ZOS_PaulSage wrote: »
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.
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.
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.
DemonNinja wrote: »ZOS_PaulSage wrote: »
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.
I sincerely hope you do NOT go in this direction. Alliances already generally have more than one group going after more than one objective at a time during peak hours. Redesigning the game because you cant figure out why your code is not optimized or your hardware is underperfoming is not an acceptable answer in my book.
People enjoy the design as is, when it works correctly. Changing this could be detrimental to the feel of Cyrodiil. One of the draws with this kind of PvP mode is the large scale fights. Re-designing the game to change this seems like an easy out because you dont want to invest in the resources to fix it right.
Duct Tape and Gum are not the ways to solve a problem.
TL;DR
THIS IS NOT A DESIGN PROBLEM, THIS IS AN IMPLEMENTATION PROBLEM. FIX ACCORDINGLY
The other ability is soul shatter when you are about to die. It does min damage and should really level the playing field as in really doing tremendous damage but your death is imminent so it’s not ever going to be spammed. Maybe it does min damage when one person is there and scales as more ppl are within 5 meters for example.
In my opinion it is unfortunate that you cannot simply add more hardware because in most cases it fixes the problems by asking people to split up to persue individual objectives you are taking the vital social aspect from a social game. with world of war craft the dev teams underestimated the popularity of their game massively so they threw up all of there servers at once instead of slowly switching server space on over time. adding more hardware would most likely solve the problem without asking players to comprimise this is suppose to a massive world and this sort of thing really breaks immersion.
gotta spend money to make money
Millerman34n wrote: »Paul.... Please read!
The 8 things you could do to improve pvp that would take you little to no time. Please read the whole post before you respond please.
1) Remove Aoe caps, why were they a thing in the first place?
2) create objectives in imperial city and questing Towns, even if It's a flag with a few npc's on it also it does not have to count towards the campaign score , although It would be nice if it was.
3) You need to rework the damage, healing and shield nerf even if it is only by 10 percent less.
4) Balance dk by increasing the percentage dragons blood heals you 50%? Increase the base damage of whip and make a Stan whip. Buff battle roar and work around the passives so dk get more base spell resist and physical resist, I know the already get 3k spell resist but they need more.
5) Nerf the nb by reducing the base damage Of surprise stack and the mini stun from teleport strike. And finally nerf fear it is the most op stun in the game!!!!
6) Templars need more base armor and spell resist and sorcs are very powerful but they have their weakness and with The other classes becoming balanced they will work them selves out.
7) Add back dynamic ultimate regeneration not like 1.5 but something similar, we can sill gain ultimate of light attacks.
8) With these changes people who want to Zerg can still Zerg. Solo and small scale pvp would have a place in Imperial city and the questing towns. The separation of people will reduce the lag, and people will not be upset that their class is under performing for the most part. Their will always be problems with pvp and exploits but with these few changes 99% of people will be happy, if you agree Or disagree let me know and if you see this Paul let me know!
Millerman34n wrote: »Paul.... Please read!
The 8 things you could do to improve pvp that would take you little to no time. Please read the whole post before you respond please.
1) Remove Aoe caps, why were they a thing in the first place?
2) create objectives in imperial city and questing Towns, even if It's a flag with a few npc's on it also it does not have to count towards the campaign score , although It would be nice if it was.
3) You need to rework the damage, healing and shield nerf even if it is only by 10 percent less.
4) Balance dk by increasing the percentage dragons blood heals you 50%? Increase the base damage of whip and make a Stan whip. Buff battle roar and work around the passives so dk get more base spell resist and physical resist, I know the already get 3k spell resist but they need more.
5) Nerf the nb by reducing the base damage Of surprise stack and the mini stun from teleport strike. And finally nerf fear it is the most op stun in the game!!!!
6) Templars need more base armor and spell resist and sorcs are very powerful but they have their weakness and with The other classes becoming balanced they will work them selves out.
7) Add back dynamic ultimate regeneration not like 1.5 but something similar, we can sill gain ultimate of light attacks.
8) With these changes people who want to Zerg can still Zerg. Solo and small scale pvp would have a place in Imperial city and the questing towns. The separation of people will reduce the lag, and people will not be upset that their class is under performing for the most part. Their will always be problems with pvp and exploits but with these few changes 99% of people will be happy, if you agree Or disagree let me know and if you see this Paul let me know!
This is what we all want for PvP!! LISTEN TO THIS GUY!! AND FENGRUSH AND SYPHER AND EVERYONE ELSE WHO HAS COMPLAINED ABOUT PVP!!!
DaveMoeDee wrote: »
Still, better hardware can help significantly. Look at how a computer bogs down when an app sucks up 100% of memory, but doubling the memory can provide enough space that memory usage never gets near the level that makes the computer perform so poorly. An app that uses all memory might not need infinite memory. It might just need 50% more than is available on the system. Doubling the memory could completely remove the problem. I've had issues like this at work where just giving a service more memory to work with resolved all sorts of bugs, but the nature of the data was such that it was exceedingly rare that anything above the new setting would ever be needed. That last point also indicates that apart from hardware and coding, configuration is another variable that can cause problems and the people doing configuration in operations are typically different from the people doing coding.
The 'throw hardware at the problem' solution can often be a bit naive at this scale since going up to a higher tier in hardware can be prohibitively expensive at the high end.
Beyond that, there are problems where all solutions are of exponential complexity. When that happens, the perfect code still won't be able to handle a large enough exponent.