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Does anyone know if this is true?

Raash
Raash
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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.
  • Mr.Turtlesworth
    Mr.Turtlesworth
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    Lol I hope not
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  • Cazic
    Cazic
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    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.
    Edited by Cazic on April 12, 2015 7:48AM
  • derpsticks
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    They are working on it. They aren't giving up coding. In the mean time they are simply trying to mitigate the problem. They know it is not a solution but its what they can do now in the short term. Expect more effort in this area as console settles down, not that they aren't putting effort in now.

    I do think that the zone should be treated more like a pvp active zone without as much emphasis put on keep capture etc. I like the keeps and resources, but they are just too valuable in comparison to everything else in the zone.
  • SLy_Kyti
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    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.
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  • LegacyDM
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    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.
    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.
    Edited by LegacyDM on April 12, 2015 8:40AM
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  • Raash
    Raash
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    SLy_Kyti wrote: »
    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.

    Ah thank you, just what I asked for.

    http://forums.elderscrollsonline.com/en/discussion/157157/update-on-cyrodiil-performance

    That was some really worrisome reading =/
  • Raash
    Raash
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    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.
    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.

    Yeah I play at thorn aswell and I fully agree. This issue is really getting out of hand and if it is like you are saying, a code problem within the engine it wont get fixed anytime soon - if ever.
    This is a very serious problem.
  • Faulgor
    Faulgor
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    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.
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  • bellanca6561n
    bellanca6561n
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    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.
    Edited by bellanca6561n on April 12, 2015 9:09AM
  • jpp
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    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
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    Raash 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.
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  • Tankqull
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    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.
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    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Raash
    Raash
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    jpp wrote: »
    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.

    The big problem with if players are being told to scatter out across the map is if lets say 2 factions actually do this while the 3rd dont, the 3rd will zerg up and go from place to place and just collect castle after castle etc.

    They need to get this straight ASAP if they want to have pvpers in this game.
    One way could be to remake cyrodiil to a pure PVE map and have imperial city along with small group arena minigames or something.
  • Raash
    Raash
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    Raash 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.

    Nice swinging there little buddy, what conclusion did you make out of it then?



  • Vahrokh
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    Tankqull 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.

    Here's Warhammer Online showing its inability to handle players:

    f13pemN.jpg


    You know, 2008 awful Warhammer Online was not the same 2013 Warhammer Online.
    Edited by Vahrokh on April 12, 2015 10:59AM
  • bellanca6561n
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    Tankqull 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.

    True to a degree with both backend libraries and graphics engines. Each company originally had to create their own.

    UO is a poor example. It could not handle the numbers you mentioned easily or without distortion. They did not expect, and could not have anticipated, the sheer volume of customers. No online game had ever had 100,000 users before.

    Kesmai's Air Warrior, which had pioneered large simultaneous player battles was generally played on small server instances. It was only during rare special events that huge numbers were supported. UO had huge numbers every minute of every day. Hence shards and the multiple server boundaries in each shard which persist to this day.

    SWTOR's core server architecture was created by a Kesmai veteran and was not off the shelf. Same with ESO. Nothing's from scratch but no third party offers an off the shelf middleware backend package to handle 1000 players in the same battle.

    Why? Because players and developers alike joke that MMO really means Massively Multi-Instanced Online game.

    I can speak with zero authority about what Mythic was doing. I did play Dark Age of Camelot, however, and do not recall those sorts of numbers being the norm the way they've been in ESO. Mythic also developed Warhammer Online Age of Reckoning but I'll have to take your word for it as I never played that game.

    ESO is, in so many ways, the most ambitious server design yet delivered in a AAA online game.

    Finally one reason why there are so few AAA MMOs is because you can't do what you suggested. You cannot build one from third party middleware in the manner you can single player games.

    The requirements of the MMO to be able to draw so many more objects on the screen at once, and the backend requirements which rise exponentially as people cluster, mean we'll get many more MOBAs than MMOs and most game play in the latter will be heavily, heavily instanced.
    Edited by bellanca6561n on April 12, 2015 12:09PM
  • kevlarto_ESO
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    Cazic wrote: »
    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.

    This^^^^ I think they have hit a wall but still looking for a way to fix it, in the mean time they are offering ideas and band aid fixes so we can a least still play, I know there is still massive lag and not al the ideas work, I have no problem trying to work with zos until they get a fix, at least they opened up and told us what the problem is when large amount of players gather in one area, I hope they can find a fix soon®
  • bellanca6561n
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    Oh and, Tankqull, please do not edit quoted material without noting it. If you put a quote in bold that was originally not you need to add that the emphasis is your own.
  • Gidorick
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    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.
    What ESO really needs is an Auction Horse.
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  • LameoveR
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    it would be just a question topic.
    But you all again turned it into the whine way.
  • bellanca6561n
    bellanca6561n
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    Gidorick wrote: »
    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.

    And we've all experienced being one person in the middle of nowhere and having server issues.

    Different problems I imagine...it's easy to imagine lots of things ;)

  • Rune_Relic
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    At the end of the day they don't have the bandwidth or cycles to process the info from all the players at once.
    There is no problem until combat occurs....so that only leaves the number of combat calcs.
    For that reasons I have no doubt it is a backlog in combat calcs.
    But Why ? is the issue.
    Especially when 1.3 [client > server code switch] dropped and then again when 1.6 [new combat / aoe calcs] dropped.

    They have said throwing a fortune at hardware wont fix the issue.
    So it seems more of a bandwidth issue of current networking tech rather than a cpu cycles problem.
    I get the impression that means the cluster network has been saturated or the gateways.

    The remedy then (if this is the case) is to reduce the packet size or packet frequency to improve the output.
    But how do you do that without reducing the information ?
    1. compression techniques which require extra cycles so not really a good idea in the long run but is lossless (probably already used).
    2. flow control and packet management...dropping packet under high stress to make a managed lossy system. But you have to dictate what is dropped so cant rely on something like UDP.

    If we go with a lossy system we have to decide what we can afford to lose and what we cant in a controlled way.
    To me the only options are to give each player a limited size damage cue and drop any incoming damage that exceeds the queue...or...reduce/streamline the number of combat calcs. This then reduces not only the packet size but also the frequency.

    If we do this with a damage queue. We can set the queue length to 0.
    Noone does any damage but combat doesn't happen as any icoming damage calcs to a player are dropped.
    We can make the queue infinite...and get the lag we experience now where all 100% of the damage calcs must be performed for every player.
    We can throttle the damage queue. This means we can fine tune the lag to the player load and maximise the capbilite of the hardware without impact cyrodiil performance. Ok yes....some damage will be dropped. But surely that is better than no combat at all ?

    There may be others ways. But I see nothing else that can GUARANTEE lagfree server performance
    Edited by Rune_Relic on April 12, 2015 1:16PM
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  • Elsonso
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    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.

    I do not think that megaserver technology has much to do with this, other than you don't have to log out of the game and into a different server to switch Campaigns. The megaserver provides channels and layering so that multiple PVE servers are not needed. I do not think that this applies in Cyrodiil.

    I think that for performance reasons, all the players on Thornblade (for example) are collected together and not spread out all over the megaserver. It might actually be on one physical box, which is why throwing hardware at it will not fix anything. They have already done that. If the pictures are right, the servers are already running some serious hardware, and quite a bit of it.

    What is failing here is the whole massive combat dynamic, the idea that hundreds of characters, each spamming abilities, can be at the same location at the same time and not have lag. Megaserver or not, it is a challenging problem tracking each character and what effect it has on every other character in the area and then communicating this to the clients that need to know. There are a ton of places where this can fall apart: abilities, server, internet, and client.

    This is why the deer and insects are gone. It removes the need for anyone, client and server, to have to spend any time at all dealing with them. The server does not have to track where the deer are, what they are doing, what happens to them, and communicate this to the clients, who no longer need to worry about displaying them, keeping them up to date on your screen, and people interacting with them. This is not a fix, but it certainly is a way to reduce the problem.

    Spreading people out is much the same. Beyond a certain range, the need to track and update clients drops off. The server spends less time trying to coordinate a large number of players. It is not a fix, but it certainly reduces the problem.

    Banning people who span abilities is also not a fix, although it might reduce the problem. The deer did not protest much when they were banned from Cyrodiil, and the income that they provide to the game will probably not be missed. Players are a different story. It is a distinct possibility that people are taking advantage of this to intentionally lag the server, but intent is hard to prove. While I would shed few tears over banning someone who intentionally tries to lag the server, banning someone who is unwittingly causing lag is something that should not happen.

    What tells me that ZOS is actively trying to resolve the lag is that they are not banning people who might be causing it. At least, people are not flooding the forums complaining about being banned. As long as ZOS thinks they can fix it on their end, they will not wield that stick heavily. When they start banning people for causing lag, then they are done fixing things.

    Meanwhile, the people who cause lag are allowed to play because ZOS would rather fix the problem than ban people for doing it.

    So, yes, I do think they are working on lag, exactly as they have said. I think that they believe that they can fix it, or at the very least, have not thrown in the towel yet.

    In Related News: Blackwater Blade, NA server, Friday and Saturday night, DC vs EP, several keeps and outposts taken, and retaken, and I was standing by the flag several times. The game did not lag out for me. I saw nothing in Zone that indicated people were lagging, being disconnected, or having problems in the areas that I was in. I'd really be interested to know if players along the northern part of Lake Rumare was having problems at those times.

    @lordrichter
    Edited by Elsonso on April 12, 2015 1:38PM
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  • Samadhi
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    Faulgor 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.

    Am not certain what EU server is like, but on NA server the non-vet campaign is one of my refuges from lag now.
    While Thornblade and Chillrend now both lag out for me in prime time, the non-vet campaign runs fine even at triple pop lock in huge battles.
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  • bellanca6561n
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    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?
  • RinaldoGandolphi
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    Prior to the lighting patch big battles in cyrodiil were fine.

    Its my premise that new lighting was only part of that patch. It was around this time they finally got rid of the bots pretty much for good.

    I think in 1.2 they added a lot of server side checks. Everytime you push a button for a skill it is run though this check thus tons of people firing skills at the same time bogs down the bot checking system.

    Consoles actually may run pvp as good as the early eso launch because consoles are locked down and the server can trust the client hasn't been tampered with. On PC they gotta have some sort of bot and cheating server side check systrm because its naive to trust the client on PC hadn't been tampered with.

    Personnaly they should remove those checks from the server and dust off the ban sledgehammer, anyone who cheats gets a permaban period. If its not tolerated, people wont do it. A good quote fits here


    "they may do it again;but it wont be in the state of Texas"

    Meaning if they cheat they will have to do it elsewhere because it will be the last time they set foot in eso.

    Just take a snapshot and hardware hash of their motherboard, hard drive seriel number, etc and have that information sent and verified every login, that prevents creating new accounts, as you would have to change most of your PC hardware to get around it.

    That's my take.
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  • Raash
    Raash
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    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?

    And to add to that, lets say 2/3 factions actually spread out and stop going in zergs with 30ppl+ but the 3rd factions still does it. The way the pvp is designed that 3rd faction that still goes zerg mode will win and take all the castles they want.
    there is no way to go around that unless they remake the objectives of cyrodiil.
  • Bouvin
    Bouvin
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    Raash 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.

    They are still working to fix it.

    They just haven't had any luck in the past year... so they are sort of warming us up to other option.

    Probably worth noting.. this is NOT the first major MMO that hyped "Mass PvP battle"....

    Age of Conan, WaR... even LoTRO all had mass pvp and they all had lag when you'd get too many people in one area.
    Edited by Bouvin on April 12, 2015 2:38PM
  • Zershar_Vemod
    Zershar_Vemod
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    Cazic wrote: »
    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.

    This.

    ZOS is having a hard time fixing anything at this point and they are just trying to spread people out in PvP to alleviate some of the issues.
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