MincMincMinc wrote: »The real question is whether zos is going to take this mini keep campaign and go further with it. Theoretically they could distribute the playerbase across multiple mini zones each controlled by their own server to distribute the lag. Imagine if we took cyrodil and made a hex grid across the map. Then every hex was its own server where you could run between and swap to. Thus they could cut down the lag of a server in half or more depending how many keep fights are going on. If they were really smart they would probably disband the 3 faction concept and find ways to prevent massive singularity events where everyone in the campaign winds up at a single keep.
I've said it before, I'll say it again. This isn't a hardware issue. Even hardware from two-decades ago could handle this kind of workload. It's either a networking infrastructure issue or it's an software engineering issue. Throwing more machines at the problem without addressing the underlying networking or software architecture will absolutely only make the performance issues worse.
Two efforts immediately began to account for this - a general pass on gameplay systems focused on optimization in mass PvP environments, and the hardware upgrade...the hardware upgrade provided an immediate measurable result that was easily noticeable and overwhelmingly positive.
While the improvement was drastic, we did notice inconsistent changes over time - during non-peak hours, things remained consistently stable, but at peak hours, performance could shift drastically and frequently, just as it did before the upgrade (albeit in lower magnitude). This was somewhat expected with limited changes to gameplay, and after some investigation the result simply led us back to the secondary efforts noted above...
All of this is to say that the hardware upgrade dramatically improved the general experience on all live realms, and that remains true to this date - but adding something as simple as a new item set can shift behaviors in a way that leads to inconsistencies that we need to account for and address...
It's important to note that all of the above is in the context of Cyrodiil simply because that is where the core issues are easier to identify, but all improvements are shared across the game where applicable.
MincMincMinc wrote: »The real question is whether zos is going to take this mini keep campaign and go further with it. Theoretically they could distribute the playerbase across multiple mini zones each controlled by their own server to distribute the lag. Imagine if we took cyrodil and made a hex grid across the map. Then every hex was its own server where you could run between and swap to. Thus they could cut down the lag of a server in half or more depending how many keep fights are going on. If they were really smart they would probably disband the 3 faction concept and find ways to prevent massive singularity events where everyone in the campaign winds up at a single keep.
To an extent this is how pretty much how all games already work. The only difference is that they aren't running different physical servers. Yes this includes ESO. Spacial partitioning is a staple of pretty much every game since DOOM.
I've said it before, I'll say it again. This isn't a hardware issue. Even hardware from two-decades ago could handle this kind of workload. It's either a networking infrastructure issue or it's an software engineering issue. Throwing more machines at the problem without addressing the underlying networking or software architecture will absolutely only make the performance issues worse.
It is almost impossible to cut map on hex grid..............
And second option what are they doing right now. They will just remake part of map with keep and let people play it in session manner, 30-40 minutes per siege, probably 2 factions 36-48 people per faction. That was my first predict long ago they announced this. Have they shown more about it tho?
These days everything seems so hyperbolic so I actually can't tell if that's sarcasm or not. But...MincMincMinc wrote: »There is also a post a while back where Matt I think said that they were doing the hardware upgrade for maintenance and they do not believe it would have any significant increase in performance. Yet people ate the placebo and were swearing that there was any difference........... When it comes down to it. The game works during vengeance, yet it doesnt when you re-enable all of the bloated skills, sets, and effects.
I'm right there with ya. I'm pretty sure both of us were big proponents of the potential we saw.I wanted to see more tests, rapid-fire, pushing the limits as features were brought back. I'm certain we could have at least restored most of the sets that didn't have ridiculous proc conditions and loads of data to track and certainly most, if not all, of the passives. But the community didn't want that. I'm disappointed not just in ZoS but in the PvP community as well. As much as I've heard cries for separation of PvP mechs from PvE mechs, they sure didn't respond well when they tried it. People say they'd jump ship at the first viable alternative game. But as soon as that option shows up, they get cold feet. Some of it was of course skepticism in ZoS's ability to follow through. And I had a healthy amount of that myself. But I was willing to at least let them try because as far as I'm concerned, it's a dead-gamemode-walking otherwise.MincMincMinc wrote: »I am just really disappointed the first test showed this, yet zos is going ahead and reworking skills proven to the an issue without finishing testing first. Crazy considering it seems like they even want to ramp up pve events with things like the wall.
These days everything seems so hyperbolic so I actually can't tell if that's sarcasm or not. But...MincMincMinc wrote: »There is also a post a while back where Matt I think said that they were doing the hardware upgrade for maintenance and they do not believe it would have any significant increase in performance. Yet people ate the placebo and were swearing that there was any difference........... When it comes down to it. The game works during vengeance, yet it doesnt when you re-enable all of the bloated skills, sets, and effects.
It wasn't a placebo. Despite the glaring issues that still occur when ballgroups show up in mass, the server still runs decidedly better than I'd seen it run since, like, 2016. Gravity itself used to stop working, people would freeze in place, and going five or so minutes without skills firing was the norm even in some medium-sized fights. Now at least in these exceptional cases it's only like, five or so seconds - which, don't get me wrong, is still unreasonably bad. But it I orders of magnitude better than before.
MincMincMinc wrote: »These days everything seems so hyperbolic so I actually can't tell if that's sarcasm or not. But...MincMincMinc wrote: »There is also a post a while back where Matt I think said that they were doing the hardware upgrade for maintenance and they do not believe it would have any significant increase in performance. Yet people ate the placebo and were swearing that there was any difference........... When it comes down to it. The game works during vengeance, yet it doesnt when you re-enable all of the bloated skills, sets, and effects.
It wasn't a placebo. Despite the glaring issues that still occur when ballgroups show up in mass, the server still runs decidedly better than I'd seen it run since, like, 2016. Gravity itself used to stop working, people would freeze in place, and going five or so minutes without skills firing was the norm even in some medium-sized fights. Now at least in these exceptional cases it's only like, five or so seconds - which, don't get me wrong, is still unreasonably bad. But it I orders of magnitude better than before.
No i mean that hardware change itself had no real impact. The only notable performance benefits since 2016 have been them reducing the cyrodil population over time. Which has gotten us from the 2014-2016 era 900 players down to the current 300 players. Ive argued with countless people on this topic and not only zos denied it at the time, but even those people who argued hardware changes had their own statements back then saying it helped, then a day later saying it was lagging the same. Even some streamers at the time did the same thing where they ate the placebo and a day or two later said there was the same issues again............What I assume happened was during the shutdown alot of normal coordinated groups didnt play for that following day or two. So much like MyM the player population was diluted with casual or solo players. Then a day or two later got diluted again with coordinated spam groups.
Its alarming how clear it is when the server can lag from ballgroups yet zos doesn't break it up. Zos did say they can look at the logs and see whats occurring during the spikes, so you'd think they would see mostly the ballgroup spam or a list of player names being hit all at once. I still wouldnt be surprised if it has to do with smartheals or similar AoE check systems that have always had issues......of which groups are big fans of spamming.
Otherwise, yeah it is rather disappointing how many PvP players had rather watch the ship sink instead of taking over vengeance threads and leading zos in a better direction. If people had just spam asked for basic item sets back and some basic nonproc passives we could have seen a whole different test path happen. Instead it was rejected and zos is replacing GH with this mini campaign, then veng will inevitably be the only cyrodil.
ToddIngram wrote: »MincMincMinc wrote: »These days everything seems so hyperbolic so I actually can't tell if that's sarcasm or not. But...MincMincMinc wrote: »There is also a post a while back where Matt I think said that they were doing the hardware upgrade for maintenance and they do not believe it would have any significant increase in performance. Yet people ate the placebo and were swearing that there was any difference........... When it comes down to it. The game works during vengeance, yet it doesnt when you re-enable all of the bloated skills, sets, and effects.
It wasn't a placebo. Despite the glaring issues that still occur when ballgroups show up in mass, the server still runs decidedly better than I'd seen it run since, like, 2016. Gravity itself used to stop working, people would freeze in place, and going five or so minutes without skills firing was the norm even in some medium-sized fights. Now at least in these exceptional cases it's only like, five or so seconds - which, don't get me wrong, is still unreasonably bad. But it I orders of magnitude better than before.
No i mean that hardware change itself had no real impact. The only notable performance benefits since 2016 have been them reducing the cyrodil population over time. Which has gotten us from the 2014-2016 era 900 players down to the current 300 players. Ive argued with countless people on this topic and not only zos denied it at the time, but even those people who argued hardware changes had their own statements back then saying it helped, then a day later saying it was lagging the same. Even some streamers at the time did the same thing where they ate the placebo and a day or two later said there was the same issues again............What I assume happened was during the shutdown alot of normal coordinated groups didnt play for that following day or two. So much like MyM the player population was diluted with casual or solo players. Then a day or two later got diluted again with coordinated spam groups.
Its alarming how clear it is when the server can lag from ballgroups yet zos doesn't break it up. Zos did say they can look at the logs and see whats occurring during the spikes, so you'd think they would see mostly the ballgroup spam or a list of player names being hit all at once. I still wouldnt be surprised if it has to do with smartheals or similar AoE check systems that have always had issues......of which groups are big fans of spamming.
Otherwise, yeah it is rather disappointing how many PvP players had rather watch the ship sink instead of taking over vengeance threads and leading zos in a better direction. If people had just spam asked for basic item sets back and some basic nonproc passives we could have seen a whole different test path happen. Instead it was rejected and zos is replacing GH with this mini campaign, then veng will inevitably be the only cyrodil.
Except the new hardware made a huge and positive difference until they added a bunch of new content and changed how the servers were allocated within the game.
ZOS also said they've been working to improve Cyrodiil since 2015 and even banned people who complained too much when this effort was not recognized by the players. And that vengeance is a test to determine what they needed to do to restore performance to live cyrodiil. How well does ZOS' current statements align with their past statements?
MincMincMinc wrote: »These days everything seems so hyperbolic so I actually can't tell if that's sarcasm or not. But...MincMincMinc wrote: »There is also a post a while back where Matt I think said that they were doing the hardware upgrade for maintenance and they do not believe it would have any significant increase in performance. Yet people ate the placebo and were swearing that there was any difference........... When it comes down to it. The game works during vengeance, yet it doesnt when you re-enable all of the bloated skills, sets, and effects.
It wasn't a placebo. Despite the glaring issues that still occur when ballgroups show up in mass, the server still runs decidedly better than I'd seen it run since, like, 2016. Gravity itself used to stop working, people would freeze in place, and going five or so minutes without skills firing was the norm even in some medium-sized fights. Now at least in these exceptional cases it's only like, five or so seconds - which, don't get me wrong, is still unreasonably bad. But it I orders of magnitude better than before.
No i mean that hardware change itself had no real impact. The only notable performance benefits since 2016 have been them reducing the cyrodil population over time. Which has gotten us from the 2014-2016 era 900 players down to the current 300 players. Ive argued with countless people on this topic and not only zos denied it at the time, but even those people who argued hardware changes had their own statements back then saying it helped, then a day later saying it was lagging the same. Even some streamers at the time did the same thing where they ate the placebo and a day or two later said there was the same issues again............What I assume happened was during the shutdown alot of normal coordinated groups didnt play for that following day or two. So much like MyM the player population was diluted with casual or solo players. Then a day or two later got diluted again with coordinated spam groups.
Its alarming how clear it is when the server can lag from ballgroups yet zos doesn't break it up. Zos did say they can look at the logs and see whats occurring during the spikes, so you'd think they would see mostly the ballgroup spam or a list of player names being hit all at once. I still wouldnt be surprised if it has to do with smartheals or similar AoE check systems that have always had issues......of which groups are big fans of spamming.
Otherwise, yeah it is rather disappointing how many PvP players had rather watch the ship sink instead of taking over vengeance threads and leading zos in a better direction. If people had just spam asked for basic item sets back and some basic nonproc passives we could have seen a whole different test path happen. Instead it was rejected and zos is replacing GH with this mini campaign, then veng will inevitably be the only cyrodil.
MincMincMinc wrote: »ToddIngram wrote: »MincMincMinc wrote: »These days everything seems so hyperbolic so I actually can't tell if that's sarcasm or not. But...MincMincMinc wrote: »There is also a post a while back where Matt I think said that they were doing the hardware upgrade for maintenance and they do not believe it would have any significant increase in performance. Yet people ate the placebo and were swearing that there was any difference........... When it comes down to it. The game works during vengeance, yet it doesnt when you re-enable all of the bloated skills, sets, and effects.
It wasn't a placebo. Despite the glaring issues that still occur when ballgroups show up in mass, the server still runs decidedly better than I'd seen it run since, like, 2016. Gravity itself used to stop working, people would freeze in place, and going five or so minutes without skills firing was the norm even in some medium-sized fights. Now at least in these exceptional cases it's only like, five or so seconds - which, don't get me wrong, is still unreasonably bad. But it I orders of magnitude better than before.
No i mean that hardware change itself had no real impact. The only notable performance benefits since 2016 have been them reducing the cyrodil population over time. Which has gotten us from the 2014-2016 era 900 players down to the current 300 players. Ive argued with countless people on this topic and not only zos denied it at the time, but even those people who argued hardware changes had their own statements back then saying it helped, then a day later saying it was lagging the same. Even some streamers at the time did the same thing where they ate the placebo and a day or two later said there was the same issues again............What I assume happened was during the shutdown alot of normal coordinated groups didnt play for that following day or two. So much like MyM the player population was diluted with casual or solo players. Then a day or two later got diluted again with coordinated spam groups.
Its alarming how clear it is when the server can lag from ballgroups yet zos doesn't break it up. Zos did say they can look at the logs and see whats occurring during the spikes, so you'd think they would see mostly the ballgroup spam or a list of player names being hit all at once. I still wouldnt be surprised if it has to do with smartheals or similar AoE check systems that have always had issues......of which groups are big fans of spamming.
Otherwise, yeah it is rather disappointing how many PvP players had rather watch the ship sink instead of taking over vengeance threads and leading zos in a better direction. If people had just spam asked for basic item sets back and some basic nonproc passives we could have seen a whole different test path happen. Instead it was rejected and zos is replacing GH with this mini campaign, then veng will inevitably be the only cyrodil.
Except the new hardware made a huge and positive difference until they added a bunch of new content and changed how the servers were allocated within the game.
ZOS also said they've been working to improve Cyrodiil since 2015 and even banned people who complained too much when this effort was not recognized by the players. And that vengeance is a test to determine what they needed to do to restore performance to live cyrodiil. How well does ZOS' current statements align with their past statements?
I don't want to rehash again and continue off topic, but again the hardware change literally was lagging the exact same a day or two later when people started regularly playing again after servers were down. You can go back to those times on the forums and there are loads of people that have whiplash posts where "performance is so much better! Woah OMG!" .......then a day later "performance is back to lagging exactly what it was before".
Anyways, I really have to hope zos picks up on this mesh concept. Otherwise I kinda just expect these mini gamemodes to turn into one ballgroup bullying the server/match much like how BGs always turned out when all ques were group ques. Probably still lagging the server.
ThanksTheAwesomeChimpanzee wrote: »MincMincMinc wrote: »ToddIngram wrote: »MincMincMinc wrote: »These days everything seems so hyperbolic so I actually can't tell if that's sarcasm or not. But...MincMincMinc wrote: »There is also a post a while back where Matt I think said that they were doing the hardware upgrade for maintenance and they do not believe it would have any significant increase in performance. Yet people ate the placebo and were swearing that there was any difference........... When it comes down to it. The game works during vengeance, yet it doesnt when you re-enable all of the bloated skills, sets, and effects.
It wasn't a placebo. Despite the glaring issues that still occur when ballgroups show up in mass, the server still runs decidedly better than I'd seen it run since, like, 2016. Gravity itself used to stop working, people would freeze in place, and going five or so minutes without skills firing was the norm even in some medium-sized fights. Now at least in these exceptional cases it's only like, five or so seconds - which, don't get me wrong, is still unreasonably bad. But it I orders of magnitude better than before.
No i mean that hardware change itself had no real impact. The only notable performance benefits since 2016 have been them reducing the cyrodil population over time. Which has gotten us from the 2014-2016 era 900 players down to the current 300 players. Ive argued with countless people on this topic and not only zos denied it at the time, but even those people who argued hardware changes had their own statements back then saying it helped, then a day later saying it was lagging the same. Even some streamers at the time did the same thing where they ate the placebo and a day or two later said there was the same issues again............What I assume happened was during the shutdown alot of normal coordinated groups didnt play for that following day or two. So much like MyM the player population was diluted with casual or solo players. Then a day or two later got diluted again with coordinated spam groups.
Its alarming how clear it is when the server can lag from ballgroups yet zos doesn't break it up. Zos did say they can look at the logs and see whats occurring during the spikes, so you'd think they would see mostly the ballgroup spam or a list of player names being hit all at once. I still wouldnt be surprised if it has to do with smartheals or similar AoE check systems that have always had issues......of which groups are big fans of spamming.
Otherwise, yeah it is rather disappointing how many PvP players had rather watch the ship sink instead of taking over vengeance threads and leading zos in a better direction. If people had just spam asked for basic item sets back and some basic nonproc passives we could have seen a whole different test path happen. Instead it was rejected and zos is replacing GH with this mini campaign, then veng will inevitably be the only cyrodil.
Except the new hardware made a huge and positive difference until they added a bunch of new content and changed how the servers were allocated within the game.
ZOS also said they've been working to improve Cyrodiil since 2015 and even banned people who complained too much when this effort was not recognized by the players. And that vengeance is a test to determine what they needed to do to restore performance to live cyrodiil. How well does ZOS' current statements align with their past statements?
I don't want to rehash again and continue off topic, but again the hardware change literally was lagging the exact same a day or two later when people started regularly playing again after servers were down. You can go back to those times on the forums and there are loads of people that have whiplash posts where "performance is so much better! Woah OMG!" .......then a day later "performance is back to lagging exactly what it was before".
Anyways, I really have to hope zos picks up on this mesh concept. Otherwise I kinda just expect these mini gamemodes to turn into one ballgroup bullying the server/match much like how BGs always turned out when all ques were group ques. Probably still lagging the server.
I will say, though, that even if we disagree on the server, your love for Vengeance, and a lot of other things, the mesh concept actually sounds like a great solution and one that could potentially save the version of PvP most veteran players want to play.
MincMincMinc wrote: »As we saw in the livestreams zos is designing a one keep campaign. Where we have three spawn zones surrounding a single keep with a river going around it. There are bridges for bridge fights, and outside the river are resource nodes to contest. We know to solve the pvp lag issues they are simply reducing the player population again to account for the ballooning game code.
The real question is whether zos is going to take this mini keep campaign and go further with it. Theoretically they could distribute the playerbase across multiple mini zones each controlled by their own server to distribute the lag. Imagine if we took cyrodil and made a hex grid across the map. Then every hex was its own server where you could run between and swap to. Thus they could cut down the lag of a server in half or more depending how many keep fights are going on. If they were really smart they would probably disband the 3 faction concept and find ways to prevent massive singularity events where everyone in the campaign winds up at a single keep.