NadiusMaximus wrote: »If it's aoe then, fix it. If it's something else fix it.
Pulsing chimps? If everyone is using the same set up, there must be a reason. Could it be possible to get rid of it altogether. You tried saying lag was caused by forward camps one time too. Those are gone, lag isn't. Aoe spam has been reduced, lag hasn't. Settings have been reduced, lag is the same.
It wasn't like this when I bought it.
I still say the lighting update is the root cause, after that update, cyrodiol performance went to pot, its clearly a regression, but for whatever reason ZOS will not roll back the software and remove it.
If they would go back to an older build, without the lighting, and just patch in bug fixes, it would probably be a lot better, but they will not do this for whatever readin, and thus far haven't been able to fix it.
I think they would have re-write huge parts of the game engine to fix it. The lag I believe is fully related to the particle effects in game. I think particle effects are still present even if you can't see them.
Furthermore, losing sound is a symptom of faulty garbage collection, a buffer is full and can't take any more data in, hence it can't process any more sound effects. A few minutes after a battle or death, all the sounds play at once. All the symptoms.
I still say the lighting update is the root cause, after that update, cyrodiol performance went to pot, its clearly a regression, but for whatever reason ZOS will not roll back the software and remove it.
If they would go back to an older build, without the lighting, and just patch in bug fixes, it would probably be a lot better, but they will not do this for whatever readin, and thus far haven't been able to fix it.
s7732425ub17_ESO wrote: »Because the most effective abilities in PVP are also the ones that are the most stressful on the server.
Many factors have contributed to the downfall of ESO PvP.
AOE caps, the fact the servers can't handle huge fights to begin with; im sure the lighting patch has affected the game in some way, and whatever else I may have not listed.
The problem is that it is difficult for players to tell if lag is client side, server side, or an ISP issue most of the time.
Client lag seems to occur when graphical processing exceeds a players hardware.
Server/ISP issues occur when packet requests exceed the capacity of the server hardware and network band limits.
The reason they can't solve the problem is that player activity is hyperconcentrated during events, so you get some players who can't keep up because of hardware limitations, and then the server also cant keep up because it receives compounded activity because players are living longer and fighting harder.
As I understand it, impulse is particularly bad for the latter.
Fixing it means (a) getting better servers, (b) monitoring the server demand relative to network band and (c) spreading out player activity.