stefan.gustavsonb16_ESO wrote: »While my guess may be as bad as anybody's, I think the most likely explanation for the lag problems, and the lack of a solution so far, is this. Wall of text, so please bear with me:
In terms of server latency, Cyrodiil was actually working just fine at launch. The game was unfinished, buggy and unbalanced, and vampire bat-spammers ruled the land and made everybody else feel like idiots, but massive battles were a reality, and the servers performed well. Their beta tests had already confirmed this, the developers were proud of their creation. This is the reason why they chose to market the game as being capable of handling "hundreds of players onscreen". They actually had it working at one point.
Then, once the game was released, a small army of hackers started finding exploits for bots and cheats, and it dawned on ZOS that they had failed to build any kind of security into their client-server communication. The client was tasked with computing its own movement and collisions, and the position data it sent to the server was blindly trusted. As a result, we saw teleporting underground harvesting bots everywhere. They scrambled to add detection of strange client behavior, but then the server had to perform more work for each client, and more data had to be sent back and forth. The hackers and bots got more clever, and ZOS had to add more detailed checks and countermeasures to prevent cheating and botting. Before long, the server had to duplicate or even take over most of the computations related to collision and movement. The server was choked with all the extra work and data, and the situation got worse when lots of damage computations were added to the mix, i.e. whenever there was a fight between many people in the same location. Cyrodiil is their most vulnerable spot. Other zones could handle the changes reasonably well.
Removing the security checks is not an option, because it was a stupid decision not to include them. The PC/Mac platforms are infinitely hackable, and any solution that relies on blind trust between server and client is bound to end in failure.
Consoles, on the other hand, can only run signed binaries, so the server can trust the clients. The software running on each client is guaranteed to be the official, unmodified game. Hackers are not a problem, and the server can be relieved of doing all the extra checks. The clients can be trusted to perform most of the per-client computations, and ZOS can use the design they had around launch.
TL;DR:
Cyrodiil on consoles might be just fine.
Cyrodiil on PC/Mac might never be fixed.
They are two very different problems. They don't know how to fix Cyrodiil on PC/Mac, but for consoles they have already presented a working solution, namely the PC/Mac game from April 2014.
(Edit: typos)
Rescorla_ESO wrote: »If ZOS can't solve the latency problem with the PC version of the game, the console version will have it significantly worse considering there will be a lot more console players than PC players.
The lack of keyboard text chat support may help decrease lag in Cyrodil since there won't be a way to issue out orders via zone chat to coordinate movement of the Zerg. In theory that means the PVP activity in Cyrodil will be more spread out instead of concentrated like we see in the PC version.
