IKilled007 wrote: »Way back when the game first came out, there were massive battles on servers like Auriel's Bow with hundreds on each of the three factions fighting at the same keep virtually lag free. So what happened? Well the lighting patch happened. But there was a rumor also: that ZOS put a layer of code -- some kind of logging program or something on top of the game to prevent all the cheating that was rampant at launch -- kind of like Punkbuster but something of their own creation. That's when Cyrodiil became mostly unplayable for huge force on force engagements. The old-timers know what I'm talking about.
Anyway, I'm just saying all this to point out that even with thousands of people on the same server spamming keys, the game doesn't have to be a lag fest. It's that way because of ZOS' choices.
Minnesinger wrote: »IKilled007 wrote: »Way back when the game first came out, there were massive battles on servers like Auriel's Bow with hundreds on each of the three factions fighting at the same keep virtually lag free. So what happened? Well the lighting patch happened. But there was a rumor also: that ZOS put a layer of code -- some kind of logging program or something on top of the game to prevent all the cheating that was rampant at launch -- kind of like Punkbuster but something of their own creation. That's when Cyrodiil became mostly unplayable for huge force on force engagements. The old-timers know what I'm talking about.
Anyway, I'm just saying all this to point out that even with thousands of people on the same server spamming keys, the game doesn't have to be a lag fest. It's that way because of ZOS' choices.
During the first weeks one could see a line of hundred players going to their objective. 24/7 fighting. Those times
IKilled007 wrote: »Way back when the game first came out, there were massive battles on servers like Auriel's Bow with hundreds on each of the three factions fighting at the same keep virtually lag free. So what happened? Well the lighting patch happened. But there was a rumor also: that ZOS put a layer of code -- some kind of logging program or something on top of the game to prevent all the cheating that was rampant at launch -- kind of like Punkbuster but something of their own creation. That's when Cyrodiil became mostly unplayable for huge force on force engagements. The old-timers know what I'm talking about.
Anyway, I'm just saying all this to point out that even with thousands of people on the same server spamming keys, the game doesn't have to be a lag fest. It's that way because of ZOS' choices.
IKilled007 wrote: »Minnesinger wrote: »IKilled007 wrote: »Way back when the game first came out, there were massive battles on servers like Auriel's Bow with hundreds on each of the three factions fighting at the same keep virtually lag free. So what happened? Well the lighting patch happened. But there was a rumor also: that ZOS put a layer of code -- some kind of logging program or something on top of the game to prevent all the cheating that was rampant at launch -- kind of like Punkbuster but something of their own creation. That's when Cyrodiil became mostly unplayable for huge force on force engagements. The old-timers know what I'm talking about.
Anyway, I'm just saying all this to point out that even with thousands of people on the same server spamming keys, the game doesn't have to be a lag fest. It's that way because of ZOS' choices.
During the first weeks one could see a line of hundred players going to their objective. 24/7 fighting. Those times
Right? And every valley in Cyrodiil had targets of opportunity to gank. Was so much fun.
firstdecan wrote: »Let's be fair. If ZoS' choice was between increasing their processing overhead and letting cheaters run rampant, then they made the right choice.
Assuming they did add an extra layer of "cheat protection" on the server, it would be nice if they could find a way to optimize it \ run it more efficiently. Unfortunately, adding any layer of verification \ security to any system usually means running redundancies \ checks for verification. It increases overhead. The addition of the "cheat protection" code is a rumor - nothing like that has been confirmed by ZoS (nor do I think they're obligated to do so).
Please don't interpret this as being apologist, I would love to have some of the huge battles we had pre lighting patch, those were so chaotic and intense it was fascinating. At the same time, there were a lot more cheaters and that made the game frustrating for people who just wanted to have fun. The only real way to improve the performance would be to simplify the underlying game mechanics, which would reduce the client \ server messaging (and verification of that messaging). Such an "improvement" could negatively impact responsiveness, make the controls feel laggier all the time, or even make the game combat more simplistic (and less interesting). Of course, it's also possible that some well thought out optimization could improve everything.
Given enough time, I'm sure ZoS will get it right. I just have to wonder how much time "enough" is.
You also have to remember that this is also the company who had to scrap and completely redevelop their console versions at the last minute as well, which added an extra year to console launch. The point being, I'm not sure they have the most knowledgeable people in the industry working for them.
IKilled007 wrote: »Way back when the game first came out, there were massive battles on servers like Auriel's Bow with hundreds on each of the three factions fighting at the same keep virtually lag free. So what happened? Well the lighting patch happened. But there was a rumor also: that ZOS put a layer of code -- some kind of logging program or something on top of the game to prevent all the cheating that was rampant at launch -- kind of like Punkbuster but something of their own creation. That's when Cyrodiil became mostly unplayable for huge force on force engagements. The old-timers know what I'm talking about.
Anyway, I'm just saying all this to point out that even with thousands of people on the same server spamming keys, the game doesn't have to be a lag fest. It's that way because of ZOS' choices.
IKilled007 wrote: »Way back when the game first came out, there were massive battles on servers like Auriel's Bow with hundreds on each of the three factions fighting at the same keep virtually lag free. So what happened? Well the lighting patch happened. But there was a rumor also: that ZOS put a layer of code -- some kind of logging program or something on top of the game to prevent all the cheating that was rampant at launch -- kind of like Punkbuster but something of their own creation. That's when Cyrodiil became mostly unplayable for huge force on force engagements. The old-timers know what I'm talking about.
Anyway, I'm just saying all this to point out that even with thousands of people on the same server spamming keys, the game doesn't have to be a lag fest. It's that way because of ZOS' choices.
https://www.youtube.com/watch?v=9D4FGw_ro1oEven on console it was fine until IC.
You had a bit of sound lag when jumping on a flag but that was the console's hardware.
Since IC, jumping on a flag is horrendous.
Bar swap and abilities don't work half the time now.