They have adressed it and are currently working on it.
They have adressed it and are currently working on it.
LOL just cause they say they are working on it doesn't mean they are really working on it.
ZoS says they are going to do a lot of things that they never end up doing.
So far solutions for lag have been:
- Remove deer from cyrodil
- Increase seige damage
- Make all mobs VR12 thus making Cyrodil the most popular grind spot and capping out the campaigns with PvErs who are in delves
- Provide siege that hits even harder from dolmens so that people yet again spend more time PvEing in Cyrodil...
What they've failed to do is identify the CORE PROBLEM causing the lag and fix it. Instead, all we get are bandaid fixes...
This leads one to believe they really have no clue what's causing the lag and no clue how to fix it. Don't expect it to get better soon...
They've been "looking into solutions" since 1.4 which was like 7-8 months ago and have made no headway on the problem whatsoever. Actually, it's just gotten worse patch after patch....
Edit: And btw, fixes like increasing siege damage to try and spread out players does nothing to fix the lag, because most of the lag is coming from keep fights where you have a lot of people on screen at once, despite increased siege damage.
...
They have adressed it and are currently working on it.
LOL just cause they say they are working on it doesn't mean they are really working on it.
ZoS says they are going to do a lot of things that they never end up doing.
So far solutions for lag have been:
- Remove deer from cyrodil
- Increase seige damage
- Make all mobs VR12 thus making Cyrodil the most popular grind spot and capping out the campaigns with PvErs who are in delves
- Provide siege that hits even harder from dolmens so that people yet again spend more time PvEing in Cyrodil...
What they've failed to do is identify the CORE PROBLEM causing the lag and fix it. Instead, all we get are bandaid fixes...
This leads one to believe they really have no clue what's causing the lag and no clue how to fix it. Don't expect it to get better soon...
They've been "looking into solutions" since 1.4 which was like 7-8 months ago and have made no headway on the problem whatsoever. Actually, it's just gotten worse patch after patch....
Edit: And btw, fixes like increasing siege damage to try and spread out players does nothing to fix the lag, because most of the lag is coming from keep fights where you have a lot of people on screen at once, despite increased siege damage.
...
Thus far the tactics they've used to address lag are akin to a Doctor prescribing Kleenex to a patient diagnosed with clinical depression.
I suspect the problem to be inherent to the game engine. The kinda problem that costs LOADS of money to fix because Engine Programmers are very expensive. Programmers are the highest paid on any studio's pay roll, and engine programmers are among the tippy top, right next to the Lead Programmer, pulling ~$100k+ salaries based on their experience. In perspective the average Game Designer makes in the high $50k area, with Lead Designers maybe pulling barely upwards of $80k. An Engine Programmers time is thus extremely important to streamline and has to measure up with the profit margin. If it takes 4 engine programmers 3 months to fix and thus costs you around $100,000 just in salaries (not mentioning operating costs related to facilities and hardware), that fix better be making you more than $100,000 + operating costs if your business plans on staying a business.
Not trying to excuse the lag issue, just food for thought.
They have adressed it and are currently working on it.
Even other genres, like Battlefield 3/4 cannot do that, and their engine is IMO, way more advanced than ESO, and they use dedicated servers, where you can connect to your localised servers wherever in the world, and yet cannot manage more than 128 players total, with loads of modern day action going on.
Even other genres, like Battlefield 3/4 cannot do that, and their engine is IMO, way more advanced than ESO, and they use dedicated servers, where you can connect to your localised servers wherever in the world, and yet cannot manage more than 128 players total, with loads of modern day action going on.
Planetside 2
I've seen way more action on screen in PS2 than I ever did in ESO, and I can't remember EVER having lag in that game.
It can be done, but when they do stuff like remove the deer, it's pretty clear they have no clue how to even go about fixing it.
It's sad, the PVP is so much fun when it works.
jelliedsoup wrote: »TheThey have adressed it and are currently working on it.
LOL just cause they say they are working on it doesn't mean they are really working on it.
ZoS says they are going to do a lot of things that they never end up doing.
So far solutions for lag have been:
- Remove deer from cyrodil
- Increase seige damage
- Make all mobs VR12 thus making Cyrodil the most popular grind spot and capping out the campaigns with PvErs who are in delves
- Provide siege that hits even harder from dolmens so that people yet again spend more time PvEing in Cyrodil...
What they've failed to do is identify the CORE PROBLEM causing the lag and fix it. Instead, all we get are bandaid fixes...
This leads one to believe they really have no clue what's causing the lag and no clue how to fix it. Don't expect it to get better soon...
They've been "looking into solutions" since 1.4 which was like 7-8 months ago and have made no headway on the problem whatsoever. Actually, it's just gotten worse patch after patch....
Edit: And btw, fixes like increasing siege damage to try and spread out players does nothing to fix the lag, because most of the lag is coming from keep fights where you have a lot of people on screen at once, despite increased siege damage.
...
Thus far the tactics they've used to address lag are akin to a Doctor prescribing Kleenex to a patient diagnosed with clinical depression.
I suspect the problem to be inherent to the game engine. The kinda problem that costs LOADS of money to fix because Engine Programmers are very expensive. Programmers are the highest paid on any studio's pay roll, and engine programmers are among the tippy top, right next to the Lead Programmer, pulling ~$100k+ salaries based on their experience. In perspective the average Game Designer makes in the high $50k area, with Lead Designers maybe pulling barely upwards of $80k. An Engine Programmers time is thus extremely important to streamline and has to measure up with the profit margin. If it takes 4 engine programmers 3 months to fix and thus costs you around $100,000 just in salaries (not mentioning operating costs related to facilities and hardware), that fix better be making you more than $100,000 + operating costs if your business plans on staying a business.
Not trying to excuse the lag issue, just food for thought.
The problem is, the reason why it's not getting fixed does nothing for
my enjoyment of the game. It is what it is.
Another example, but rather of a system that suffered the same lag problems comes from Arena Net. They pulled it off in GW2 by culling assets and using low poly assets as placeholders while assets slow loaded with low priority in the background. In ESO that would be like each of the 4 classes having a generic low quality avatar version (change the color for each faction) that loaded first in high population fights, and would stand in for all the high res asset data. As people died and/or spread out, it would increase the amount of available bandwidth and with it the higher resolution asset data. Not sure if that would work in ESO's engine, but it sounds way cheaper than recoding the damn thing.
Another example, but rather of a system that suffered the same lag problems comes from Arena Net. They pulled it off in GW2 by culling assets and using low poly assets as placeholders while assets slow loaded with low priority in the background. In ESO that would be like each of the 4 classes having a generic low quality avatar version (change the color for each faction) that loaded first in high population fights, and would stand in for all the high res asset data. As people died and/or spread out, it would increase the amount of available bandwidth and with it the higher resolution asset data. Not sure if that would work in ESO's engine, but it sounds way cheaper than recoding the damn thing.
That would work if the problem was client lag causing unplayable framerates. But, it seems like the problem is server side, where the server can't keep up with all the players and therefore while we see our avatars casting a spell or swinging their sword, the other players aren't told this because the server is all clogged up and way behind. At least that's my take on the latest PVP lag. I know there are problems with low FPS in big battles, but that choppyness doesn't effect the game like the server issues.