First, the test already started so it is a little late to break this test up into different parts as the title suggests.
As for the future, it may be best to see the data, actual data vs anecdotal. Zenimax is collecting information from this test. It seems logical they plan further tests and may already have ideas in mind. It also stands to reason that they may develop new ideas from the test results.
Joy_Division wrote: »You missed it.
About 3-4 years ago, ZOS ran like 4-5 consecutive tests with different permutations. I remember one was limit group size to 4. Another was no proc sets. Another was skill cooldowns. There was something else. Then they combined everything the last week.
hmm that does sound familiar. I remember group size, no proc. Cross healing in another test.. And i dont remember a skill cooldown test but maybe i missed that part. I also dont remember a no cp test. Because one of the comments in the Q&A said no cp was something they tested. But maybe they did one idk.
I also dont remember if it was in one campaign like this one, with no other campaigns available. Because i think that makes a difference for the amount of players that will show up. But If they did do similar tests with no cp and no proc then this one makes sense. 3-4 years ago is a very long time but maybe it wont really matter since the performance issues were still there. I guess this makes me feel a little more hopeful for this test though. I just really hope they have some actual good data on the impact of any kind of proc set, cross healing, and cp. And that it is still relevant.
MincMincMinc wrote: »The real question is how long do we need to wait for the followup tests.
MincMincMinc wrote: »Proves: + Skills were too complex and bloated
MincMincMinc wrote: »
Layers that need Testing:
+ Mundus
+ Enchants
+ Poisons
+ Proc sets (think about the latency issues when a VD ROA ball group enters the keep)
+ Status effects
+ Buffs/debuffs
+ Cross healing
+ Smart healing
+ Player Dilution (bring in more new and pve players through incentives)
yeah, at this rate it could be a long drawn out process.
That's a bit premature. The problem could be with anything that was left out of this test.And that's rather a lot!
Credible_Joe wrote: »Add mail to that list. It'd be hilarious if a huge portion of the performance issues was from the mail system listening to hundreds of players together all at once.
whats the point of nitpicking a post witch a question that you cant answer?
yeah, at this rate it could be a long drawn out process.
I can't speak for ZOS evidently, but I'd say the Vengeance setup serves to ensure progress with minimal wasted effort.
Trying to eliminate one aspect from the game at a time does not guarantee progress, because a) there may be multiple aspects interacting and b) the problem might be something that is not an obvious candidate to test. This is basically making informed guesses and hoping you get lucky. ZOS have already tried that and they're not happy with the results.
So instead they strip everything down, ensure performance is good and then add more stuff back in until they hit on something which breaks performance. Now they could indeed have 'anticipated' the success of this first step and try a variety of follow ups immediately. However if the first step failed, that would be wasted effort.
And there's another thing. Even if follow up iterations are already on the shelf, ZOS would not want to risk not hitting the player cap during the tests by spreading the population over multiple campaigns. With one pop-locked campaign, they can control population and eliminate imbalances as variables, e.g. effectively comparing performance with different population sizes.
the1andonlyskwex wrote: »
They don't need a no CP test, they've had continuously running no CP campaigns for years.
MincMincMinc wrote: »The real question is how long do we need to wait for the followup tests.
Proves:
+ Skills were too complex and bloated
+ Server hardware is fine
+ Outfits and mount skins are fine
+ Keep Ticks are fine
+ Majority of addons are fine (as far as the server cares)
Layers that need Testing:
+ Mundus
+ Enchants
+ Poisons
+ Proc sets (think about the latency issues when a VD ROA ball group enters the keep)
+ Status effects
+ Buffs/debuffs
+ Cross healing
+ Smart healing
+ Player Dilution (bring in more new and pve players through incentives)
From what we can tell just off skills it isnt likely ONE layer causing issues it is likely many layers chain reacting to cause issues. Once you add back in all of the above layers you suddenly go from 1-2 ticks per second to potentially 50 or 100 depending on combat and builds. The more proc heavy and automatic builds are the worse it gets tick wise.
MincMincMinc wrote: »Proves:
+ Server hardware is fine
.
Way off base. They did a 3mo long no-cp no-proc test on the main Cyro server a few years ago. Zero impact on performance, it lagged the same as it always did, and Ravenwatch proved to be unpopular anyway.No cp has always performed better.
Idk maybe im off base.
Idk about skills being too complex. Maybe some of them. But even with almost everything removed from cyrodiil, and these super simple skills, performance is still awful. And i suspect it will continue to get worse as the week goes on. I think in general its better but at larger fights it is just as bad as always. And this isnt just me saying this, many people who are actually paying attention to skill delay have noticed it. Of course there are more players, and like i said its not as bad or often, but to me that just says the servers can barely handle large scale combat even with things this simplified.
Izanagi.Xiiib16_ESO wrote: »
This is not the case. There are a lot of unknown variables from our side. For example, was the server hardware adjusted for this test - we've seen similar things in the past with more memory dedicated during MYM and also during the free trial period on the 'upgraded' servers which coincidentally lead to the performance suddenly getting worse 6 months after being upgraded...
Secondly servers being able to process low amounts of data without issue but not handle the combat requirements of ESO doesn't mean that the solution or hardware they have picked is correct and 'fine' it just means that they are more suitable for this slow paced boring combat.
xylena_lazarow wrote: »Way off base. They did a 3mo long no-cp no-proc test on the main Cyro server a few years ago. Zero impact on performance, it lagged the same as it always did, and Ravenwatch proved to be unpopular anyway.
Yes it was the main server, either Gray Host or that one with the forgettable dragon name. There was no shortage of players of varying skill levels complaining that it made the build system boring, like why even have a build system at all at that point... so it's not surprising to me that Vengeance seems much better received than Ravenwatch was.MincMincMinc wrote: »The problem is that most players/humans will end up following the bandwagon to whatever the most populated server is regardless.
xylena_lazarow wrote: »Yes it was the main server, either Gray Host or that one with the forgettable dragon name. There was no shortage of players of varying skill levels complaining that it made the build system boring, like why even have a build system at all at that point... so it's not surprising to me that Vengeance seems much better received than Ravenwatch was.
xylena_lazarow wrote: »Yes it was the main server, either Gray Host or that one with the forgettable dragon name. There was no shortage of players of varying skill levels complaining that it made the build system boring, like why even have a build system at all at that point... so it's not surprising to me that Vengeance seems much better received than Ravenwatch was.
MincMincMinc wrote: »
The problem is that most players/humans will end up following the bandwagon to whatever the most populated server is regardless. People already didnt play nocp because the wagon was the cp30day as it has been for years. Why would established guilds in the cp30day ever swap to a no population server that other rival guilds aren't on?
How much proc sets play into performance is probably on the same level as status effects or buff timers or enchants etc. It probably matters more about how skills facilitate activating all of these effects. If all 4 of these effects trigger off any event and an aoe dot skill hits 10 people every 10 seconds that quickly spirals out of control. Compared to in vengeance where the aoe cap limits it to 3 people from the start. Don't get mistaken thinking its just aoe caps, likely this same concept applies to multiple types of skills and event callouts within the code.
MincMincMinc wrote: »
This is simply not the case. Ive been on for the entirety of US primetime 5pm to 1am each night. Being at multiple hundreds of player fights with next to no server side issues. Likely you are misinterpreting fps issues on your own client as others have pointed out. There have been only a handful of pause/stutter crash style events that cleared up in seconds.
Skills being easy to understand vs complex is completely different. Jabs for instance is an extremely complex skill and throughout its life has had many iterations to somewhat work. Leap is another one where it has many behind the scene spaghetti'd code patched together. Think it is a single gap closer, but also only does damage through the aoe, which tries to calculate angular direction from the landing point from the single target while also reverting and holding the target in place for it to connect.
The end result is the same for data collection. They will collect what is needed for what number of calculations. Considering how well performance has been proves that it is certainly possible to have this number of players. The question is how can they bring back the other elements without making each player worth 5x, 10x, or 100x the calculations like on live.
xylena_lazarow wrote: »Yes it was the main server, either Gray Host or that one with the forgettable dragon name. There was no shortage of players of varying skill levels complaining that it made the build system boring, like why even have a build system at all at that point... so it's not surprising to me that Vengeance seems much better received than Ravenwatch was.
Izanagi.Xiiib16_ESO wrote: »
This is not the case. There are a lot of unknown variables from our side. For example, was the server hardware adjusted for this test - we've seen similar things in the past with more memory dedicated during MYM and also during the free trial period on the 'upgraded' servers which coincidentally lead to the performance suddenly getting worse 6 months after being upgraded...
Secondly servers being able to process low amounts of data without issue but not handle the combat requirements of ESO doesn't mean that the solution or hardware they have picked is correct and 'fine' it just means that they are more suitable for this slow paced boring combat.