Maintenance for the week of November 25:
• PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

ZOS, Massive Spike in Ping/LAG in Recent Days - What Gives?

  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭
    @MJallday
    I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.

    As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.

    Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.

    It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • MJallday
    MJallday
    ✭✭✭✭✭
    6
    Arunei wrote: »
    @MJallday
    I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.

    As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.

    Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.

    It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.

    Of course they can. Just stop the API hooks/direct calls outside the engine executable.

    As for making it easier with addons - how Do you think console players cope?
    (This is an entirely different discussion btw)

    Spoiler alert - they can’t change engine. It’ll be ESO2 before that happens. They’re going to have to
    Work within the limits of the existing

    It’s not so much the database space (space is cheap) but the database calls and calculations it (and the code) is having to deal with. That’s what’s strangling it.



  • LadyGP
    LadyGP
    ✭✭✭✭✭
    MJallday wrote: »
    6
    Arunei wrote: »
    @MJallday
    I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.

    As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.

    Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.

    It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.

    Of course they can. Just stop the API hooks/direct calls outside the engine executable.

    As for making it easier with addons - how Do you think console players cope?
    (This is an entirely different discussion btw)

    Spoiler alert - they can’t change engine. It’ll be ESO2 before that happens. They’re going to have to
    Work within the limits of the existing

    It’s not so much the database space (space is cheap) but the database calls and calculations it (and the code) is having to deal with. That’s what’s strangling it.



    "
    It’s not so much the database space (space is cheap) but the database calls and calculations it (and the code) is having to deal with. That’s what’s strangling it. "


    Bingo... and they know this. Which is why it's so frustrating that we keep getting the run around/pass the buck.
    Will the real LadyGP please stand up.
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭
    MJallday wrote: »
    6
    Arunei wrote: »
    @MJallday
    I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.

    As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.

    Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.

    It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.

    Of course they can. Just stop the API hooks/direct calls outside the engine executable.

    As for making it easier with addons - how Do you think console players cope?
    (This is an entirely different discussion btw)

    Spoiler alert - they can’t change engine. It’ll be ESO2 before that happens. They’re going to have to
    Work within the limits of the existing

    It’s not so much the database space (space is cheap) but the database calls and calculations it (and the code) is having to deal with. That’s what’s strangling it.

    Console players not having add-ons isn't really pertinent to my point tho. Plenty of people like me who rely on add-ons for things like crafting, RP, furnishing, and other general activities would quit if we couldn't have these. Health issues and other reasons account for this. A lot of people don't play console BECAUSE of a lack of add-ons. I don't mean this in an offensive way but how people on console manage without add-ons isn't really my concern (that sounds bad no matter how it's phrased).

    My point was add-ons on PC, a platform we've been able to use them for the game's entire life, suddenly having add-ons taken would not sit well with a number of people. The game obviously needs some major help, and doing things like removing a bunch of sets or making Motifs/Recipes all account-wide, trying to find processes that can be moved client side, doing more improvements on their infrastructure, and so on. But removing add-ons would probably make the game equally as unenjoyable for a lot of people as the current state of it does, especially when there's a lot of other stuff that could be done to improve things that don't involve doing that.

    It's too bad they can't take account information and migrate it to a new engine tho. That right there would probably help a lot, but as someone who's been playing since closed beta...I'd flip a table or ten if I had to lose my current account and start a new one lol. So I really hope they never decide to do this. I imagine if they ever do, it'll be because so many people have already quit that they assume new players coming to an ESO 2 will outnumber the remaining players from the original.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • Theist_VII
    Theist_VII
    ✭✭✭✭✭
    LadyGP wrote: »
    Logged in for the first time in 3 weeks ( I meant to last weekend, but watching grass grow sounded less frustrating).

    -Update that everyone dreaded: Check
    -Numerous skill changes that entirely ignored player feedback on them?: Check with a templar taunt gap closer and useless shield with higher cost now WOOOOOpugsAreDoomedButAtLeastTheyAreShinyNow
    -Ping jumping all over despite stable connection: Check
    anywhere from 4 seconds to "an error has occurred'' boot screen while trying to perform basic crafting dailies?: Check

    Genuinely unplayable state. 1am CST with barely anyone around. Information being requested has all been presented multiple times in different forms (here, other forum posts that have since been shut, reports per dev request, videos per dev request). we are approaching 6 months of this come Nov. 7th, and its probably the fastest I've ever been 'an error has occurred' booted from the game tonight at a whopping ~3 minutes. Log in, try the new cloak toggle, wait TWELVE SECONDS for it to actually toggle, teleport around reapers march for a moment, decide its not worth it, let me check endeavors, weekly has an easy 75 crafted items, try to craft a stack of potions for the endeavor, nothing happens, get booted.

    I think I'm actually done, my urge to log in is pretty nonexistent at this point. 6 months of this unplayable state for a sizable chunk of obviously dedicated players judging from how much this post is visited, and we are still just getting ''yea but did you try checking your addons?" nah, sorry, but this is some Kagooti doodi. Wish i could request a refund for the thousands I've spent since the product clearly doesn't deliver.

    I'll likely check it out again some time in the future, but I honestly hope I don't. Hey, Future me, DON'T DO IT. For the people still hoping and praying, I hope it gets fixed. For those Pointing out the most likely candidates for the problems with a giant neon arrow, I hope the devs actually look at it. I know the OP of this thread basically stopped trying, but @LadyGP I hope you can keep it going til a resolution happens, but I don't think I can give this company any more of my time. Just not worth it. Adios Khajiittoes

    OP got forum banned FYI. Which is.. disappointing. I wish they could update the main post to get feedback and create a timeline of events.

    Would have loved to.

    https://forums.elderscrollsonline.com/en/discussion/666014/having-a-horrible-experience-this-week/p1
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    Arunei wrote: »
    MJallday wrote: »
    6
    Arunei wrote: »
    @MJallday
    I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.

    As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.

    Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.

    It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.

    Of course they can. Just stop the API hooks/direct calls outside the engine executable.

    As for making it easier with addons - how Do you think console players cope?
    (This is an entirely different discussion btw)

    Spoiler alert - they can’t change engine. It’ll be ESO2 before that happens. They’re going to have to
    Work within the limits of the existing

    It’s not so much the database space (space is cheap) but the database calls and calculations it (and the code) is having to deal with. That’s what’s strangling it.

    Console players not having add-ons isn't really pertinent to my point tho. Plenty of people like me who rely on add-ons for things like crafting, RP, furnishing, and other general activities would quit if we couldn't have these. Health issues and other reasons account for this. A lot of people don't play console BECAUSE of a lack of add-ons. I don't mean this in an offensive way but how people on console manage without add-ons isn't really my concern (that sounds bad no matter how it's phrased).

    My point was add-ons on PC, a platform we've been able to use them for the game's entire life, suddenly having add-ons taken would not sit well with a number of people. The game obviously needs some major help, and doing things like removing a bunch of sets or making Motifs/Recipes all account-wide, trying to find processes that can be moved client side, doing more improvements on their infrastructure, and so on. But removing add-ons would probably make the game equally as unenjoyable for a lot of people as the current state of it does, especially when there's a lot of other stuff that could be done to improve things that don't involve doing that.

    It's too bad they can't take account information and migrate it to a new engine tho. That right there would probably help a lot, but as someone who's been playing since closed beta...I'd flip a table or ten if I had to lose my current account and start a new one lol. So I really hope they never decide to do this. I imagine if they ever do, it'll be because so many people have already quit that they assume new players coming to an ESO 2 will outnumber the remaining players from the original.

    If they do end up cancelling the feasibility of addons, they better add the most used into the game. Like Map Pins. Plus, that would also help people by no longer having to wait a few months for their addon to get updated after an update. My lorebooks one keeps dying every time ESO updates, and 95% remains unchanged so why it's 100% dead is beyond me. I understand a new map not yet having page locations, but old unchanged maps losing their locations? Come on. They are still in the same places, we should still get them marked as likewise.
  • Jaraal
    Jaraal
    ✭✭✭✭✭
    ✭✭✭✭✭
    Arunei wrote: »
    Plenty of people like me who rely on add-ons for things like crafting, RP, furnishing, and other general activities would quit if we couldn't have these. Health issues and other reasons account for this. A lot of people don't play console BECAUSE of a lack of add-ons.

    Yeah, there are a lot of people who are already on the fence about continuing to play a game with so many unaddressed problems. Taking away the convenience of addons, which most PC players have been enjoying for years, and making the game inherently more difficult would be the tipping point for many.

    And to the other point about integrating addons: ZOS has been looking for ways to cut (free) data bloat, not add to it by moving even more calculations from client to server side.
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • Tandor
    Tandor
    ✭✭✭✭✭
    ✭✭✭✭✭
    I don't know why add-ons are suddenly attracting a lot of attention in this thread, there's no suggestion that they're in any way causing the performance issues that some players are experiencing - some of whom are on console with no add-ons available anyway - and they're unlikely to be part of any fix. Suggesting that add-ons could be removed entirely is just scaremongering as it would impact on a lot of PC players. Incorporating their core features into the base game would go against everything ZOS has done in the last couple of years to reduce database constraints, but if they were then it would need to be optional. Not all PC players use add-ons, myself included. However, in the context of this thread they're a complete red herring.
  • MJallday
    MJallday
    ✭✭✭✭✭
    Tandor wrote: »
    I don't know why add-ons are suddenly attracting a lot of attention in this thread, there's no suggestion that they're in any way causing the performance issues that some players are experiencing - some of whom are on console with no add-ons available anyway - and they're unlikely to be part of any fix. Suggesting that add-ons could be removed entirely is just scaremongering as it would impact on a lot of PC players. Incorporating their core features into the base game would go against everything ZOS has done in the last couple of years to reduce database constraints, but if they were then it would need to be optional. Not all PC players use add-ons, myself included. However, in the context of this thread they're a complete red herring.

    Yeah I think a few people have hooked into the suggestion and run away with it .

    Add ons ARE a problem, but they are a different problem to the one that needs addressing - which is core performance .

    removing add on support would likely improve performance (reduction in traffic/db lookups / api hooks etc) , but it would be a minimal improvement in the scheme of things that need to be done . If I were to put a number on it, it’s less than 1%


  • Aurielle
    Aurielle
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS_Kevin wrote: »
    Hi All, we have a brief update for you on this issue. We are continuing to plug away at investigations related to the performance issues highlighted in this thread. After a call with our leadership team, we have a few more criteria for our engineers to look at. So we need some additional information from you. Some of you have provided some of this information before, but we have a few new questions to ask. Please make sure to note the information in the order listed below. Makes it easier to send feedback when it is formatted the same way.
    • What server do you play on?
    • What zones are you experiencing performance issues in?
    • Have you experienced the same performance issues without add-ons?
    • Do you experience performance issues noted in this thread outside of combat?
    • Are you or your group mates using scripted abilities when experiencing performance issues?
    • If you remember any previous tickets you've submitted on this issue, please note them here.
    Additionally, we are working on getting some of your questions in this thread answered. This will take some time, so no ETA at the moment. Thanks again for your patience as we continue to work through this.

    A bit curious that we aren't being asked to describe the specific performance issues we're having. In my case, I was experiencing increased ping in all settings and all situations, with frequent spikes reading "999+" in ESO's built in latency monitor. I was also occasionally getting booted from the server to the login screen, mainly in Cyrodiil and trials, but also in the West Weald during the last event there. My ping used to be consistently around 100-110ms before the problems first started back in May, then it increased out of nowhere to an average of 130-150ms, only occasionally going back down to the old usual 100-110. It also fluctuated wildly during every play session, hitting 200-500 at times, then spiking up to 999+ with all skills and inputs being lagged by about 3-4 seconds, if not longer.

    If you're wondering about the past tense, it's because I no longer play the game due to these problems. I recently logged in to check out the new Halloween stuff, then promptly logged out again when I wasn't able to interact with quest givers due to high ping. Probably going to uninstall soon to recover the drive space.

    Anyway, on to the feedback form:


    What server do you play on?
    I played on PC NA.

    What zones are you experiencing performance issues in?
    I experienced frequent bouts of increased, unplayable latency in Cyrodiil, Battlegrounds, in the middle of nowhere in the Rift, various trials and dungeons, in the Infinite Archive, in Imperial City, in my primary house, etc. All zones and all types of content, essentially. I obviously haven't been able to record every instance of this, but here are a few I captured:

    https://youtu.be/6slZDL4VI0g
    Unable to interact with writ turn in boxes in the West Weald for several seconds due to 999+ ping, followed by being unable to advance the writ turn in dialog due to the increased ping.

    https://youtu.be/0aecmwg1qU8
    Getting booted to login in Cyrodiil at a hammer fight, followed by watching players rubberband around me during a keep fight due to a large 850ms lag spike.

    https://youtu.be/IKtS2A4fCvE
    The purpose of this video wasn't to demonstrate to lag spikes, but rather to show a forum user the difference between a single target build and an AOE build for the purposes of running early stages of IA efficiently. It inadvertently captured lag spikes. For the most part, my single target Pyrebrand PVP DK (rest in peace, killed by sledgehammer nerf) had ping down in the low 100s (where it typically used to be), with occasional increases into the 180s. My PVE Arcanist did not fare so well, experiencing an average ping in the high 100s and spikes into the 300s that messed up rotation and resulted in skills not firing properly / DPS loss.

    Have you experienced the same performance issues without add-ons?
    I've tested with and without addons, and it makes no difference. There are also console players having the exact same problems, so addons are not the issue.

    Do you experience performance issues noted in this thread outside of combat?
    Yes, as demonstrated above, I have experienced problems simply when turning in crafting writs. I've also witnessed wildly fluctuating ping numbers just standing still in my house while chatting with guild mates.

    Are you or your group mates using scripted abilities when experiencing performance issues?
    Doesn't seem to be relevant. See above videos of my DK with literally no skills on his bars experiencing a huge lag spike while trying to turn in writs, and then using scripted abilities in IA while having a relatively playable ping (unlike my Arcanist, who was also using scripted abilities).

    If you remember any previous tickets you've submitted on this issue, please note them here.
    I submitted one ticket, but can no longer find the number. I received an automated response basically asking me to check my internet connection. The video I attached with my report was not viewed by anyone other than me. I honestly barely saw the point in submitting tickets after that. Other people who've attached videos with tickets also say the same, that there are no views on their videos.


    They didn't ask, but in case it's relevant (and it should be), I am able to play other online games on the same setup and same internet connection without experiencing any problems like those described above. My ping in those games is a stable and snappy 60-70 ms. I only have latency and connection problems with ESO, which suggests to me there is something wrong specifically with ESO or the route to ESO's servers.
  • thedocbwarren
    thedocbwarren
    ✭✭✭
    On my side, the client (launcher) crashes so often it's unplayable on some days. It's not even an addon situation. Addons make no difference in my case as I have so few and played without. I get UI errors a lot that require the "reload" often at random times. I get those without addons. I disconnect from a crash in-game super often. None of this occurred a few updates ago. Lag is very high and I have an ethernet wall to wall 2.5G pipe and a lot of bandwidth. No other game or app, VM, etc. has this issue. ESO has bluescreen Windows 11 a few times. I only game on Windows and no other game does this. I'm mostly on Linux and Mac so I have no issues outside ESO. Also, the Mac version seems to be drastically more stable than the Windows one for some odd reason. I'm going to guess they didn't update the client is why (yippie!) The other major data point is GeForce Now (which I am forced to use a lot now with ESO.) GFN is pretty stable (I still see some interesting lag and latency similar to my local from the popup.) I have seen the client crash on GFN as well only not as often. I also notice they have a bunch of different settings, not exposed locally, so I'm going to guess it's a custom build.

    Ok, so I'm a professional, and very senior, software developer. This is clearly a quality issue with the code and the ecosystem. It's very much largely the backend is a major issue, but there is such a lack of quality (whether QA issues or just releasing without any testing) on the client code side. This is just my two-cents, this appears from the user vantage, the worst quality code and ecosystem I have ever seen. I don't fully understand what is happening here but there is a serious lack of quality and even understand of releasing profession quality code to the public in (wait for it) ... Production. There does not seem to be a lot of accountability here, again it's felt from the user perspective. There may be reasons here but execution is proving the perception. End of the line, you don't release something like this to Production!

    Ok, this is not to bash, nitpick, just thoughts. I'd lose my job if I put code like this in production. Or my team would be up all night for weeks till finally let go. Not sure what is happening but something is very much off and it's not going to last if they keep that up.

    So sorry to even write this. I love this game. I want to add, this is Microsoft! Why can't they understand they need to have something that is massively unstable? If this is not a priority, then shut it down. Microsoft can put something out there that works, Azure isn't this bad.

    Sorry again, my humble two cents.
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Arunei wrote: »
    MJallday
    I don't think they can realistically move add-ons client side, since I'm pretty sure that means people could then use add-ons to mess with the game in pretty serious ways. And I'd prefer keeping add-ons because there are plenty that make non-combat activities easier. I can't see them removing add-ons.

    As for a new engine, wouldn't they need to remake ESO for that? If so...what happens to our accounts? Would they be able to migrate the database from the old engine to the new one? If we'd need to start all over in ESO 2 for a new engine, I feel like a LOT of people would just quit.

    Set wise...yeah they could stand to cut a number of them. They introduce new sets literally every major update, tho I'm not sure how much database space the info for sets people literally don't use take up.

    It'd be nice if we could just have a pool of known Recipes, Motif Chapters, etc. Make it all account-bound, but individual characters still need to have the appropriate ranks in the necessary skills to craft various items and sets.

    addons already run client side, limited by the zos API

    thats why we have a "lua memory" section in the usersettings.txt, as this is what controls how much RAM is allotted to the game for running addons outside of what it normally requires
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    as for the issues in the thread, ive noticed in the last day or 2 the game seems to run choppier than usual, such as in newer areas where you do the new companion quests

    fighting feels choppy even running at 110 fps and 80 ping, this was a definite noticeable issue post patch as i wasnt experiencing this kind of choppy gameplay last week
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • sarahthes
    sarahthes
    ✭✭✭✭✭
    ✭✭
    Tandor wrote: »
    I don't know why add-ons are suddenly attracting a lot of attention in this thread, there's no suggestion that they're in any way causing the performance issues that some players are experiencing - some of whom are on console with no add-ons available anyway - and they're unlikely to be part of any fix. Suggesting that add-ons could be removed entirely is just scaremongering as it would impact on a lot of PC players. Incorporating their core features into the base game would go against everything ZOS has done in the last couple of years to reduce database constraints, but if they were then it would need to be optional. Not all PC players use add-ons, myself included. However, in the context of this thread they're a complete red herring.

    Add-ons provably cause crashes. For example Slippery Soaps Sanitys Edge add-on causes crashes in Sanitys Edge.

    These cases need to be addressed too as they obfuscate the real issues
  • Bammlschwamml
    Bammlschwamml
    ✭✭✭
    ZOS_Kevin wrote: »
    ZOS_Kevin wrote: »
    Hi All, we have a brief update for you on this issue. We are continuing to plug away at investigations related to the performance issues highlighted in this thread. After a call with our leadership team, we have a few more criteria for our engineers to look at. So we need some additional information from you. Some of you have provided some of this information before, but we have a few new questions to ask. Please make sure to note the information in the order listed below. Makes it easier to send feedback when it is formatted the same way.
    • What server do you play on?
    • What zones are you experiencing performance issues in?
    • Have you experienced the same performance issues without add-ons?
    • Do you experience performance issues noted in this thread outside of combat?
    • Are you or your group mates using scripted abilities when experiencing performance issues?
    • If you remember any previous tickets you've submitted on this issue, please note them here.
    Additionally, we are working on getting some of your questions in this thread answered. This will take some time, so no ETA at the moment. Thanks again for your patience as we continue to work through this.

    Doesn't ZOS already know the answers to these questions when the report is filed? This feels like more of an effort to pass the buck onto the client instead of the server. This feels like a different version of "check your internet and run a traceroute to make sure it's not a client issue".

    If ZOS doesn't know this is a problem with the ZOS servers or code by now no new information from the players is going help.

    We did note that we had some of this info, but upon talking to leadership and engineers, they are requesting a bit more that we haven’t asked for previously. We are just trying to get engineers working on this the info they are requesting as they investigate, not to “pass the buck to the client”.

    We appreciate everyone who has sent info so far as we are collecting it and passing it to the engineers as soon as we can.

    When i started playing ESO, i tried to report most of the bugs and performance issues i encountered, because i wanted to help.

    I always imagined some kind of special task force, on the other side of the report button. Just waiting for emergency calls on the 100th floor of a beautiful skyscraper while playing ESO just for fun. And when a report came in, people would start running to their workplaces, yelling important stuff, wearing cool sunglasses and coats like in the Matrix, loud electronic music in the background, white doves flying around, programmers doing backflips and all kinds of tricks in slow motion to get to their computers and start typing, programing and whatever awesome tech stuff was needed to fix the reported issue in less than 5 minutes...

    Now, almost a decade later, i imagine something like a game of telephone (aka téléphone sans fil, Stille Post... ) between a couple of 100 year old underground bunkers, with dusty floppy discs lying around, and the person in the last bunker is supposed to write down the message on a piece of paper, wonder what it means, giggle, and then throw it in a garbage can, where noone will ever think about it ever again...

    Community managers, customer service, tech support etc. are able to help with many things in this game, but when it comes to real performance issues and bugs... well, they don't seem to be very effective.

    Maybe the current leadership and engineers are just not able/willing to fix some things? We will never know, because they never tell us what's really going on.

    After such a long history of performance issues and bugs it's very concerning what "over 20 million" customers STILL have to deal with.

    I have watched "The IT Crowd", so i know many problems can be solved with "Have you tried turning it off and on again?". But seriously, 90% of the players i met in this game ragequit because of performance issues and bugs. They can't all be too stupid to play a video game, can they?

    There is something fundamentally wrong with this game, and i don't think our community managers, customer support, or even leadership and engineers know how to deal with it. So they do what they always did, they send us a link to a random troubleshooting and end the conversation. That's what i experienced for years, and i know i am not the only one.
  • Nharimlur_Finor
    Nharimlur_Finor
    ✭✭✭✭✭
    ADDONS:
    Are console players not having this problem?
    I can't be bothered rereading 75 pages; I did that yesterday to discover that Kevin asked us for much of this information already, way back in July.

    Additionally,
    Are you or your group mates using scripted abilities when experiencing performance issues?
    Is another red herring.
    Scripted abilities came with Gold Road didn't they? On 3 June.
    These problems started on 6 May.

    Happy to be corrected on this issue but until then, that question is blatantly insulting.
  • sarahthes
    sarahthes
    ✭✭✭✭✭
    ✭✭
    LaintalAy wrote: »
    ADDONS:
    Are console players not having this problem?
    I can't be bothered rereading 75 pages; I did that yesterday to discover that Kevin asked us for much of this information already, way back in July.

    Additionally,
    Are you or your group mates using scripted abilities when experiencing performance issues?
    Is another red herring.
    Scripted abilities came with Gold Road didn't they? On 3 June.
    These problems started on 6 May.

    Happy to be corrected on this issue but until then, that question is blatantly insulting.

    It's possible some of the base code for scripting was added to live prior to it being available to the public. Shouldn't make assumptions about why they're asking things.
  • Nharimlur_Finor
    Nharimlur_Finor
    ✭✭✭✭✭
    sarahthes wrote: »
    LaintalAy wrote: »
    ADDONS:
    Are console players not having this problem?
    I can't be bothered rereading 75 pages; I did that yesterday to discover that Kevin asked us for much of this information already, way back in July.

    Additionally,
    Are you or your group mates using scripted abilities when experiencing performance issues?
    Is another red herring.
    Scripted abilities came with Gold Road didn't they? On 3 June.
    These problems started on 6 May.

    Happy to be corrected on this issue but until then, that question is blatantly insulting.

    It's possible some of the base code for scripting was added to live prior to it being available to the public. Shouldn't make assumptions about why they're asking things.

    Except that the previous (formal) update was four weeks earlier.
    There were no reported or apparent problems between the previous patch and 6 May.
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    Oof and no Cyro is borked too.
    Will the real LadyGP please stand up.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    LaintalAy wrote: »
    sarahthes wrote: »
    LaintalAy wrote: »
    ADDONS:
    Are console players not having this problem?
    I can't be bothered rereading 75 pages; I did that yesterday to discover that Kevin asked us for much of this information already, way back in July.

    Additionally,
    Are you or your group mates using scripted abilities when experiencing performance issues?
    Is another red herring.
    Scripted abilities came with Gold Road didn't they? On 3 June.
    These problems started on 6 May.

    Happy to be corrected on this issue but until then, that question is blatantly insulting.

    It's possible some of the base code for scripting was added to live prior to it being available to the public. Shouldn't make assumptions about why they're asking things.

    Except that the previous (formal) update was four weeks earlier.
    There were no reported or apparent problems between the previous patch and 6 May.

    His point still stands, they could have implemented some of the scribing code 6 May, and then finished adding and finalized it in July.
  • jcaceresw
    jcaceresw
    ✭✭✭✭✭
    Server down? I am unable to log in.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    jcaceresw wrote: »
    Server down? I am unable to log in.

    I'm logged in on PC NA atm, Florida
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    I have some friends online ATM.
    Will the real LadyGP please stand up.
  • allochthons
    allochthons
    ✭✭✭✭
    LaintalAy wrote: »
    ADDONS:
    Are console players not having this problem?
    Console players are absolutely having this problem. I've had multiple progs canceled. PS/NA.

    She/They
    PS5/NA
  • allochthons
    allochthons
    ✭✭✭✭
    Usually my lag spikes and rubber bands manifest as everyone stops moving, and all skills stop going off, but the animations (like flapping matriarch wings) continue. But the last few weeks, my screen has been freezing completely, for minutes at a time. Sometimes I close the game and come back in (if it lets me, which it often doesn't), once or twice I've waited and it's come back, and I'm a room or three behind the trial/dungeon group.

    My experience is usually, 1-2 people in the group DC and or have bad lag spikes, then it switches to 1-2 other people for a bit, then 1-2 other people, sometimes repeating people, sometimes not. I haven't had too many instances of the entire group getting booted at once, but it's certainly happened. And I don't mean like when the entire mega-server goes down. Just my group got kicked.

    What happens a LOT, is during the final Xoryn fight in vLC, when the tanks have to switch off taunting, one tank will DC. If we can keep the other tank rezzed fast enough, we can survive until the DCed tank gets back, but we've lost a run multiple times because of this. And having to restart the knot run when Xoryn is under 10% health in that fight is ... not fun.

    I haven't even run vSE in months. It's not worth the headache, and my stickerbook is full.
    • What server do you play on?
      PS/NA (and I have very few games installed, my hard drive is pretty empty).
    • What zones are you experiencing performance issues in?
      Everywhere. Trials are the worst, then dungeons, then the IA, then overland.
    • Have you experienced the same performance issues without add-ons?
      Console.
    • Do you experience performance issues noted in this thread outside of combat?
      Yes. I've had days when I haven't been able to even complete daily crafting writs on a single character.
    • Are you or your group mates using scripted abilities when experiencing performance issues?
      Sometimes yes, sometimes no. The first characters I craft with don't have scribed skills, but the ones running trials/dungeons/IA do. (ulfsid's is the main one).
    • If you remember any previous tickets you've submitted on this issue, please note them here.
      I don't submit tickets. On console, there's no way (that I've found) to attach the data you ask for, and the comment boxes are not big enough to give useful info. And the drop down options rarely pertain to the issue I'm having.

    Edited by allochthons on November 1, 2024 2:40AM
    She/They
    PS5/NA
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    LaintalAy wrote: »
    ADDONS:
    Are console players not having this problem?
    Console players are absolutely having this problem. I've had multiple progs canceled. PS/NA.

    Yup, I know two console players that have been having this issue and their started roughly around the same time as mine (hard to keep track of when it started since it's been going on for like 6 or 7 months now).
    Will the real LadyGP please stand up.
  • Arrow312
    Arrow312
    ✭✭✭✭✭
    Same problems on X EU. Some console players have this issues, too. Rubberbanding, Lagging, crash to dashboard....so it is not PC exclusive or just on NA Server.
    Xbox EU Server X'ing, Small Scale PvP, Ballgroup PvP <- deinstalliert

    PC EU X'ing, Small Scale PvP <- aus dem Spiel raus
  • thinkaboutit
    thinkaboutit
    ✭✭✭
    I don't know about others, but we've seen a marked improvement in server performance for this weeks core schedule, 9:30-11:30PM EST sun,mon,tue. Normally tuesday is the worst with monday being iffy toward the end of the timeslot.

    @ZOS_Kevin
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    Devs trying to add new stuff to a ~17 year old engine.

    pvz0tl4ksxws.png
    Will the real LadyGP please stand up.
  • blktauna
    blktauna
    ✭✭✭✭✭
    Yesterday and today in PCEU and PCNA, random overland load screens, rubberbanding in dungeons and enormous lag spikes to the tune of stalled to a 30 count then boon high speed. All overland not pvp.
    PCNA
    PCEU
Sign In or Register to comment.