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Update on Cyrodiil Performance

  • JTorus
    JTorus
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    Yasha wrote: »
    frozywozy wrote: »

    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.

    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.
  • Sacadon
    Sacadon
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    @ZOS_PaulSage, It appears as though you've a large test audience on your hands willing to help you quickly iterate through some exploratory work and determine a course of action. This is found money!

    Idea: Rather than a release to PTS for pre-production testing (standard SDLC), you would make and deploy a minimal set of changes to PTS that were geared towards confirming assumptions and understanding of how the changes affect performance. The collected information would then drive the final design changes that you'd take through your standard SDLC. The idea would be to do this iteratively every 3-5 days, over 3-4 weeks. And with low expectations in terms of overall game function, just sufficient function for us to do what we normally do when in Cyrodiil to ensure adequate testing.

    What say you?
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    WebBull wrote: »
    Get rid of spell effects. They are way over the top and while nice, they are not needed.
    Well we do need some sort of visual aid. Not everyone swings a sword.
    glak wrote: »
    Sacadon wrote: »
    Sacadon 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.
    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 $.
    At least the console clients are 64-bit.
    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?
    Rune_Relic wrote: »
    glak wrote: »
    Bashev wrote: »
    helltiger wrote: »
    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.
    This isn't the worst idea, it would give a whole different feel when going to PvP.
    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.
    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.
    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 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.

    We can't honestly play PvP without AoE's though.
    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?

    Sounds like a conspiracy theory to me.
    helltiger wrote: »
    blackweb wrote: »
    2. All of my suggestions are based on experience and have been APPLIED SUCCESSFULLY IN OTHER GAMES.
    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. ;)
    blackweb wrote: »
    3. NOTHING WILL STOP AE SPAM AND ASSOCIATED LAG FASTER THAN FRIENDLY FIRE.
    Disabling aoe damage in pvp and switching on Collisions for preventing stacking players in one point.
    "Bashev wrote: »
    We must also propose solution for PvE without AoE.

    Collision detection will only increase lag. It will only add to the calculations that the server has to make.
    :trollin:
  • stefan.gustavsonb16_ESO
    stefan.gustavsonb16_ESO
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    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.
  • JTorus
    JTorus
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    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.

    There is still a lot of 32 bit architecture out there. Lots of people playing this game aren't computer savvy. The forum participants aren't an accurate representation of this game's demographic. While those of us here have a clearer picture of 64 bit advantages, most people don't understand what it entails.

    Rewind back to this game's announcement. Part of it revolved around targeting more than just high end gaming machines, that includes your school/work issued laptops that tend to get purchased in bulk. Then lets not forget most user's refusal to ween themselves off Windows XP. There's still a significant number of 32 bit processors and/or OS installations out there. And people tend to hang onto a PC/Laptop for 3 to 6 years.

    It's rare that 64 bit is necessarry, it's just preferable. ZOS made the business decision to do as broad a stroke as possible when targeting customers. (nothing wrong with that.) What is refreshing is this comment here from earlier in this thread. What you can glean from it is that there is a 64 bit light at the end of the tunnel, it's just a long tunnel.
  • wallace.fanningb14_ESO
    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.

    Edits:

    1) Require simultaneous keep ownership transitions (maybe via the farms/mill etc. maybe via separate keeps?) More easily defended, but also somewhat more spread out.

    2) "Points" are not working as a spread out method. Might I suggest procedural objectives for buffs or weapons? I think the one I like most is a champ NPC system... attack a, b, and c successfully and x, y or z, will happen as a super powerful buff (maybe faction leaders?). They come out at location you procedurally design to keep factions split? Maybe you have a bunch of them and it is a keep them alive situation? . This might also help with server transitioning and rallying.

    3)*Added* Defender quest -> NPC support? I dont usually see people defending various keeps because there is no pressure besides the zerg. That said you already have lots of quest... maybe completing them nets you some procedurally defined NPC support? Maybe you need to do enough to get a "force" that might actually pose a real threat. Maybe defending forts then creates a troop rally?

    What if Molag, seeing massive and wanting to take advantage of the factioning sent NPC invitations to vulnerable parts of the map when people started to concentrate. You would probably want to set the procedures to affect 2/3 alliances involved in the battle that is causing the crashing... leaving an opening for one?


    Question: @ZOS_PaulSage some of these ideas to to encourage spreading out use of NPCs and encouraging other types of gameplay may in fact have an overall increase in serve load am I correct in gauging from your hardware statement that that isn't the immediate issue as long as it is spread out?

    4) Question / idea... what do you mean when to many players are close and have you isolated the strain? Is it simply people? is it certain types of actions (I assume AOE keeps some of you all awake at night)? I am hoping for a bit more precision so we can think of ideas :)

    *Added* P.S. for those both here and maybe some ZOS internal who have concerns about using procedural / NPC defined actions that might impact the "fairness" of the PvP impacts from more PvE/Procedural style play I would share that 1) this can be revised to best fit in and 2) fun FAR more important than *perfectly* fair in a game up and until unfair has widespread impact on groups fun.
    Edited by wallace.fanningb14_ESO on March 17, 2015 4:51PM
  • Rune_Relic
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    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.

    Never said we could. The idea is to confirm once and for all the the size of the damage queue is causing the problem.
    If it is then we need to manage the damage by dropping them if the load gets too high.

    Damage queue length = 0
    Everyone fires skills...no damage is done.
    No damage calcs are done.

    Damage queue length = 5
    5 attacks are stacked and no more can be calculated until one space becomes available.
    Every fires skills as usual with no delay, 5+ incoming damage calcs is dropped.

    So with 20 people there can never be any more than 100 damage calcs to be performed at any time on the server. Compared to now where there is no management and no limits on the size of the damage that has to be calculated.
    Edited by Rune_Relic on March 17, 2015 3:42PM
    Anything that can be exploited will be exploited
  • wallace.fanningb14_ESO
    JTorus wrote: »
    Yasha wrote: »
    frozywozy wrote: »

    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 :(
    Edited by wallace.fanningb14_ESO on March 17, 2015 3:49PM
  • wallace.fanningb14_ESO
    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.

    Howdy @ZOS_PaulSage and @ZOS_GinaBruno,

    By chance can we get some more precision on what the major issue(s) are? While it may seem like some insider baseball, I think some of the solutions that are being thought up might be a bit better if we knew just a bit more. What is a lot to a server? What types of calculations are difficult? (ex: people have mentioned the aoe, the lighting, and 64-bit clients). While some of these make sense to me some seem more like client problems as opposed to server.
  • wallace.fanningb14_ESO
    Kragorn 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?

    @ZOS_GinaBruno @Kragorn Maybe look at GW2? They seem to have very similar server tech and player styles (ex:WvWvW zergs) additionally while some of it im sure is guarded I have seen a tech presentation on their server management:

    http://www.gdcvault.com/play/1016640/Guild-Wars-2-Programming-the

    It was really cool!

    110% not to say anything about the ZOS backend team and I am certain that they all all know this better than someone not in the field but the GW2 people seem like awesome people who want to be more open and to share info and such... professionally I LOVE people who are open with work and help one another they make everyone better.
  • Sylvyr
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    Muizer wrote: »
    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.

    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?
    Badge: Wall-of-Text GRANDMASTER

    PvP: Patch Vs. Player

    ZoSence (n.):
    1) What is reasonable or comprehensive using ZoS logic. "That makes ZoSense"
    2) Making zero sense. "That makes ZoSense"
  • Sylvyr
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    Draehl 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.

    Would adding all this overall induce more strain on cyrodiil zone servers in general?
    Badge: Wall-of-Text GRANDMASTER

    PvP: Patch Vs. Player

    ZoSence (n.):
    1) What is reasonable or comprehensive using ZoS logic. "That makes ZoSense"
    2) Making zero sense. "That makes ZoSense"
  • Sylvyr
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    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.

    How about taking out all skills and we just emote what we do.
    Badge: Wall-of-Text GRANDMASTER

    PvP: Patch Vs. Player

    ZoSence (n.):
    1) What is reasonable or comprehensive using ZoS logic. "That makes ZoSense"
    2) Making zero sense. "That makes ZoSense"
  • stefan.gustavsonb16_ESO
    stefan.gustavsonb16_ESO
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    Sylvyr wrote: »
    Muizer 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.
  • Sylvyr
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    TheBull wrote: »
    Arenas will help ease the server lag in Cyrodiil.

    Tamriel Unlimited then should undergo a name change to "Tamriel 16 Players at a Time".

    Also, how will arenas ease server lag?
    Badge: Wall-of-Text GRANDMASTER

    PvP: Patch Vs. Player

    ZoSence (n.):
    1) What is reasonable or comprehensive using ZoS logic. "That makes ZoSense"
    2) Making zero sense. "That makes ZoSense"
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    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.

    I honestly had no idea there were that many people still running 32 bit systems.
    :trollin:
  • Muizer
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    Sylvyr wrote: »
    @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?

    Not sure when I first went to Cyro, but I'd stick by the point that it's not just the lag that makes sieges poorly suited for large numbers. Perhaps back in the days you refer to people just didn't yet know how to build for and organise a proper zerg. I say, many the sieges I've been in were a foregone conclusion due to people organising simply to maximise AoE damage output concentration. Lag? Yes. Without lag? Result would be the same, but without lag to blame it on.

    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • technohic
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    Really irritated right now. Enter a breech on a keep and I get a loading screen. Stuck like that.
  • Angavar
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    The problem with asking players to spread out is that cyrodiil encourages and rewards group play.

    The main objective is to capture keeps, and scrolls. This cannot be achieved without a group, even undefended.

    The alliance ranks are the only measurable progression system for individual players in pvp. Obtaining ranks requires large amounts of AP, which are primarily attained at large battles (sieges, choke points, between keeps).

    Hence, players will always head towards battles. Asking them not to is asking them to forego AP and therefore stall progression (which is imperative for longevity and a feeling of accomplishment/attachment to characters).

    So there are a few options to achieve the desired result (reducing lag by splitting up populations);

    1: Add alternate objectives which are viable for earning AP. These could be instanced areas, like dungeons, battlegrounds, arena etc. Or open world, like dolmens, towns, ayelid wells.

    There are numerous ways to make these rewarding, but each has their pros and cons. The most effective might be a 'king of the hill' type scenario, where the faction who holds an objective earns AP on a timer, the less players they have, the greater the reward (and risk). It could have a set limit per day/hour to prevent farming, but may require a lot of balancing.

    This is just one example, cyrodiil currently has vast areas of space which could be utilised for these types of events.

    2: Discourage 'zerging'. Again, there are multiple ways to achieve this. Boost siege damage, make detonation increase damage per enemies hit, reduce AP earned based on allies in proximity, increase guard damage based on enemies near keep, cap number of allies that can receive cleanse, are a few of the ideas that have been presented.

    While these solutions may not be ideal, one or more could be very effective temporarily until a more permanent solution is implemented.

    3: Encourage small group play. Boost AP gains for groups of 4-8 players if they are the only ones to deal damage to enemies. Give them buffs to help them stand a chance against large groups.

    Again, tricky to balance, but would help enormously if done right.

    4: Side quests with AP rewards. Examples: bounty hunting, dolmen challenges, dungeon challenges, exploration, scavenger hunts. Perhaps a chance at an epic set item would add more incentive, can be multiple types for solo/small group.

    5: Rework PvP code. Left this til last for obvious reasons, would likely require huge amounts of time, money and manpower to achieve. However, could also result in clearing up latency issues once and for all, leading to massively improved player satisfaction (which = profit)



    This is by no means an exhaustive list, but rather a compilation of previous suggestions and a few of my own.

    Above all, communication is KEY. If you keep people informed of your intentions and progress, they won't feel cheated or ignored. This thread is a good step in the right direction, but for many it is too little, too late.

    If you want to retain as many as possible, KEEP POSTING. Even if there's no news, acknowledgement of the issues goes a long way.

    Fin.

    @ZOS_PaulSage @ZOS_BrianWheeler @ZOS_JessicaFolsom
    S'irinar the Shadow - VR14 NB (AD)
    Antakh the Bold - VR6 DK (AD)
    Arkoth the Darkweaver - VR5 Sorc (AD)
  • Sacadon
    Sacadon
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    I actually like the sound of crickets, very peaceful.
    But in this case, it would be nice to hear an update from the hammer of |Z| on next steps.
  • martinhpb16_ESO
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    Haven't had time to read through this thread,

    some initial thoughts.

    - There used to be more action across the map with FCs. Now you can only port as far as the front-line and this creates more zerging.
    - With champ points I am now zerging a lot more because I get more points
    - Lag seems to get worse when zergs collide and meteor spamming starts.

    thanks
    At least the spelling is difficult for you.
    Hew's Bane*
  • Septimus_Magna
    Septimus_Magna
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    ✭✭
    Sylvyr wrote: »
    Muizer 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.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • wraith808
    wraith808
    ✭✭✭✭
    Sylvyr wrote: »
    Muizer 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.

    That's probably what they thought too. But it's an imperfect solution. The only real solution is to prevent the activity- the optimistic mode of banning as caught just is not efficient enough, can catch people with false positives, and can let flagrant abuses go for longer than they should.
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • DHale
    DHale
    ✭✭✭✭✭

    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 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.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • wraith808
    wraith808
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    DHale wrote: »
    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.

    Don't name them... just report them.
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • JTorus
    JTorus
    ✭✭✭✭
    DHale wrote: »
    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.

    --> Zenimax Media TOS <--
    We all just agreed to these (revised?) terms on Monday's patch. Every last active player is bound to these terms.
    Section 8
    Bullet point 8
    You agree not to use any Service to:
    Promote, upload, transmit, encourage or take part in any activity involving hacking, cracking, phishing, taking advantage of exploits or cheats and/or distribution of counterfeit software and/or Virtual Currency or virtual items. In an effort to continuously improve the Services, You and other players discovering exploits, cheats, cracks or other inconsistencies are required to report them to ZeniMax;
    Bullet point 10
    Engage in disruptive behavior in chat areas, game areas, forums, or any other area or aspect of the Services. Examples of disruptive behavior include, but is not limited to, conduct which interferes with the normal flow of gameplay or dialogue within a Service, vulgar language, abusiveness, hitting the return key repeatedly or inputting large images so the screen goes by too fast to read, use of excessive shouting [i.e., all text in capitals] in an attempt to disturb other users, "spamming" or flooding [i.e., posting repetitive text], commercial postings, solicitations and advertisements, posting advertising or promotional messaging, chain letters, pyramid schemes, or other commercial activities.

    Section 9
    Paragraph 2
    You may not participate, take part in, initiate, or engage in actions that impose an unreasonable or disproportionate load on the infrastructure hosting the Game(s) and/or Services.

    We need to help ZOS when we see this stuff going on.
    • Screencap the offenders (get their name)
    • Record streams/TS conversations
    • Report it ZOS /bug /feedback. Login to the website and file the incident, create a ticket. Include map coordinates, time, etc if you're able. Do it through official channels. Make it official.

    Be polite and respectful; don't whine or complain; don't make demands or violate any TOS rules yourself. ZOS is as frustrated as we are with this garbage, lets not put them on the defensive with rude behavior. Also, do not expect to ever get any sort of reply from ZOS indicating that some sort of action was taken. And don't expect change overnight. Sometimes a company has to build a case before taking certain measures. You're not in this for the social justice of the matter, you're in this to help them improve their product and your playing experience. ZOS has a system in place to remove these troublemakers, lets (respectfully) help them utilize it.

    We're out there every night, lots of us are in guilds chatting in TS. It shouldn't be too hard to organize a 'screencap night'.
  • wallace.fanningb14_ESO
    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.

    @Septimus_Magna : Reporting did not work well in the begging, there is no reason to think that it would now... that said I think that distributed, randomized, and reactive reactive mechanics (ex: torrenting) would help spread it out. Not everyones computer could do it as well but my system could probably handle some of that load and over time more and more others will as well.
  • Darklord_Tiberius
    Darklord_Tiberius
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    A Game Master came into the game and whisper certain members of the Emp Farming EP guild and warned them to stop the AP exploiting. ZOS doesnt care what they do obviously. They should all be banned because 95% of them with their high PvP ranks are all BS, half of their AP was gained through exploiting tactics, yet ZOS has done nothing. Its pathetic really. This is the reason PvP needs a complete structure revamp from "servers" to 3-4 maps that are connected with objectives to gain access to the Imperial City; Guild Wars 2 had the right idea. Until it is changed, these type of players will exploit to their hearts content.

    Oh and we have videos of them doing it along with SS going back months. How do you think ZOS already knew they were doing naughty stuff? I report bad pvpers all day everyday, if you have to exploit or use broken mechanics/bugs to gain an advantage in PvP; you are bad. Plain and simple.
  • Kupoking
    Kupoking
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    Today art 13:00 - 13:15, in NA thornblade, reds were pushing blue to get their scroll back.

    Only EP was pop locked

    Blues had 3 bars pop

    Yellow had 2 bars pop

    The lag went do bad around there that we could not use abilities, share quest, walk around... NADA

    Even in Chillrend during primetime and all 3 factions pop locked no such nonsense happen.

    Open your eyes ZoS, there is a group of EP NA who is using some kind of video stream to overload the server and cause lag intentionally. All the time. Look at when they push for emperor or for scrolls it happends all the time
    Edited by Kupoking on March 18, 2015 5:26PM
  • DHale
    DHale
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    I think in a perfect world that would work. There are players that are using the undeath (vamp passvie) bug ppl know about it and dont talk about. 24 ppl can wail on that person and although the health goes down if they have resources they won't die. We hit on them and hit on them south of Alessia for 20 minutes. Many ppl reported the two players. They are still playing and still invincible except to an entire raid group. Now we just ingnore them. Just like lag spammers and broken passives I want the game to be fixed. I can't even get two stacks of bananas to become one stack without selling to a vendor and buying back. Banning ppl or more moderating is not a fix for a game with lots of bugs. Fix the game mechanics/code and this wont' be an issue.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
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