NadiusMaximus wrote: »ZOS_AlanG
admin
We have an official thread on this topic here. We're going to lock this one, and everyone is welcome to continue this over there.
That was really response from a mod in another thread on the topic.
If this is the official thread discussion about the topic, it should recieve a sticky at the top of the forum. It would stop the 100 posts everyday on the subject.
[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.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.
NadiusMaximus wrote: »ZOS_AlanG
admin
We have an official thread on this topic here. We're going to lock this one, and everyone is welcome to continue this over there.
That was really response from a mod in another thread on the topic.
If this is the official thread discussion about the topic, it should recieve a sticky at the top of the forum. It would stop the 100 posts everyday on the subject.
NadiusMaximus wrote: »ZOS_AlanG
admin
We have an official thread on this topic here. We're going to lock this one, and everyone is welcome to continue this over there.
That was really response from a mod in another thread on the topic.
If this is the official thread discussion about the topic, it should recieve a sticky at the top of the forum. It would stop the 100 posts everyday on the subject.
[snip]
Some of you PvP enthusiasts are like addicts suffering withdrawal symptoms.
Is it done yet? Is it done yet? Is it done yet? Is it done yet?
When you take your car in to the shop do you hover and stand right next to the mechanic all day?
Finding complex software bugs and performance issues like this takes some time to...
1. Gather measurements
2. Identify trouble areas
3. Write new code for area
4. QA new code for bugs
5. go back to #1 until performance is acceptable
If you cannot live without your precious PvP performing flawlessly, maybe you should take a short vacation and play something else for a few months.
Mellow. Patience. They'll get there.
We have been waiting for over a year for them to 'get there' and have dealt with major bug after major bug after major bug. If you aren't a PvPer just don't even bother replying. If your precious PvE got as bad as PvP sometimes I am sure you would be just as annoyed and would come looking for answers. A lot of us have been subscribed to this game for a year plus, we have a right to ask when this will be sorted.
[snip]
[snip]
stefan.gustavsonb16_ESO wrote: »We don't know what the console versions will be like. Different server architecture, less security problems. PvP might work as advertised on PS4 and XBone. Or, it might be the same imbalanced bug-infested lagfest we have on PC/Mac. We'll have to wait and see.
Sorry, I was unclear. Different software architecture for the console servers. They don't need any countermeasures against hacked clients, so lots of computations that have now been moved to the server on the PC platform can remain on the client side for consoles without exposing the game to exploitation by cheaters. The server performance might possibly be just fine. We'll see at launch, but at least the problems probably won't be identical to the PC/Mac version.Different server architecture? Where are you getting that?
ZOS_PaulSage wrote: »Hello everyone,
Our Cyrodiil performance is something we are very aware of. Performance drags when there are numerous players in the same place at the same time. This is why performance in Cyrodiil is fine for much of the day, but gets worse during more popular times. We are currently investigating ways in which we can reduce the spike of performance loss. We added in some features for Update 6 which we hoped would help, but ultimately did not. This is not a situation where we can just add more hardware. Player population in a given area hurts the performance and the more people that are in one area, the more performance is going to be hurt.
Actively, we are looking at changing the behavior of the players to remove incentives for large groups to stay in the same area. We want to do this by providing larger incentives for Alliances to split up and take on multiple-challenges in Cyrodiil. We’ll continue to work on this. We are also asked by players if there is anything they can do to help. In this situation, the best thing you can do is split off to different objectives when you notice performance going down. Cyrodiil is a big place with lots of different things to do. And thank you for asking.
The new meteor damage spam, is making the lag that we also know from bomb groups, this time players dont need be all toghether to spam meteors, there is always that unplayable lag when meteor spam begins, just like bomb groups skill spaming. 10vs 10 spaming this is enought to make lag unplayable so dont start lock sonner even more the campaigns plz.
I work in games industry QA and know that testing on the internal and live servers never yields the same results, that being said, I have never seen a performance issue go unfixed in a time frame over 3 months.
There is so much data that can be collected by their server engineers there really is not much of an excuse. My guess is that development time has not been allocated to this area given the console release. I hope that following deployment today and the undoubtedly poor feedback from the console community there is going to be a very serious meeting with the lead team and the producers.
I expect the number of issues from porting to console platform will be quite high in the first 2 months and the internal QA team is going to be swamped with "must fix" issues. Performance in Cyrodiil along with faults in core game design like animation cancelling which is crippling the PVP community is going to take a back seat. I highly doubt we will see fixes any time soon, with the cost of publishing patches on each console platform now being calculated by Zenimax release management I expect we will see fewer patches through the next year.
defilade__ESO wrote: »The new meteor damage spam, is making the lag that we also know from bomb groups, this time players dont need be all toghether to spam meteors, there is always that unplayable lag when meteor spam begins, just like bomb groups skill spaming. 10vs 10 spaming this is enought to make lag unplayable so dont start lock sonner even more the campaigns plz.
It's when a large group of people do something like spam AoEs until they build lag, and then it seems they spam their meteor skill, endlessly. Certain groups have figured out how to purposely lag out the servers, so the assaulting faction of a keep cannot put down any siege.
defilade__ESO wrote: »The new meteor damage spam, is making the lag that we also know from bomb groups, this time players dont need be all toghether to spam meteors, there is always that unplayable lag when meteor spam begins, just like bomb groups skill spaming. 10vs 10 spaming this is enought to make lag unplayable so dont start lock sonner even more the campaigns plz.
It's when a large group of people do something like spam AoEs until they build lag, and then it seems they spam their meteor skill, endlessly. Certain groups have figured out how to purposely lag out the servers, so the assaulting faction of a keep cannot put down any siege.
Yep, AD ran into this on Chill the other night.
We had 2 bars, EP and DC were both locked.
Red controlled most of map.. and we were attacking Ash. Although outnumbered, we managed to get the wall to 3,600. Just 2 more ballista shots..
Then the lag hit. We couldn't use or lay down siege for 5+ minutes. And EP started repairing the wall. Once the wall was at 100% the lag magically dissipated...
It's so fantastic that players can control the lag and use it to their advantage. Makes PvP really awesome....
AllPlayAndNoWork wrote: »ok...
1) Bridges are pretty strategic in any war.......... have them with a flag that they have to hold to keep the enemy from getting to the keep, that keeps it smaller scale and away from the keep... have so that you close a portcullis or gate and they have to break it to move on thru, and they have to hold it.
2) Have more smaller outposts/sentry points dotted near keeps with a flag also
3) Change the layout of the grounds around keeps and the keeps themselves (moats/mountain passes etc) funnel them into small groups so that is the only way to take a keep.
4) Make it so that you have to hold certain locations on the map or around a keep to be able to get to the keep in the 1st place.
you have three resources but they can be ignored with big groups atm.
Atm keeps are far to easy to siege. Make them impenetrable until certain conditions are met (bridge, resources, outposts, sentry points) and they have to be manned by the enemy or the keep gets much much harder to take.
This keeps a lot of players away from each other and adds strategy to the game rather than who zergs/lags the hardest.
Thank you i am here all week, job done.