Just_Attivi wrote: »WitchyKiki wrote: »I can't even play TOT, which is one of the most solitary activities in this game. IA, nope. Decorate a small home? Disconnect. eh. Its good we are raising concerns, I know ZOS is listening.
*notes the 51 page thread going back to May 7th about this that has definitely 'been on the radar' lol*
The uk guildies in my guild have all been commenting on it....unusually high for them and pc eu
Theist_VII wrote: »For context;
This is what I’m talking about happening.
Randomly when playing, the game would freeze up and unfreeze after 5-10 seconds.
for the 492,345,454,390,859,053,409,538,095,904,853rd time
the servers are NOT the issues. its the code!
if it was as simple as power cycling the servers, dont you think some bright spark would have done it?
dont you think Microsoft (who are at the top of the tree of the entire thing) might have said "have 500 quid, put some more RAM in it - or more likely, just pressed a button - because its virtual!!
it is the code, the engine and the calculations. nothing to do with servers. i wish people would stop saying it is!
freespirit wrote: »PC-EU here and I've been running dungeons all week, maybe I'm just slow to notice but I have not seen any lag nor have I disconnected.
My play hours are long but they definitely include EU prime time.
My PC is old now, I sort of expected some issues but so far none that would alert me to a problem.
Theist_VII wrote: »For context;
This is what I’m talking about happening.
Randomly when playing, the game would freeze up and unfreeze after 5-10 seconds.
We are escalating this thread and highlighting that there are more folks noting issues.
Theist_VII wrote: »Has performance improved at all today?
for the 492,345,454,390,859,053,409,538,095,904,853rd time
the servers are NOT the issues. its the code!
if it was as simple as power cycling the servers, dont you think some bright spark would have done it?
dont you think Microsoft (who are at the top of the tree of the entire thing) might have said "have 500 quid, put some more RAM in it - or more likely, just pressed a button - because its virtual!!
it is the code, the engine and the calculations. nothing to do with servers. i wish people would stop saying it is!
for the 492,345,454,390,859,053,409,538,095,904,853rd time
the servers are NOT the issues. its the code!
if it was as simple as power cycling the servers, dont you think some bright spark would have done it?
dont you think Microsoft (who are at the top of the tree of the entire thing) might have said "have 500 quid, put some more RAM in it - or more likely, just pressed a button - because its virtual!!
it is the code, the engine and the calculations. nothing to do with servers. i wish people would stop saying it is!
So ZOS should have started rebuilding the game from scratch on a new engine more than 5 years ago when this problem became so obvious.
for the 492,345,454,390,859,053,409,538,095,904,853rd time
the servers are NOT the issues. its the code!
if it was as simple as power cycling the servers, dont you think some bright spark would have done it?
dont you think Microsoft (who are at the top of the tree of the entire thing) might have said "have 500 quid, put some more RAM in it - or more likely, just pressed a button - because its virtual!!
it is the code, the engine and the calculations. nothing to do with servers. i wish people would stop saying it is!
So ZOS should have started rebuilding the game from scratch on a new engine more than 5 years ago when this problem became so obvious.
The engine is roughly 17 years old.
I'm sure ZoS is WELL aware of that. As a software developer there has been more than one occasion when I've gone to leadership and said something along the lines of, "Hey.. so we want to add all these things but we are limited by our engine". I'm confident in saying a developer has at least once brought that up to leadership at ZoS.
You're basically taking a 2005 Dodge Neon and trying to add parts to it that are meant for a 2024 Corvette - it's just not going to work right out of the gate.. you're going to have to make a ton of modifications to the parts (code stack) to make it work.
I'm sure at some point over the last few years there was an internal conversation with ZoS on refactoring the underlying code or the engine as a whole to allow developers to add/remove/fix things easier. IF I'm trying to take the thought process as someone in a general leadership role.. with ES6 coming down the pipe soon-ish... I can easily see how from a financial standpoint it would make more sense for ZoS to continue with the current engine instead of reworking everything.
Now, this is 100% an assumption on my part based on years of experiences being in rooms where these kind of conversations have taken place. It is almost never the case where 17 years into an engine, with a new game actively in development, that leadership would check off on taking that big of a task. Keep in mind the amount of work that would be required to make it happen is... it's a lot.
Also keep in mind that around the time I'm assuming this convo would have happened would have had COVID mixed in as well.
Now, if something like this WAS going to happen I agree... it should have happened about 5 or 6 years ago. This is where the technical debt you build by failing to make those kind of improvements happen and that is how you get to present day.
I really wish leaders in companies that have any kind of software development would go read the Phoenix Project. It's truly a great book and really helps change the way leaders look at software development and the long term implications you can have from making the, "Just get it out the door" decision.
Usually, when a dev is telling you hey we have a problem.... you have a problem.
DragonRacer wrote: »Can we power cycle the servers or something? Seriously.
DragonRacer wrote: »Can we power cycle the servers or something? Seriously.
Make sure to unplug the ethernet cables, blow on them, and plug them back in too
Theist_VII wrote: »Also just edited the original post to include the GIF of the performance spikes we’re all talking about.