WrathOfRegicide 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.
firstdecan wrote: »They removed the deer and the insects, maybe they just need to remove the keeps and the outposts.
WrathOfRegicide 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?
WrathOfRegicide wrote: »WrathOfRegicide 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.
WrathOfRegicide wrote: »WrathOfRegicide 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.
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."