Who knows? Zenimax never bothers to reply to PvP threads any more, so we don't really know what is happening / if anything even is happening. All we do know is that they are busy working on the console release, y'know, now us PC gamers have beta tested the console version for the last year...
Yes I'm bitter. And Cynical.
[Emphasis Added]Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil.Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
[Emphasis added] You can read the whole response at the link provided.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.
psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
Who knows? Zenimax never bothers to reply to PvP threads any more, so we don't really know what is happening / if anything even is happening. All we do know is that they are busy working on the console release, y'know, now us PC gamers have beta tested the console version for the last year...
Yes I'm bitter. And Cynical.
psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues.
Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues.
You're doing a fantastic job of proving the opposite.
Bodybuilder wrote: »Hello everyone, i haven''t been on the forums very long.
i was wondering if anyone could tell me why the lag in cyrodiil pvp isn''t being fixed/hasn''t been fixed yet.
I have been playing this game like 9 months ago, and i remember much bigger groups of people being able to play vs eachother with less lagg than today.
(imagine 150 people fighting eachother vs 40 people the day today)
Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues. Almost every "lag" topic is regarding issues seen during combat, typically with large amounts of players on the screen. And that's 99% of the time your derprig.
Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues.
You're doing a fantastic job of proving the opposite.Bodybuilder wrote: »Hello everyone, i haven''t been on the forums very long.
i was wondering if anyone could tell me why the lag in cyrodiil pvp isn''t being fixed/hasn''t been fixed yet.
I have been playing this game like 9 months ago, and i remember much bigger groups of people being able to play vs eachother with less lagg than today.
(imagine 150 people fighting eachother vs 40 people the day today)
OP is complaining about "lag" while in combat with large groups of players. That's not server-side, especially when ZOS says they added graphics sliders to assist with this lol.
http://forums.elderscrollsonline.com/en/discussion/160423/cause-of-lag-meteor-spell
In-game, on the forums, on Google... I was searching "eso meteor" on Google one day and it pre-filled with "eso meteor lag."
Official response from ZOS in other similar "OMG FIX LAG NOW" threads resulted in "Don't clump up and you won't lag, lawl."
Tell me how that's a latency/server-side issue?
Sallington wrote: »Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues. Almost every "lag" topic is regarding issues seen during combat, typically with large amounts of players on the screen. And that's 99% of the time your derprig.
Well....yeah. The combat is what puts stress on the server....
Your toon becoming unresponsive has nothing to do with your rig. FPS drops are literally the only type of "lag" associated with someones PC hardware.
Sallington wrote: »Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues. Almost every "lag" topic is regarding issues seen during combat, typically with large amounts of players on the screen. And that's 99% of the time your derprig.
Well....yeah. The combat is what puts stress on the server....
Your toon becoming unresponsive has nothing to do with your rig. FPS drops are literally the only type of "lag" associated with someones PC hardware.
Right. Except the average PC gamer in today's world calls anything that slows down "lag," just as the OP has proven.
Sallington wrote: »Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues. Almost every "lag" topic is regarding issues seen during combat, typically with large amounts of players on the screen. And that's 99% of the time your derprig.
Well....yeah. The combat is what puts stress on the server....
Your toon becoming unresponsive has nothing to do with your rig. FPS drops are literally the only type of "lag" associated with someones PC hardware.
Combat puts stress on the server? You're kidding me right? So, too much combat in X radius causes this crazy server stress, but ZOS responds with the fact that you can lower your graphics settings to assist. Hmm, that's much different than what you are stating.
Right. Except the average PC gamer in today's world calls anything that slows down "lag," just as the OP has proven.
psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues.
You're doing a fantastic job of proving the opposite.Bodybuilder wrote: »Hello everyone, i haven''t been on the forums very long.
i was wondering if anyone could tell me why the lag in cyrodiil pvp isn''t being fixed/hasn''t been fixed yet.
I have been playing this game like 9 months ago, and i remember much bigger groups of people being able to play vs eachother with less lagg than today.
(imagine 150 people fighting eachother vs 40 people the day today)
OP is complaining about "lag" while in combat with large groups of players. That's not server-side, especially when ZOS says they added graphics sliders to assist with this lol.
http://forums.elderscrollsonline.com/en/discussion/160423/cause-of-lag-meteor-spell
In-game, on the forums, on Google... I was searching "eso meteor" on Google one day and it pre-filled with "eso meteor lag."
Official response from ZOS in other similar "OMG FIX LAG NOW" threads resulted in "Don't clump up and you won't lag, lawl."
Tell me how that's a latency/server-side issue?
Sallington wrote: »Sallington wrote: »Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues. Almost every "lag" topic is regarding issues seen during combat, typically with large amounts of players on the screen. And that's 99% of the time your derprig.
Well....yeah. The combat is what puts stress on the server....
Your toon becoming unresponsive has nothing to do with your rig. FPS drops are literally the only type of "lag" associated with someones PC hardware.
Combat puts stress on the server? You're kidding me right? So, too much combat in X radius causes this crazy server stress, but ZOS responds with the fact that you can lower your graphics settings to assist. Hmm, that's much different than what you are stating.
Right. Except the average PC gamer in today's world calls anything that slows down "lag," just as the OP has proven.
I need you to tell us how you think a client and the server communicate in an MMO. I really need to hear you explain your version of it.
ZOS_JessicaFolsom wrote: »Game performance improvements are something we are constantly working on as a team, especially for Cyrodiil and other heavy-load scenarios. It's an important ongoing effort for us, and it's one for which your feedback is critical. We've read your recent feedback about game performance in Cyrodiil and understand how frustrating it is to have your abilities or character become unresponsive in the midst of a huge, important battle. We want you to know we do read your feedback, and we are dedicated to continuing our efforts to improve your overall experience.
There are a few key things we need everyone to know. When a large number of players clumps together and spams PFX-heavy abilities, it will cause slow-down. We've put in a number of fixes and tools to help reduce this, but the reality is there will always be some slow-down when this happens.
We've been tracking crashes in Cyrodiil, and the number one client crash we see come through our crash reporting tool is one that occurs due to broken or out-of-date add-ons. If you are frequently crashing in Cyrodiil, we strongly urge you to try playing with and without your add-ons to see if you experience any noticeable difference in crash frequency and game performance.
All that said, let's take a look at where we're at with efforts to improve game performance.
What have we done so far?What more are we doing?
- We've fixed quite a few issues where effects were failing to clean up as they should. This has improved performance related to ability effects, but it is an ongoing effort.
- We put in a PFX slider to help with game performance in heavy combat situations where there is a high amount of PFX simultaneously firing off. Dropping this down to the minimum setting can help with lag in crowded areas. (Reducing graphics settings in general can provide better performance when in Cyrodiil, too.)
- The removal of Forward Camps has cut down on some of the player-character pile-up, which has helped game performance in Cyrodiil.
[*]Evaluating ability particle effects and fixing any issues we find with effects failing to clean up, or being too taxing, is an ongoing effort.
[*] We have a fix going in today (1.5.5) that will fix a region crash issue in Cyrodiil which was related to a scenario where someone could teleport to Wayshrines while still targeted for an attack (this could not be done on purpose—it just happened sometimes.)
[*] We have a fix for the issue where the game client gradually slows down over time when weapon swapping. We’re aiming to get this fix into the next incremental patch (1.5.6.)
[*] Our QA team hops onto the live servers to observe, take metrics, and report back on anything unusual they see.
If you are encountering severe lag, crashes, or unresponsive abilities in Cyrodiil, there are a few bits of info we'd like to get from you to help us further improve your experience.[*] Do you have your PFX slider turned all the way down, to minimize particle effects load?
[*] Do you have your graphics turned down? If so, what are they turned down to?
[*] Are you using any add-ons? If so, which ones? (We are not trying to place blame on add-ons; rather, knowing which ones people are using may help us pinpoint potential issues.)
We hope that helps explain our past, current, and future efforts to improve game performance, particularly in Cyrodiil. Thanks again for your ongoing feedback and support.
Sallington wrote: »Sallington wrote: »Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues. Almost every "lag" topic is regarding issues seen during combat, typically with large amounts of players on the screen. And that's 99% of the time your derprig.
Well....yeah. The combat is what puts stress on the server....
Your toon becoming unresponsive has nothing to do with your rig. FPS drops are literally the only type of "lag" associated with someones PC hardware.
Combat puts stress on the server? You're kidding me right? So, too much combat in X radius causes this crazy server stress, but ZOS responds with the fact that you can lower your graphics settings to assist. Hmm, that's much different than what you are stating.
Right. Except the average PC gamer in today's world calls anything that slows down "lag," just as the OP has proven.
I need you to tell us how you think a client and the server communicate in an MMO. I really need to hear you explain your version of it.
Nah. I'm working, and my time is much more precious. I'll leave you with this though.ZOS_JessicaFolsom wrote: »Game performance improvements are something we are constantly working on as a team, especially for Cyrodiil and other heavy-load scenarios. It's an important ongoing effort for us, and it's one for which your feedback is critical. We've read your recent feedback about game performance in Cyrodiil and understand how frustrating it is to have your abilities or character become unresponsive in the midst of a huge, important battle. We want you to know we do read your feedback, and we are dedicated to continuing our efforts to improve your overall experience.
There are a few key things we need everyone to know. When a large number of players clumps together and spams PFX-heavy abilities, it will cause slow-down. We've put in a number of fixes and tools to help reduce this, but the reality is there will always be some slow-down when this happens.
We've been tracking crashes in Cyrodiil, and the number one client crash we see come through our crash reporting tool is one that occurs due to broken or out-of-date add-ons. If you are frequently crashing in Cyrodiil, we strongly urge you to try playing with and without your add-ons to see if you experience any noticeable difference in crash frequency and game performance.
All that said, let's take a look at where we're at with efforts to improve game performance.
What have we done so far?What more are we doing?
- We've fixed quite a few issues where effects were failing to clean up as they should. This has improved performance related to ability effects, but it is an ongoing effort.
- We put in a PFX slider to help with game performance in heavy combat situations where there is a high amount of PFX simultaneously firing off. Dropping this down to the minimum setting can help with lag in crowded areas. (Reducing graphics settings in general can provide better performance when in Cyrodiil, too.)
- The removal of Forward Camps has cut down on some of the player-character pile-up, which has helped game performance in Cyrodiil.
[*]Evaluating ability particle effects and fixing any issues we find with effects failing to clean up, or being too taxing, is an ongoing effort.
[*] We have a fix going in today (1.5.5) that will fix a region crash issue in Cyrodiil which was related to a scenario where someone could teleport to Wayshrines while still targeted for an attack (this could not be done on purpose—it just happened sometimes.)
[*] We have a fix for the issue where the game client gradually slows down over time when weapon swapping. We’re aiming to get this fix into the next incremental patch (1.5.6.)
[*] Our QA team hops onto the live servers to observe, take metrics, and report back on anything unusual they see.
If you are encountering severe lag, crashes, or unresponsive abilities in Cyrodiil, there are a few bits of info we'd like to get from you to help us further improve your experience.[*] Do you have your PFX slider turned all the way down, to minimize particle effects load?
[*] Do you have your graphics turned down? If so, what are they turned down to?
[*] Are you using any add-ons? If so, which ones? (We are not trying to place blame on add-ons; rather, knowing which ones people are using may help us pinpoint potential issues.)
We hope that helps explain our past, current, and future efforts to improve game performance, particularly in Cyrodiil. Thanks again for your ongoing feedback and support.
Take note of the above info. I mean, truly, take note of it...
http://forums.elderscrollsonline.com/en/discussion/140365/game-performance-in-cyrodiil/p1
Sallington wrote: »Sallington wrote: »Sallington wrote: »Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues. Almost every "lag" topic is regarding issues seen during combat, typically with large amounts of players on the screen. And that's 99% of the time your derprig.
Well....yeah. The combat is what puts stress on the server....
Your toon becoming unresponsive has nothing to do with your rig. FPS drops are literally the only type of "lag" associated with someones PC hardware.
Combat puts stress on the server? You're kidding me right? So, too much combat in X radius causes this crazy server stress, but ZOS responds with the fact that you can lower your graphics settings to assist. Hmm, that's much different than what you are stating.
Right. Except the average PC gamer in today's world calls anything that slows down "lag," just as the OP has proven.
I need you to tell us how you think a client and the server communicate in an MMO. I really need to hear you explain your version of it.
Nah. I'm working, and my time is much more precious. I'll leave you with this though.ZOS_JessicaFolsom wrote: »Game performance improvements are something we are constantly working on as a team, especially for Cyrodiil and other heavy-load scenarios. It's an important ongoing effort for us, and it's one for which your feedback is critical. We've read your recent feedback about game performance in Cyrodiil and understand how frustrating it is to have your abilities or character become unresponsive in the midst of a huge, important battle. We want you to know we do read your feedback, and we are dedicated to continuing our efforts to improve your overall experience.
There are a few key things we need everyone to know. When a large number of players clumps together and spams PFX-heavy abilities, it will cause slow-down. We've put in a number of fixes and tools to help reduce this, but the reality is there will always be some slow-down when this happens.
We've been tracking crashes in Cyrodiil, and the number one client crash we see come through our crash reporting tool is one that occurs due to broken or out-of-date add-ons. If you are frequently crashing in Cyrodiil, we strongly urge you to try playing with and without your add-ons to see if you experience any noticeable difference in crash frequency and game performance.
All that said, let's take a look at where we're at with efforts to improve game performance.
What have we done so far?What more are we doing?
- We've fixed quite a few issues where effects were failing to clean up as they should. This has improved performance related to ability effects, but it is an ongoing effort.
- We put in a PFX slider to help with game performance in heavy combat situations where there is a high amount of PFX simultaneously firing off. Dropping this down to the minimum setting can help with lag in crowded areas. (Reducing graphics settings in general can provide better performance when in Cyrodiil, too.)
- The removal of Forward Camps has cut down on some of the player-character pile-up, which has helped game performance in Cyrodiil.
[*]Evaluating ability particle effects and fixing any issues we find with effects failing to clean up, or being too taxing, is an ongoing effort.
[*] We have a fix going in today (1.5.5) that will fix a region crash issue in Cyrodiil which was related to a scenario where someone could teleport to Wayshrines while still targeted for an attack (this could not be done on purpose—it just happened sometimes.)
[*] We have a fix for the issue where the game client gradually slows down over time when weapon swapping. We’re aiming to get this fix into the next incremental patch (1.5.6.)
[*] Our QA team hops onto the live servers to observe, take metrics, and report back on anything unusual they see.
If you are encountering severe lag, crashes, or unresponsive abilities in Cyrodiil, there are a few bits of info we'd like to get from you to help us further improve your experience.[*] Do you have your PFX slider turned all the way down, to minimize particle effects load?
[*] Do you have your graphics turned down? If so, what are they turned down to?
[*] Are you using any add-ons? If so, which ones? (We are not trying to place blame on add-ons; rather, knowing which ones people are using may help us pinpoint potential issues.)
We hope that helps explain our past, current, and future efforts to improve game performance, particularly in Cyrodiil. Thanks again for your ongoing feedback and support.
Take note of the above info. I mean, truly, take note of it...
http://forums.elderscrollsonline.com/en/discussion/140365/game-performance-in-cyrodiil/p1
Congrats on proving how terrible ZOS is at recognizing and resolving problems in Cyrodil.
Sallington wrote: »Sallington wrote: »Sallington wrote: »Sallington wrote: »psicorpb16_ESO wrote: »I know this has been beaten as the proverbial dead horse but:
I work in engineering and I see it quite simply,
It worked reasonably well before , something was changed, it doesn't work now:
Now I know this is putting it Very simply and I know absolutely nothing about coding but going on the premise I just stated it can't be brain surgery can it?
Perhaps I'm totally wrong and I apologise if I'm simplifying it down to the 'Lego' level.
Just my opinion......
You have a good amount of players thinking the lag is caused by clumps of players spamming AOE's. While this is partially true on client-side due to the individual user's hardware/settings, I'm still unsure as to why they think it would cause overall server instability.
Because it does. I'm running a pretty decent rig (AMD Radeon R9 crossfiring, 8GB ram - all the bells and whistles courtesy of my partner, who works in IT) and I still experience pretty crazy lag and FPS issues when large numbers clash. Hell, this is something that Zenimax themselves have admitted.
So please don't come in here spouting the whole "it's your hardware" crap. Because it's not.
Well, because it is. See, that post from ZOS a while back, assuming you can find it, stated that one of the solutions to this so-called "lag" was newly implemented sliders for certain graphics settings. I have never experienced this ridiculous "server lag" unless we're talking 200+ players in a single clump battling it out. Run about 100m away from said clump, so they are out of clip range, and tell me you still have the same lag.
I think you're still confusing FPS drops with lag. The server lag that is causing such a problem is when your attacks basically become unresponsive and no one can deal damage to anyone. You can't get in or out doors. Your siege doesn't work. Of course lowering graphic settings is going to give your PC better performance. The LAG you get, whether your settings are at the lowest or maxed out, won't make a difference.
I'm well aware of the difference between FPS and latency issues. Almost every "lag" topic is regarding issues seen during combat, typically with large amounts of players on the screen. And that's 99% of the time your derprig.
Well....yeah. The combat is what puts stress on the server....
Your toon becoming unresponsive has nothing to do with your rig. FPS drops are literally the only type of "lag" associated with someones PC hardware.
Combat puts stress on the server? You're kidding me right? So, too much combat in X radius causes this crazy server stress, but ZOS responds with the fact that you can lower your graphics settings to assist. Hmm, that's much different than what you are stating.
Right. Except the average PC gamer in today's world calls anything that slows down "lag," just as the OP has proven.
I need you to tell us how you think a client and the server communicate in an MMO. I really need to hear you explain your version of it.
Nah. I'm working, and my time is much more precious. I'll leave you with this though.ZOS_JessicaFolsom wrote: »Game performance improvements are something we are constantly working on as a team, especially for Cyrodiil and other heavy-load scenarios. It's an important ongoing effort for us, and it's one for which your feedback is critical. We've read your recent feedback about game performance in Cyrodiil and understand how frustrating it is to have your abilities or character become unresponsive in the midst of a huge, important battle. We want you to know we do read your feedback, and we are dedicated to continuing our efforts to improve your overall experience.
There are a few key things we need everyone to know. When a large number of players clumps together and spams PFX-heavy abilities, it will cause slow-down. We've put in a number of fixes and tools to help reduce this, but the reality is there will always be some slow-down when this happens.
We've been tracking crashes in Cyrodiil, and the number one client crash we see come through our crash reporting tool is one that occurs due to broken or out-of-date add-ons. If you are frequently crashing in Cyrodiil, we strongly urge you to try playing with and without your add-ons to see if you experience any noticeable difference in crash frequency and game performance.
All that said, let's take a look at where we're at with efforts to improve game performance.
What have we done so far?What more are we doing?
- We've fixed quite a few issues where effects were failing to clean up as they should. This has improved performance related to ability effects, but it is an ongoing effort.
- We put in a PFX slider to help with game performance in heavy combat situations where there is a high amount of PFX simultaneously firing off. Dropping this down to the minimum setting can help with lag in crowded areas. (Reducing graphics settings in general can provide better performance when in Cyrodiil, too.)
- The removal of Forward Camps has cut down on some of the player-character pile-up, which has helped game performance in Cyrodiil.
[*]Evaluating ability particle effects and fixing any issues we find with effects failing to clean up, or being too taxing, is an ongoing effort.
[*] We have a fix going in today (1.5.5) that will fix a region crash issue in Cyrodiil which was related to a scenario where someone could teleport to Wayshrines while still targeted for an attack (this could not be done on purpose—it just happened sometimes.)
[*] We have a fix for the issue where the game client gradually slows down over time when weapon swapping. We’re aiming to get this fix into the next incremental patch (1.5.6.)
[*] Our QA team hops onto the live servers to observe, take metrics, and report back on anything unusual they see.
If you are encountering severe lag, crashes, or unresponsive abilities in Cyrodiil, there are a few bits of info we'd like to get from you to help us further improve your experience.[*] Do you have your PFX slider turned all the way down, to minimize particle effects load?
[*] Do you have your graphics turned down? If so, what are they turned down to?
[*] Are you using any add-ons? If so, which ones? (We are not trying to place blame on add-ons; rather, knowing which ones people are using may help us pinpoint potential issues.)
We hope that helps explain our past, current, and future efforts to improve game performance, particularly in Cyrodiil. Thanks again for your ongoing feedback and support.
Take note of the above info. I mean, truly, take note of it...
http://forums.elderscrollsonline.com/en/discussion/140365/game-performance-in-cyrodiil/p1
Congrats on proving how terrible ZOS is at recognizing and resolving problems in Cyrodil.
Yes they must have some very low-quality employees there, let me tell you. I'm guessing that's why they are in the business of doing what they do, huh?