Yeah, it's the framerate of the actual gameplay simulation on the server side. Sometimes also called a tick or a heartbeat. Usually, singleplayer-only games that need to have very deterministic results are going to decouple their rendering from the actual game logic such that the game logic runs at a fixed rate of time per tick. This naturally extends to multiplayer games with a client and server, where there is no rendering on the server but there will be asynchronous housekeeping for processing incoming and outgoing batches of data. The gameplay simulation logic obviously isn't going to be tied to any of that but will run independently at it's own fixed rate of time.
The server frame time is something that has been mentioned in the past as something ZoS was looking in to. There were times where they saw spikes which obviously corresponded with massive lag and dropped inputs from the players as the server ended up having to ignore things in order to keep up in real time and avoid "the spiral of death". Curiously, there have also been times where they said that there were no apparent spikes in server frame time which means that it wasn't the server failing to keep the logic of the game itself running in real time - which likely points to either a problem in the aforementioned housekeeping portion of the game or some other networking infrastructure issue.
Spam... pinging... compass? The heck you on? My bandits isn't showing anything special on the compass?
Seems like I figured out what my problem as: bad ethernet cable. Playing via WiFi, and the game works perfectly. I recommend you guys to try it, or get a high speed ethernet cable.
KaironBlackbard wrote: »
That's because I DONT have Bandits, and others who do are gathering intel via the map ping backdoor as ZOS put it.
Another person said backchannel.
Doesn't matter. It's annoying and I have no power to stop it.
Oof. It's really bad right now.
I'm wired. I make my own cables and my network is all WiFi6 rated gear. Wish it was as simple as swapping a cable.
Glad your issues are fixed for you though!!! Congrats.
The annual letter failed to adequately address what a huge issue server connection and lag has been for broad swaths of the player population.
Content cut back in previous years has yielded the current state of the game. Now they are going to cut back new content even further and the excuse is to continue with bug fixes and QoL improvements.
So we have adjusted some things to deal with malicious activity. That is the main stuff we have done as of recent. Like during the weekend when we had those disconnect issues on Saturday.
edward_frigidhands wrote: »
Are these adjustments still in place?
Server performance seems to be worse since they came back up.