ZOS_PaulSage wrote: »Hello everyone,
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.
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.
At the top of these forums is a sticky for a post UPDATE on CYRODILL Performance. It's in there where they (ZOS) say, spread out for now, until we figure out how we want to fix it. They have several options they are considering.
joshdm2001_ESO wrote: »Take it for what its worth. Its a code issue, not a hardware issue. Ask yourself, what is the likelihood that they will invest serious capital in rewritting core code for their game engine. Maybe if enough players quit and it has a serious impact on their bottom dollar. Otherwise, don't count on it. Megaserver technology doesn't deliver as hyped and promised. Cyrodil on Thornblade and Chillrend has been unplayable in the past few days and this was on offpeak hours.ZOS_PaulSage wrote: »Hello everyone,
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.
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.
joshdm2001_ESO wrote: »Cyrodil on Thornblade and Chillrend has been unplayable in the past few days and this was on offpeak hours.
Have z-max really stated they cant fix megaserver coding and asked that people should find other things to do in cyrodiil then the large scale battles?
I would like to see a link to where this is said and see/hear this for myself first handed.
I really hope there is no truth in this statement, because if it is that would mean the game is so broken that they cant fix it.
bellanca6561n wrote: »It's been a problem since forever with online games and there remain limits to how many people can be in one place at one time and be properly and continually updated on what everyone else is doing and the effect each person's actions have on everyone else.
Even legendary games like Eve Online switch to movement at half speed during those multiple thousand ship fleet battles. You can do that in a space game or even an air combat game.
You can run interpolation code in those kinds of game too, taking the control input information and game simulated physics to predict likely player positions despite latency. But that doesn't work so well with terrestrial combat games. No code can predict what abilities a player is going to use or is using when you're not getting real time updates.
The maddening thing here, for both players and developers, is that this game was handling it at one time better than any online game had.....EVER. My god, some of those moments during the beta and soon after release were so smooth and so epic - in the true sense of the word, epic - with massive numbers that it was such a disappointment and an ongoing mystery when it changed.
Everyone has their theories of course focusing on this or that thing that changed. But it was WAS WORKING. Thus one hopes and has reason to hope it will again work.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Personaly I do not feel that playing same time with 600 other players gives me much more fun then plaing with 200 players in the same battle, the choice is no lags and fun. I also like to play small groups sometimes.
So if they find some way to split game to smaller groups without artificial restrictions then I would call it very good idea. Also our computers suddenly need to be top gear to handle 00's of players spamming all kinds of skills.
So when thinking about this idea I do not see it as soo bad.
But also I remember that in the very beginning the lags were not so strong and it started when new lightnings where introduced - I do not know but may be the problem was introduced at some moment.
timidobserver wrote: »Have z-max really stated they cant fix megaserver coding and asked that people should find other things to do in cyrodiil then the large scale battles?
I would like to see a link to where this is said and see/hear this for myself first handed.
I really hope there is no truth in this statement, because if it is that would mean the game is so broken that they cant fix it.
Yeh, I guess this is the conclusion you could draw from Paul Sage's post if you basically just ignore everything he said and come up with your own narrative.
bellanca6561n wrote: »It's been a problem since forever with online games and there remain limits to how many people can be in one place at one time and be properly and continually updated on what everyone else is doing and the effect each person's actions have on everyone else.
Even legendary games like Eve Online switch to movement at half speed during those multiple thousand ship fleet battles. You can do that in a space game or even an air combat game.
You can run interpolation code in those kinds of game too, taking the control input information and game simulated physics to predict likely player positions despite latency. But that doesn't work so well with terrestrial combat games. No code can predict what abilities a player is going to use or is using when you're not getting real time updates.
The maddening thing here, for both players and developers, is that this game was handling it at one time better than any online game had.....EVER. My god, some of those moments during the beta and soon after release were so smooth and so epic - in the true sense of the word, epic - with massive numbers that it was such a disappointment and an ongoing mystery when it changed.
Everyone has their theories of course focusing on this or that thing that changed. But it was WAS WORKING. Thus one hopes and has reason to hope it will again work.
thats not true there are games a decade old that were and are capable to handle alot more players simultaniously without any issues than ESO ever was.
your mentioned EVE, DAoC, UO were all capable of handling 500-1000 players on screen without killing the servers or using technologies like EVE time dilation. but since 2006 all MMO developer are using an engine created by someone else to spare money wich quite were not even capable to handle an MMO IE SWTOR, Warhammer Online.

bellanca6561n wrote: »It's been a problem since forever with online games and there remain limits to how many people can be in one place at one time and be properly and continually updated on what everyone else is doing and the effect each person's actions have on everyone else.
Even legendary games like Eve Online switch to movement at half speed during those multiple thousand ship fleet battles. You can do that in a space game or even an air combat game.
You can run interpolation code in those kinds of game too, taking the control input information and game simulated physics to predict likely player positions despite latency. But that doesn't work so well with terrestrial combat games. No code can predict what abilities a player is going to use or is using when you're not getting real time updates.
The maddening thing here, for both players and developers, is that this game was handling it at one time better than any online game had.....EVER. My god, some of those moments during the beta and soon after release were so smooth and so epic - in the true sense of the word, epic - with massive numbers that it was such a disappointment and an ongoing mystery when it changed.
Everyone has their theories of course focusing on this or that thing that changed. But it was WAS WORKING. Thus one hopes and has reason to hope it will again work.
thats not true there are games a decade old that were and are capable to handle alot more players simultaniously without any issues than ESO ever was.
your mentioned EVE, DAoC, UO were all capable of handling 500-1000 players on screen without killing the servers or using technologies like EVE time dilation. but since 2006 all MMO developer are using an engine created by someone else to spare money wich quite were not even capable to handle an MMO IE SWTOR, Warhammer Online.
They didn't litrraly say they couldn't fix it. Its an ongoing effort and what they've been doing so far hasn't quite worked as well as they'd hoped. They're introducing new things in cyrodiil now to help spread people out which will alleviate some of the issue, but they are still continuing to work on the core problem.
I don't know if they actually KNOW it's when large groups of players gather together. I think that's just a SWAG. I've seen videos of about 20 people fighting in the middle of nowhere have issues.
joshdm2001_ESO wrote: »Take it for what its worth. Its a code issue, not a hardware issue. Ask yourself, what is the likelihood that they will invest serious capital in rewritting core code for their game engine. Maybe if enough players quit and it has a serious impact on their bottom dollar. Otherwise, don't count on it. Megaserver technology doesn't deliver as hyped and promised.
joshdm2001_ESO wrote: »Cyrodil on Thornblade and Chillrend has been unplayable in the past few days and this was on offpeak hours.
Been playing EU Chillrend and the non-vet campaign all evening yesterday to see if it's really as bad as everybody says it is. Except for sucking at PvP, didn't have a single problem. Game stays absolutely smooth during large battles with hundreds of players.
I don't want to belittle anyone's problems, I'm just confused why there would be such different experiences if it's a coding issue in the core engine.
bellanca6561n wrote: »lordrichter -
You covered it damned well....when I think of the large scale online battles I remember best and most fondly, they were not hundreds of players in the same place at the same time. Rather it was hundreds of players engaged in the same mission in different places with the key battle unknowable by design and by player expectation.
Best example which will illustrate the point was an Air Warrior Big Week mission.
Compressed map of Europe. Players split into groups each with a different role.
8th AF B-17s launching from various airfields in England. Short, medium, and long range escort fighters launching from different fields in England. New players serving as gunners aboard the B-17s as crew - multiplayer vehicles....solves lots of problems.
Luftwaffe, broken in different Jagdgeschwaders flying different fighter types (mostly 109s and 190s) again coming up from different airfields not knowing what the Allies' target of the day was.
Spread out because it was a very different sort of game and because the "lore" in this case was history and spreading players out was expected and, from a technical and game design viewpoint, ideal.
I cannot convey the emotional chill you felt as you crossed the English Channel looking at empty sky, knowing that hundreds of enemies were out there. Suspense was huge selling point in a game like that. Head on a swivel, scanning the sky, both sides. One side hoping like hell nothing happened but stress sweating the entire time.
Yes, it came down to HUGE air battles but it was never all players in one place at one time.
How the hell do you spread people out naturally in a game setting like this without it feeling contrived?
Have z-max really stated they cant fix megaserver coding and asked that people should find other things to do in cyrodiil then the large scale battles?
I would like to see a link to where this is said and see/hear this for myself first handed.
I really hope there is no truth in this statement, because if it is that would mean the game is so broken that they cant fix it.
They didn't literally say they couldn't fix it. Its an ongoing effort and what they've been doing so far hasn't quite worked as well as they'd hoped. They're introducing new things in cyrodiil now to help spread people out which will alleviate some of the issue, but they are still continuing to work on the core problem.