OtarTheMad wrote: »<snip>
The issue I really think is just constant communication. ZOS should probably put PvP re-architecture and lag fix on a bulletin board and seriously just update us all at least quarterly when they have those ESO Lives promoting the next DLC. Even making it part of the article afterwards for those who missed it, a small thing like that will go far I think. At least for me it will.
[snip]
I love your idea, and wish it would actually happen. It won't though.
[snip]
It's the lack of results over many years of promises to fix issues in cyrodiil that make it seem that devs aren't working on fixing anything. It's the lack of results far more than lack of communication.
We've all seen many times over and over again that ZOS can make Cyrodiil perform better by making improvements on their server end. If you've been around as long as you say, then you remember how much better cyrodiil would perform during MYM events right after maintenance, then decline again when the event was over. And you remember how much better performance was when they upgraded their servers. It didn't last long, but it was noticeable, temporary improvements after ZOS made adjustments to their servers that resulted in better performance. So we know ZOS can make it better if they want to. Are they still censoring the mention of cyodiil or PvP in their live streams?
We've all seen many times over and over again that ZOS can make Cyrodiil perform better by making improvements on their server end. If you've been around as long as you say, then you remember how much better cyrodiil would perform during MYM events right after maintenance, then decline again when the event was over. And you remember how much better performance was when they upgraded their servers. It didn't last long, but it was noticeable, temporary improvements after ZOS made adjustments to their servers that resulted in better performance. So we know ZOS can make it better if they want to. Are they still censoring the mention of cyodiil or PvP in their live streams?
I always assumed that they turned off something server side that they don't want kept off all the time, or can't leave off all the time. It's not like they are going to tell people what they are doing, so I may never find out if I am right or wrong.
I always assumed that they turned off something server side that they don't want kept off all the time, or can't leave off all the time. It's not like they are going to tell people what they are doing, so I may never find out if I am right or wrong.
OtarTheMad wrote: »
I think that second part is why I have always held onto that they care about PvP but it is just hard for them to figure it out. ZOS’ reputation is going to follow them from game to game so from a business side of things it benefits them an insane amount to fix PvP.
As it stands right now I wouldn’t buy another game made by this company, even if it was made by a different team, doesn’t matter… same company so why bother. I doubt they want that type of thing following them.
Do we even know what is going on with the re-architecture of PvP code? I know it would take a few years when they announced it but I thought we’d get some update along the way. Overall what is going on with PvP and what has been for years is just weird to me.
Photosniper89 wrote: »
Nope, we don't have a flippin idea what is going on with the re architecture. Honestly, I'd be shocked if they said they didn't sideline that project already. They have talked about how much better they need to improve the communication with the player base but we all know that they mean with the PvE player base. [snip]
I mean, when was the last thing PvP got anything worth a damn? (No one asked for guard kill notifications or a kill feed)
I might have missed the point but Matt seemed to be very clear that the re-architecture was not providing the expected improvements and that they are still looking for a means to improve performance.
As unfortunate as this is, it sounds like the only update they could provide at this time is they are still searching for a solution. Hopefully, we will get better news in his end-of-year address. Hopefully but we have been through this before.
I might have missed the point but Matt seemed to be very clear that the re-architecture was not providing the expected improvements and that they are still looking for a means to improve performance.
As unfortunate as this is, it sounds like the only update they could provide at this time is they are still searching for a solution. Hopefully, we will get better news in his end-of-year address. Hopefully but we have been through this before.
EU PC 2000+ CP professional mudballer and pie thrower"Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?" - Fadomai
PvP population cap test - December 6 to 12
https://forums.elderscrollsonline.com/en/discussion/648108/cyrodiil-population-cap-testing#latest
PvP population cap test - December 6 to 12
https://forums.elderscrollsonline.com/en/discussion/648108/cyrodiil-population-cap-testing#latest
laniakea_0 wrote: »
this is a good sign. even if they don't communicate, it cannot be denied anymore that they are indeed working on improvements.
laniakea_0 wrote: »
this is a good sign. even if they don't communicate, it cannot be denied anymore that they are indeed working on improvements.
Not pinned anymore.
ZOS_Kevin so no updates anymore?
EU PC 2000+ CP professional mudballer and pie thrower"Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?" - Fadomai
PvP population cap test - December 6 to 12
https://forums.elderscrollsonline.com/en/discussion/648108/cyrodiil-population-cap-testing#latest
They set the Cyrodiil caps back to what it was before the test. If they reduced it after that, this would be unconfirmed.
"We have set the population cap numbers back to what they were prior to this test to ensure the best balance between server response and client inputs. "
https://forums.elderscrollsonline.com/en/discussion/comment/8012397/#Comment_8012397
They set the Cyrodiil caps back to what it was before the test. If they reduced it after that, this would be unconfirmed.
"We have set the population cap numbers back to what they were prior to this test to ensure the best balance between server response and client inputs. "
https://forums.elderscrollsonline.com/en/discussion/comment/8012397/#Comment_8012397
Maybe at the time that was written it was true. Since then they have reduced the pop cap to 60/faction or even less. It makes me sad and a bit angry to be treated so.
alternatelder wrote: »
I highly doubt it's at 60 or less. Much higher than that.
SaffronCitrusflower wrote: »How often are you in Cyrodiil? Those of us who log on solely to play in Cyrodiil have all noticed a significant change in the last couple weeks, and we are just now speaking out about it after weeks of observing the changes. We noticed the changes right away, but we didn't speak out until enough time had passed that there is no denying the changes have been made.
I am curious as to what is being seen, and how that confirms population cap changes.
I am curious as to what is being seen, and how that confirms population cap changes.
EU PC 2000+ CP professional mudballer and pie thrower"Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?" - Fadomai
The queue times are higher even after the intital test ended in December which is unusual since there is no double AP event anymore. Normally the queue times will be back to normal after such events (like Midyear Mayhem). So players are now wondering if this means that the cap got reduced.
There is a discussion here: https://forums.elderscrollsonline.com/en/discussion/650175/did-cyrodiil-population-caps-get-further-reduced
But hard to tell since I don't think anyone knows what the player cap is (and it's hard to test it).