Would love if someone from ZOS would explain (even if that's unlikely). What's going on under the hood? I expect it's a state machine with multiple inputs (maybe some kind of a message bus) a huge logic block tracking the state of all the players in the instance, updating statuses based upon player inputs and then sending the updated state of the world back to the client. If thats the case, is that way perf is so hard to fix in cyrodiil? Too many computations per cycle and no way to parallelize because of the need to finalize the state after each transition? Do other multiplayer games work the same way?
A few of my guild members are into IT/cloud operations and we were discussing this and I figured I'd come and ask. Don't need the whole recipe, just the "how it's made" level explanation would be fun to have.