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An idea for less lag in Cyrodiil.

WrathOfRegicide
WrathOfRegicide
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I think dividing Cyrodiil into 3 even sections (4 for when the imperial city comes out) and have each section be put into a different zone would help with the lag problem. It would also solve the horse simulator problems, having to run such long distance from point A to point B.
  • Gidorick
    Gidorick
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    I think dividing Cyrodiil into 3 even sections (4 for when the imperial city comes out) and have each section be put into a different zone would help with the lag problem. It would also solve the horse simulator problems, having to run such long distance from point A to point B.

    They would have to redesign Cyrodiil I would think... Perhaps place palisades to device the area into 3 faction areas and have each area fought for independently. The palisades could even be tactical bottleneck that could be protected.

    If it fixes the issues then awesome... but do we even know if zone size is the issue?
    Edited by Gidorick on March 14, 2015 2:17AM
    What ESO really needs is an Auction Horse.
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    Want more crazy ideas? Check out my Concept Repository!
  • firstdecan
    firstdecan
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    They removed the deer and the insects, maybe they just need to remove the keeps and the outposts.
  • Gidorick
    Gidorick
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    firstdecan wrote: »
    They removed the deer and the insects, maybe they just need to remove the keeps and the outposts.

    Or the players. I'm sure if there are no players Cyrodiil will play like warm butter.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • WrathOfRegicide
    WrathOfRegicide
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    Gidorick wrote: »
    I think dividing Cyrodiil into 3 even sections (4 for when the imperial city comes out) and have each section be put into a different zone would help with the lag problem. It would also solve the horse simulator problems, having to run such long distance from point A to point B.

    They would have to redesign Cyrodiil I would think... Perhaps place palisades to device the area into 3 faction areas and have each area fought for independently. The palisades could even be tactical bottleneck that could be protected.

    If it fixes the issues then awesome... but do we even know if zone size is the issue?

    Yeah Paul Sage said the lag is caused by "numerous players in the same place at the same time." which can be found here: http://forums.elderscrollsonline.com/en/discussion/157157/update-on-cyrodiil-performance/p1 . So if Cyrodiil was divided into 3 or so equal zones; it would mean less people in the same place at the same time, which would mean less lag and more enjoyable PvP.
    Edited by WrathOfRegicide on March 14, 2015 3:32AM
  • Gidorick
    Gidorick
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    Gidorick wrote: »
    I think dividing Cyrodiil into 3 even sections (4 for when the imperial city comes out) and have each section be put into a different zone would help with the lag problem. It would also solve the horse simulator problems, having to run such long distance from point A to point B.

    They would have to redesign Cyrodiil I would think... Perhaps place palisades to device the area into 3 faction areas and have each area fought for independently. The palisades could even be tactical bottleneck that could be protected.

    If it fixes the issues then awesome... but do we even know if zone size is the issue?

    Yeah Paul Sage said the lag is caused by "numerous players in the same place at the same time." which can be found here: http://forums.elderscrollsonline.com/en/discussion/157157/update-on-cyrodiil-performance/p1 . So if Cyrodiil was divided into 3 or so equal zones; it would mean less people in the same place at the same time, which would mean less lag and more enjoyable PvP.

    place =/= zone...

    He also said "In this situation, the best thing you can do is split off to different objectives when you notice performance going down. Cyrodiil is a big place with lots of different things to do."

    So it doesn't appear that they think too many people in Cyrodiil is the issue but that it's too many people zerging up together in one area of Cyrodiil. If this is the case, then splitting up Cyrodiil into three zones wouldn't help. You would then just have three zones in which to zerg up... and three zones to have the same issues they are having now.

    I'm really worried that the issues with ESO are core system and engine issues that can't be fixed by patches. The "hundreds" of players is just one of the many things we were told about ESO that has turned out to be exaggerated, fabricated or misspoken.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • firstdecan
    firstdecan
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    Gidorick wrote: »
    I think dividing Cyrodiil into 3 even sections (4 for when the imperial city comes out) and have each section be put into a different zone would help with the lag problem. It would also solve the horse simulator problems, having to run such long distance from point A to point B.

    They would have to redesign Cyrodiil I would think... Perhaps place palisades to device the area into 3 faction areas and have each area fought for independently. The palisades could even be tactical bottleneck that could be protected.

    If it fixes the issues then awesome... but do we even know if zone size is the issue?

    Yeah Paul Sage said the lag is caused by "numerous players in the same place at the same time." which can be found here: http://forums.elderscrollsonline.com/en/discussion/157157/update-on-cyrodiil-performance/p1 . So if Cyrodiil was divided into 3 or so equal zones; it would mean less people in the same place at the same time, which would mean less lag and more enjoyable PvP.

    What is the point of having massive PvP if you can't have numerous players in the same place at the same time? If this is the 'thought leadership' making decisions behind this game, it's time to just walk away. They may as well scrap cyrodiil and just make arena style PvP.
  • Orchish
    Orchish
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    Restart your router... o:)
  • Sav72
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    Option to turn off, other players spell effects.
    Savoifair, EP NB

    If you break something, you can glue it back together and fix it, but, it will always be broken...

  • Xendyn
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    I would, at this point, take almost any solution to the lag in PVP. Heck ZOS, experiment on us!
    Try things out...wouldn't most of us be willing to do that?
    The alternative right now isn't sounding too great.

    Red's taking Alessia, quick run the other way? *scratches head*
    Lag is ruinin' my 'mershun!
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  • prototypefb
    prototypefb
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    friendly fire could be your answer xD
    it creates some problems tho.
    there are ways/ideas to get around problems but they might be tricky to code - no single target spell can harm friendly, no aoe primary effect can harm freindly, players under 30% hp can't be harmed by friendly fire.
  • WraithAzraiel
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    OR they can turn off the improvements they made to lighting in just Cyrodiil. That's when all the lag problems started, after the lighting update.
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  • AbraXuSeXile
    AbraXuSeXile
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    With camps people was more spread.
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  • Skjoldur
    Skjoldur
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    Gidorick wrote: »
    He also said "In this situation, the best thing you can do is split off to different objectives when you notice performance going down. Cyrodiil is a big place with lots of different things to do."

    That's a brilliant idea, so when 50 player attack my factions keep instead of defending I just go somewhere else...
  • ZOS_GaryA
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    Hey everyone,

    We definitely understand that performance in Cyrodiil is a big topic right now, and we'd like to be sure that your constructive feedback and suggestions are heard. In order to consolidate this feedback, we're going to close this thread ask that you post in the thread mentioned earlier, which is located here. Thanks for your understanding!
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