's Festival, the Anniversary Jubilee, and even more we can't wait to share with you. We hope you'll use these Experience Scrolls during the upcoming 100% bonus XP events and catch up to where you might have been, had the game been running as intended.
Thanks so much for bearing with us and for reading this long explanation. Given the circumstances, I think full disclosure was warranted.
ZOS_MattFiror wrote: »And all of you who play on the PC NA megaserver know what happened once we flipped the DB Sharding switch: the entire server slowed down even more during primetime. The DB processes got backed up, which meant that all transfers between processes (i.e. zoning) were even slower, as well as logouts (where your character's DB record is updated) and the Activity Finder (which accesses your character records) became so bogged down it essentially ceased to function at all.
gariondavey wrote: »
Lastly PLEASE separate the bg queues into dm + objective (backfills into dm after 10-15 minutes if necessary) for next patch. PLEASE...this is so desperately needed.
@ZOS_MattFiror @ZOS_Kevin @ZOS_GinaBruno
I'm pretty sure the backfill timer was around that before when there were separate queues. It resulted in everything being a deathmatch because 1 person picking dm would force the 11 who queued random into their dm queue.
ZOS_MattFiror wrote: »Thanks so much for bearing with us and for reading this long explanation. Given the circumstances, I think full disclosure was warranted.