As some people mentionned in this thread, I though that the first objective of Cyrodiil was to introduce large scale PvP. I understand that this could be only a temporary solution to try to split people appart while you guys figure out a better way to solve performance issues, but I don't think this is going in the right direction anyway.
I think that engineers spent more than enough time to try to figure out the way to fix the performance issues in Cyrodiil. It is now time to accept that it isn't going to get better and try to focus on different aspects of PvP that could bring alot of customers / subscribers back.
Yes, I am indeed reffering to Arenas and Battleground. Those small scales instances of PvP would be perfect to suite the desire of battle of many folks and would be lag free.
Before you lose even more players, I think it is time to start considering small scale instances of PvP and spend more time developping those than you spend to fix performance issues in Cyrodiil. I think most will agree that we waited long enough.
I think you have hit the nail on the head here Frozy. I basically left ESO a few months after launch because of continued terrible lag in pvp. If it hasn't been fixed in all this time, and by some accounts is actually getting worse, surely it is time to consider other forms of pvp- ones that we can actually reliably participate in.
Of course the goal should be to try and fix the lag in massive pvp, but I would like to play something functional while that is being looked at.
Well we do need some sort of visual aid. Not everyone swings a sword.Get rid of spell effects. They are way over the top and while nice, they are not needed.
Why would they made consoles 64 bit and not PC/Mac. Is anyone still using a 32 bit processor that could actually run this game anyway?At least the console clients are 64-bit.Agreed, sadly. Edit: I was surprised they only wrote the client in 32-bit but thought they'd port it eventually. Sure wish they had more $.stefan.gustavsonb16_ESO wrote: »If not already, please consider using designs other non-gaming organizations have used successfully for a long time now. I'm thinking that budget is your constraint though versus talent or technology.
Think of how many calcs/sec apps like Soundhound and Shazaam have to do on HPC systems in order to recognize a song in 2-5 secs. There are many companies that already use massively parallel high-performance cloud computing systems across the globe to do these things.
Another extremely parallel system design that has been in place for a long time is high-frequency electronic trading. Yes there's arbitrage to take advantage of delays but a gaming system could just write off such delays. I bet TradeStation would give you some ideas without giving you their IP. A friend of mine is a developer on their core system and I could make a connection for ZOS, but expect that you'd not need one too.
One thing is for sure, achieving a highly distributed client-to-server design that performs well is within reach and has been for the past 5 years. So this is ZOS's opportunity otherwise someone else is going to eventually.
This is perfectly sound advice, but consider the fact that the game client has serious load balancing issues, and it sounds reasonable to suspect that massively parallel high performance solutions may not be on their roadmap. Their current server load balancing is based on spatial partitioning (zones) and grouping (phases). Redesigning it to use parallel threads to share the workload for a particularly busy area is very likely beyond their reach, if not in skill so at least in time and money.
Rune_Relic wrote: »Worth a try on the PTS. All they have to do is make a debuff in the open areas of Cyrodiil that sets the AoE cap to 0 and disables caltrops. Lore perspective: above ground outside of the city, Molag Bal removed AoE damage to make us suffer.I proposed this idea back in June --> http://forums.elderscrollsonline.com/en/discussion/114541/can-we-have-a-campaign-where-all-aoe-dps-skills-are-disabledFizzlewizzle wrote: »This isn't the worst idea, it would give a whole different feel when going to PvP.Remove AoE from game(pvp) and we get that battle, what we see on this video https://youtu.be/MQFxE4AESn4?t=50s. AoE can be present in pvp only a: siege machines, healing, disabling(without any damage: mass stun with AoE cap, negate, etc). Also meele>>range, single>aoe.
Lets all be honest, the battles against a group of people that are "disorganized" and try to take out 1 person at the time are much more fun (and lasting) then the ones where some zerk group rolls over the field and just wipes everything.
If you're in a 1 X Many fight it wont matter if you can or can't aoe, since most will just bombard the single player with spells and skills until he dies. Group gameplay would become a lot more fun and interesting.
Most players didn't like it.
I would 2nd aoe disabled on the PTS and encourage a 100v100+ fight to see how much of a difference it makes to performance. I am sure a few guilds can stump up the bodies to hit the same place at the same time with 3 factions if ZOS gave them time and place.
The_Death_Princess wrote: »Hmmmmm,
Why is it that no one is talking about the fact that large scale battles got WORSE with 1.6.
(We believe they built CP on an old client and didnt patch months of fixes)
Why is it that when Blue team on Yellow team fight the population can be maxed out, certainly much greater, in the area and the lag is tolerable?
(We believe red team is exploiting this)
Why is it that if large scale battle happen on other servers than Thornblade the lag is virtually nonexistant.
(We believe that it is two major guilds that use a Denial of Service attack during these battles)
(Which also correlates to lag is not bad when these guilds are not running).
Mr. Sage, are you really not seeing these things?
keyword - "other games" this is ESO and friendly fire contradicts to RvR. Even if your raid will be in the same alliance with me, I can just wipe you from harm, running past.2. All of my suggestions are based on experience and have been APPLIED SUCCESSFULLY IN OTHER GAMES.Disabling aoe damage in pvp and switching on Collisions for preventing stacking players in one point.3. NOTHING WILL STOP AE SPAM AND ASSOCIATED LAG FASTER THAN FRIENDLY FIRE.We must also propose solution for PvE without AoE.I proposed this idea back in June --> http://forums.elderscrollsonline.com/en/discussion/114541/can-we-have-a-campaign-where-all-aoe-dps-skills-are-disabled
Most players didn't like it.
eventide03b14a_ESO wrote: »Why would they made consoles 64 bit and not PC/Mac. Is anyone still using a 32 bit processor that could actually run this game anyway?
stefan.gustavsonb16_ESO wrote: »eventide03b14a_ESO wrote: »Why would they made consoles 64 bit and not PC/Mac. Is anyone still using a 32 bit processor that could actually run this game anyway?
I would say hat almost nobody is running a 32-bit CPU, certainly not if they expect to play games on their computer, but quite a few people are still running a 32-bit OS, namely the 32-bit version of Windows 7. Somewhat depending on who you ask, about 10% of Windows installations worldwide are still 32-bit. It would be quite reasonable to require a 64-bit OS to play a modern game, but apparently ZOS did not want to exclude the 32-bit Windows 7 crowd.
ZOS_PaulSage wrote: »Just to clarify. There seemed to be a misunderstanding that I was saying we are "giving up" or "blaming this on players." Absolutely not. We are looking at the issue from many angles. I certainly didn't mean to imply we couldn't or wouldn't change code to improve performance, but rather that the answer wasn't more hardware. (It is often suggested this is the best way to fix problems.) I also wasn't implying you shouldn't play naturally, but unfortunately it is true that more players right now in a smaller area causes the performance problems. I say this not to discourage behavior or try push off the issue, but rather to give completely frank information about the root cause.
eventide03b14a_ESO wrote: »Rune_Relic wrote: »on the PTS and encourage a 100v100+ fight to see how much of a difference it makes to performance. I am sure a few guilds can stump up the bodies to hit the same place at the same time with 3 factions if ZOS gave them time and place.
We can't honestly play PvP without AoE's though.
I think that engineers spent more than enough time to try to figure out the way to fix the performance issues in Cyrodiil. It is now time to accept that it isn't going to get better and try to focus on different aspects of PvP that could bring alot of customers / subscribers back.
Yes, I am indeed reffering to Arenas and Battleground. Those small scales instances of PvP would be perfect to suite the desire of battle of many folks and would be lag free.
Before you lose even more players, I think it is time to start considering small scale instances of PvP and spend more time developping those than you spend to fix performance issues in Cyrodiil. I think most will agree that we waited long enough.
This thread here, started by @heroofnoneb14_ESO lays out some amazing concepts for some PvP alternatives, much of it in line with stuff that's already been developed. It's been linked in this thread before, but some of us are trying to keep it prevalent so as to gain more momentum and attention.
Squeaky wheel and all.
Yes we need some real content and DLC... maybe the imperial city that you have already built and shown us though it might make this worse
ZOS_PaulSage wrote: »Just to clarify. There seemed to be a misunderstanding that I was saying we are "giving up" or "blaming this on players." Absolutely not. We are looking at the issue from many angles. I certainly didn't mean to imply we couldn't or wouldn't change code to improve performance, but rather that the answer wasn't more hardware. (It is often suggested this is the best way to fix problems.) I also wasn't implying you shouldn't play naturally, but unfortunately it is true that more players right now in a smaller area causes the performance problems. I say this not to discourage behavior or try push off the issue, but rather to give completely frank information about the root cause.
ZOS_PaulSage wrote: »Actively, we are looking at changing the behavior of the players to remove incentives for large groups to stay in the same area
Maybe ask CCP how they manage to sustain massive battles in EVE?
PvP is not set up to support hundreds in one locality at a time. I do not mean the technical capacity to do that without lag. I mean the game rules. You want it to take ten times more players to take a keep? It would probably take a nerf of corresponding magnitude to player stats to justify such numbers.
Perhaps if cyrodiil were one gigantic keep. That might make our individual contributions insignificant enough to justify needing hundreds.
I'm just saying discuss lag......sure, but please in ways relevant to the game we've had from day one, and not some utterly vague marketing phrase. That's nice for ranting purposes but that's as far as it goes.
ZOS_PaulSage wrote: »Actively, we are looking at changing the behavior of the players to remove incentives for large groups to stay in the same area. We want to do this by providing larger incentives for Alliances to split up and take on multiple-challenges in Cyrodiil. We’ll continue to work on this.
Paul,
Anything to improve upon small scale pvp! Adding more objectives in the towns, delves, bridges, ruins, ayleid wells, etc. If I might offer just some general ideas how to both achieve this and add to the fun of Cyrodiil:
- Let delve bosses drop items to assist in crafting higher quality siege engines, forward camp alternatives such as single use instant rez-stones or other items useful to the overall war effort. Then add a Cyrodiil specific trading post to sell these items to them. We could act as mercenaries of a sort for our own alliance- acquire these items either during PvP down-times or simply as a play preference for people who like Cyrodiil, but not necessarily the keep warfare aspect.
- Capturing/controlling a town might allow us to do their quests and as a reward get an item to deploy temportary npc scouts that report enemy movement on an area of the map or extra guards that help secure the defenses of a nearby keep.
- Holding a bridge or junction might speed the movement on nearby roads for allies. Also, add a movement speed bonus for roads (baseline) this would give players the option to move more quickly around cyrodiil while also bringing players not necessarily a part of a zerg in more frequent contact with each other via the road system.
- Extend the bounty system to add quests to hunt a specific player. Have it give the general area of the map they are currently in, and provide a nice bonus for killing said player! Tie into this more bountiful PvE quests in Cyrodiil and you'll see players start splitting up and then going after one another.
- Make Cyrodiil the most bountiful gathering area in the game. Implement actual mines/lumber mills/fields that can be controlled for access to higher quality nodes. This could be tied into the current resource incarnations or implemented separately, further out in the wilds. Also, add smaller "events" (similar to daedric rifts) where a temporary rich resource node spawns and some mechanic announces this to nearby players. Add a control mechanic to that area, and voila, instant small scale PvP.
NadiusMaximus wrote: »Only real way of fixing it just dawned on me.
Reduce the skills we take into Cyrodil to two per bar and no ultimate.
Make battles be fought with weapons , light and heavy attacks.
One damage ability and one heal, or two damage, or two heals. That's it.
I'll lol myself for that one, but might be how they handle it vs. Fixing it for real before next year.
...
I'm just saying discuss lag......sure, but please in ways relevant to the game we've had from day one, and not some utterly vague marketing phrase. That's nice for ranting purposes but that's as far as it goes.
Before release and after, prior to about 1.2ish, I was in numerous 3 way battles with 200-300+ players at a keep. Siege flying everywhere, AoEs, heals, the works - all with no lag -
@Muizer it was set up to support hundreds, and was a selling point that was emphasized. A dream was reality. Vague marketing phrase? Were you in Cyrodiil for any of those fights?
Anyone fraps any of them?
Arenas will help ease the server lag in Cyrodiil.
stefan.gustavsonb16_ESO wrote: »eventide03b14a_ESO wrote: »Why would they made consoles 64 bit and not PC/Mac. Is anyone still using a 32 bit processor that could actually run this game anyway?
I would say hat almost nobody is running a 32-bit CPU, certainly not if they expect to play games on their computer, but quite a few people are still running a 32-bit OS, namely the 32-bit version of Windows 7. Somewhat depending on who you ask, about 10% of Windows installations worldwide are still 32-bit. It would be quite reasonable to require a 64-bit OS to play a modern game, but apparently ZOS did not want to exclude the 32-bit Windows 7 crowd.
@Muizer it was set up to support hundreds, and was a selling point that was emphasized. A dream was reality. Vague marketing phrase? Were you in Cyrodiil for any of those fights?
stefan.gustavsonb16_ESO wrote: »...
I'm just saying discuss lag......sure, but please in ways relevant to the game we've had from day one, and not some utterly vague marketing phrase. That's nice for ranting purposes but that's as far as it goes.
Before release and after, prior to about 1.2ish, I was in numerous 3 way battles with 200-300+ players at a keep. Siege flying everywhere, AoEs, heals, the works - all with no lag -
@Muizer it was set up to support hundreds, and was a selling point that was emphasized. A dream was reality. Vague marketing phrase? Were you in Cyrodiil for any of those fights?
Anyone fraps any of them?
The game prior to 1.2.3 (I think) had almost no safety checks against cheating, and a lot of the heavy computations (all collision detection and movement, perhaps some damage calculations as well) were done on the client side. That was not a realistic solution for the long haul, and once they added checks and measures to stop teleporting and invulnerability hacks, the game stopped being able to handle large, crowded battles.
But I do remember the early days, right after launch. Cyrodiil was a lot of fun until the hackers ruined it and the anti-hack countermeasures brought the server code to its knees.
Septimus_Magna wrote: »stefan.gustavsonb16_ESO wrote: »...
I'm just saying discuss lag......sure, but please in ways relevant to the game we've had from day one, and not some utterly vague marketing phrase. That's nice for ranting purposes but that's as far as it goes.
Before release and after, prior to about 1.2ish, I was in numerous 3 way battles with 200-300+ players at a keep. Siege flying everywhere, AoEs, heals, the works - all with no lag -
@Muizer it was set up to support hundreds, and was a selling point that was emphasized. A dream was reality. Vague marketing phrase? Were you in Cyrodiil for any of those fights?
Anyone fraps any of them?
The game prior to 1.2.3 (I think) had almost no safety checks against cheating, and a lot of the heavy computations (all collision detection and movement, perhaps some damage calculations as well) were done on the client side. That was not a realistic solution for the long haul, and once they added checks and measures to stop teleporting and invulnerability hacks, the game stopped being able to handle large, crowded battles.
But I do remember the early days, right after launch. Cyrodiil was a lot of fun until the hackers ruined it and the anti-hack countermeasures brought the server code to its knees.
If this is correct the solution is worse than the problem imo. Cheaters should be reported by players and banned by moderators, if there are systems to prevent cheating which cause these laggy situations in Cyrodiil I would vote for removing them. When someone kills you by cheating players could simply report them with a screenshot of the death recap to get the cheater banned. This might not prevent cheating but it also doesnt prevent all normal players from experiencing large scale battles.
IcyDeadPeople wrote: »The_Death_Princess wrote: »
Why is it that when Blue team on Yellow team fight the population can be maxed out, certainly much greater, in the area and the lag is tolerable?
(We believe red team is exploiting this)
Nobody is exploiting lag. When latency shoots up to 1000+ ping and we suddenly have turn based combat mechanics, it is happening for all the factions. There is not a situation where you can make other people lag without experiencing it on your own faction.
It is equally challenging to play with lag whether you are attempting to assault or defend a keep. Nobody wants it, nobody benefits from it, and when it persists for a while, we lose players from all three factions as people get disconnected or log off.
I would name the players, guilds and the streamers but I want the streamers to keep their TS channel open. Because they are not just exploiters they are not very bright. I would tape them to get them banned but I don’t care.
I like your post but I have to disagree. I watch Twitch stream on my I-Pad when I am not playing. I watch many players who play on the three competitive EP guilds (H, H and I) who stream. They are top ranked EP players. You can clearly hear the raid leaders (the crown) tell the ppl to lag the server in their TS, especially when they are losing or outnumbered. The have abilities slotted to minimize lag influence and they do it intentionally. It does not happen once in a while, it happens almost every night. They clearly tell them what abilities to spam. Recently, I heard one raid leader to have 8 players with resto staff staffs to spam healing springs right outside the breach. That person is a top Five Player for EP. I would name the players, guilds and the streamers but I want the streamers to keep their TS channel open. Because they are not just exploiters they are not very bright. I would tape them to get them banned but I don’t care. I can see that behind their webcam they are living in their mom's basement and that is punishment enough. In reality, unless C and A are leading groups thier top guilds are not very effective. My guild creamed said name groups (well 2 of the guilds but who can tell as they share the same players mostly anyways) outside bleakers last night 3/17/15 at around 6 pm to 7pm pac time on Chill over and over and over as the one competent group leader was not on. We even let them rez each other so we could cream them again. They did not come back, aaawwww. Tonight if C and/or A are not there we will cream them again. Better hope those two never stop playing or roll another faction.
Septimus_Magna wrote: »If this is correct the solution is worse than the problem imo. Cheaters should be reported by players and banned by moderators, if there are systems to prevent cheating which cause these laggy situations in Cyrodiil I would vote for removing them. When someone kills you by cheating players could simply report them with a screenshot of the death recap to get the cheater banned. This might not prevent cheating but it also doesnt prevent all normal players from experiencing large scale battles.