Rune_Relic wrote: »Put these at the end of an impossible quest against inpossible odds.
Anyone who actually does manage to get to them....well.... they earnt them well and truly.
After one day they are withdrawn from nirn and returned to their sanctum.
stefan.gustavsonb16_ESO wrote: »I'm not even sure the band-aid would work at all. After the Daedric artifact was acquired, everyone would probably clump on the current Daedric Champion, friend and foe. The inability of the game to handle large groups in one location would still be a big problem, perhaps even bigger than now.
reddog1948 wrote: »Since patch 2.0 one new problem has shown up - toon status bars remain empty/or fixed after reviving in Cyrodiil - /reloadui does fix the issue. But doing a /reloadui after every resurrection in Cyrodiil gets old.
Second problem is game crashing - it is worse in heavy populated Cyrodiil areas - and from the comments of my fellow guild members - not a "lone' problem but fairly wide spread. Even just standing still for a while occasionally results in a crash. The game crashes started about patch 1.3 and have just gotten more frequent with each major patch.
Tech support recommendations to "turn off" everything else in the computer (including things like firewall and malware checkers, all add-on, etc) does not fix the issue. There must be some kind of indication as to why this problem is happening more and more frequently.
It is enough of a problem that the game is quickly becoming unplayable. i.e. Game crash while in a POP Locked Cyrodiil instance - means you are effectively locked out of the game until the POP Lock drops. - This can be quite some period of time. I waited over 30 minutes one evening and eventually just shut off the game. There is no feedback as to where you might be in a queue - or the game just can not re-establish a proper connection - the circle spins and spins but you get no where.
I have 32GB RAM with a normal 4.5GB base and under 8% CPU load - with game about an additional 3+GB usually bringing me up to just over 8GB total RAM usage and CPU usage up to around 20% maximum. (figures from Task Manager.)
ThinkerOfThings wrote: »What mechanics do you prepose that could help prevent this scenario, either through incentive's not to group up, or by penalties to large groups, such as the current increased damage of siege weapons?
[snip]
The only reason the logo shows at the splash screen is some legal mumbo jumbo crediting Havok, as it was part of the game's development.
Rune_Relic wrote: »No, I've seen nothing to this and doubt they are as a significant contributor as suspected by many.stefan.gustavsonb16_ESO wrote: »
If things work like I think they might (and I'm only guessing, but hopefully in an educated way), the console platforms might do just fine without all the server side safety checks to defend against hacked clients. Consoles do not allow running unsigned code, and that could be the salvation for ESO PvP. Without all the extra CPU load on the server side, without the increased network traffic and without the increasing sensitivity to latency that we have seen since update 1.2.3, their original "naive trust" networking model might just be able to handle the kind of large scale battles we had back then, and which they are still advertising.
Has anyone confirmed it is the server safety checks that are causing the slowdowns? Have any devs commented on this? If this unlikely scenario is true then I would rather put up with a few cheaters that can be pointed out and banned by the community than a nearly unplayable PvP experience.
The security checks that affetc peformance are not what you think they are.
They are normally subroutines that are run on client instead of run on server.
The more the client can do, the less network packets and tasks the server has to do.
If you have the client recording its own location, action, damage, heals etc...then the system is rapid. But then the client can dictate the gameplay and exploit the damage ect it does to other clients.
By "running on server" ZOS keeps control of all damage calcs and just tells the client what it gets.
So there can be no exploits and hacks to make people godlike.
Apparently before the 1.3 patch some have said ZOS was running client code.
When they fixed this security hole it killed the performance.
At came at the same time as the lighting patch so many assumed it was this instead.
No one can be 100% certain of this...but it makes sense how massive combat suddenly became a problem for ZOS. ZOS already confirmed there is no issues with the lighting patch and they have been through it with a fine tooth comb.
Rune_Relic wrote: »No, I've seen nothing to this and doubt they are as a significant contributor as suspected by many.stefan.gustavsonb16_ESO wrote: »
If things work like I think they might (and I'm only guessing, but hopefully in an educated way), the console platforms might do just fine without all the server side safety checks to defend against hacked clients. Consoles do not allow running unsigned code, and that could be the salvation for ESO PvP. Without all the extra CPU load on the server side, without the increased network traffic and without the increasing sensitivity to latency that we have seen since update 1.2.3, their original "naive trust" networking model might just be able to handle the kind of large scale battles we had back then, and which they are still advertising.
Has anyone confirmed it is the server safety checks that are causing the slowdowns? Have any devs commented on this? If this unlikely scenario is true then I would rather put up with a few cheaters that can be pointed out and banned by the community than a nearly unplayable PvP experience.
The security checks that affetc peformance are not what you think they are.
They are normally subroutines that are run on client instead of run on server.
The more the client can do, the less network packets and tasks the server has to do.
If you have the client recording its own location, action, damage, heals etc...then the system is rapid. But then the client can dictate the gameplay and exploit the damage ect it does to other clients.
By "running on server" ZOS keeps control of all damage calcs and just tells the client what it gets.
So there can be no exploits and hacks to make people godlike.
Apparently before the 1.3 patch some have said ZOS was running client code.
When they fixed this security hole it killed the performance.
At came at the same time as the lighting patch so many assumed it was this instead.
No one can be 100% certain of this...but it makes sense how massive combat suddenly became a problem for ZOS. ZOS already confirmed there is no issues with the lighting patch and they have been through it with a fine tooth comb.
Not exactly sure how you know what I think they are, but I'm probably misinterpreting your words... The scenario as you described it, could certainly explain additional server-side load. My stance on this is still that they are not as significant as believed. Instead, I think the design itself is the root cause. I do think if your point is correct, then both of these are at play (design and security change). Maybe the initial design didn't take into account the vulnerabilities and the scramble to address them was either not aligned with or simply amplified and/or exposed issues with the design.
Who is the "some have said" and would like to hear your thoughts on why you think this source is credible.
Our Cyrodiil performance is something we are very aware of. Performance drags when there are numerous players in the same place at the same time. This is why performance in Cyrodiil is fine for much of the day, but gets worse during more popular times. We are currently investigating ways in which we can reduce the spike of performance loss. We added in some features for Update 6 which we hoped would help, but ultimately did not. This is not a situation where we can just add more hardware. Player population in a given area hurts the performance and the more people that are in one area, the more performance is going to be hurt.
Rune_Relic wrote: »
What did they bring into 6 to help performance that failed ? The 50 person AoE cap I assume.
There answer was to increase siege damage and use...knowing this is heavy damage but very slow AoE..so minimum damage calcs out of all the AoE available.
While everyone was using siege, there wasnt such an issue with lag.
Compare to comets/meteors firing off multiple times per second hit upto 50 people a time.
As they say it is not population that is the issue....its population density = maximum damage calcs/second.
stefan.gustavsonb16_ESO wrote: »
The bottom line for me is that creating diversions to make players not try to fight the epic battles is not really a solution. It's an admission of failure.
Rune_Relic wrote: »
What did they bring into 6 to help performance that failed ? The 50 person AoE cap I assume.
There answer was to increase siege damage and use...knowing this is heavy damage but very slow AoE..so minimum damage calcs out of all the AoE available.
While everyone was using siege, there wasnt such an issue with lag.
Compare to comets/meteors firing off multiple times per second hit upto 50 people a time.
As they say it is not population that is the issue....its population density = maximum damage calcs/second.
So what they really need to do to fix lag is hire someone to write a better algorithm for calculating damage.
Too bad they aren't getting all of the subscription money any more or they could hire a decent CS Phd to crank out some algorithms for them.
stefan.gustavsonb16_ESO wrote: »The bottom line for me is that creating diversions to make players not try to fight the epic battles is not really a solution. It's an admission of failure.
stefan.gustavsonb16_ESO wrote: »The bottom line for me is that creating diversions to make players not try to fight the epic battles is not really a solution. It's an admission of failure.
Or maybe an interim short term fix? There is still that possibility.
stefan.gustavsonb16_ESO wrote: »stefan.gustavsonb16_ESO wrote: »The bottom line for me is that creating diversions to make players not try to fight the epic battles is not really a solution. It's an admission of failure.
Or maybe an interim short term fix? There is still that possibility.
OK, let's give them that much and hope for the best. But while I'm waiting, I'm not giving them any more of my money.
And that's the right response if you're not satisfied. I'm satisfied with what the game gives me, so I'm still in.
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. We are also asked by players if there is anything they can do to help. 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. And thank you for asking.
LudovicVendi wrote: »REMOVE METEOR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
untill u fix it pls!
Darklord_Tiberius wrote: »
PvP also needs a reboot and a restructure and honestly Cyrodiil feels like it has nothing to do with the rest of the zones. Which is odd because isn't this games idea based around an Alliance War? Incorporating Cyrodiil into the rest of the game would be nice to see, other than those garbage "buffs".