Rune_Relic wrote: »I'm impressed with the strategy they adopted a couple of months ago where they decided to go through everything with a fine tooth comb and leave no stone unturned.
The slow thorough methodical approach...ripping every packet and function apart as well as redesigning client/server offload.
The reports we have been seeing recently add proof to that strategy.
This comprehensive and slow approach is infuriating for us that just want to play a working game.
But at the end of the day, its the only way to guarantee the best fix that can possibly be achieved.
You cant fix a problem without analysing it first and gathering as much data as possible.
I really wouldn't be surprised if a lot of the +999 is down to live ninja testing/analysis/sniffing.]
Septimus_Magna wrote: »
Now they've addressed this issues they cannot leave it in the current state thats it in.
I've been critical of the game lately, but only because I enjoy playing it and want to see it get better, which has been my stance all along.
Anyway, I thought it was very commendable that Matt Firor in his Road Ahead outlined a plan to improve game performance in Cyrodil. Performance issues hinder the players enjoyment in PvP and it discourages other players from joining PvP.
So good work ZOS team and keep striving for excellence. Polish the game, make it better, and it will live long.
Cherryblossom wrote: »I've been critical of the game lately, but only because I enjoy playing it and want to see it get better, which has been my stance all along.
Anyway, I thought it was very commendable that Matt Firor in his Road Ahead outlined a plan to improve game performance in Cyrodil. Performance issues hinder the players enjoyment in PvP and it discourages other players from joining PvP.
So good work ZOS team and keep striving for excellence. Polish the game, make it better, and it will live long.
So after nearly 2 years they are starting to work on the Lag!
Septimus_Magna wrote: »
Now they've addressed this issues they cannot leave it in the current state thats it in.
They "address" the issue all the time.
There is a big difference between addressing an issue and doing anything noticable to that issue.
Concerning the proposed changes about to hit the PTS and the ones post that with the Thieths guild launch. I am optimistic that they may help.
Its rare to get much detail from Zos and when they do post such, then generally they know that it wont come back and bite them in the backside.
Septimus_Magna wrote: »
Now they've addressed this issues they cannot leave it in the current state thats it in.
They "address" the issue all the time.
There is a big difference between addressing an issue and doing anything noticable to that issue.
Concerning the proposed changes about to hit the PTS and the ones post that with the Thieths guild launch. I am optimistic that they may help.
Its rare to get much detail from Zos and when they do post such, then generally they know that it wont come back and bite them in the backside.
My personal view is that their code is so badly designed that nothing will fix it. Design ideas like a single zone (Cryodil) in which all calculations affect all parts of that zone and can therefore affect all players are just terrible and should never have left the whiteboard in the design stage. Games from 25 years ago didint make this mistake.....


NeillMcAttack wrote: »Instead of removing some deer, why didn't they stop people being able to group in over the Population cap?!?
Why in the name of Jebus havent they reduced the numbers allowed into Azura's at any one time? This seems to be the most obvious. Sure, they want the combat to be of a very large scale, but there is no combat at all right now, just a slide show where you can be lucky if some spells register. It would also spread the population amongst those so called buff servers and give people more choice of where to play.
I've been critical of the game lately, but only because I enjoy playing it and want to see it get better, which has been my stance all along.
Anyway, I thought it was very commendable that Matt Firor in his Road Ahead outlined a plan to improve game performance in Cyrodil. Performance issues hinder the players enjoyment in PvP and it discourages other players from joining PvP.
So good work ZOS team and keep striving for excellence. Polish the game, make it better, and it will live long.
lordrichter wrote: »My personal view is that their code is so badly designed that nothing will fix it. Design ideas like a single zone (Cryodil) in which all calculations affect all parts of that zone and can therefore affect all players are just terrible and should never have left the whiteboard in the design stage. Games from 25 years ago didint make this mistake.....
Twenty-five years ago, computers and networks were not advanced enough to be able to do a full graphical game zone with a Campaign sized server population in the same confined area. They could not have pulled it off. There are too many differences in computer and networking technology over the last 25 years to even make a reasonable comparison. This would apply only if ZOS was using servers built in 1990 instead of in 2014.
Are we at a place where we can have 1000 people standing on the Alessia bridge spamming AoE, today? No, I do not think so. Are we at a place where we can have 1000 players in the same Cyrodiil Campaign at the same time? Yes, I do think we are there.
As far as "all calculations affect all parts of that zone and can therefore affect all players" goes, that applies to all servers today. To one degree or another, you cannot do anything on the internet without being in a situation where your calculations could affect others using the same server. In ESO, there is a limit where, up to that point, you are unaware (in terms of players consuming server resources) that there are other people in the same Campaign. That limit is considerably higher today than it was even 10 years ago, but it is something that all online services have to deal with. ESO is no different from any MMO in that the actions of any one player, or group of players, can adversely impact all of the other players on the same server.
Is ZOS being ambitious in trying to have a very large number of AoE spamming players together in a relatively small space? I think they are and that it does come with the risk of failure. The extent by which ZOS is willing to succeed is something that remains to be seen. That is what will determine my respect.NeillMcAttack wrote: »Instead of removing some deer, why didn't they stop people being able to group in over the Population cap?!?
Why in the name of Jebus havent they reduced the numbers allowed into Azura's at any one time? This seems to be the most obvious. Sure, they want the combat to be of a very large scale, but there is no combat at all right now, just a slide show where you can be lucky if some spells register. It would also spread the population amongst those so called buff servers and give people more choice of where to play.
Well, I think the answer to the first question is more to do with not wanting to break up groups. The answer to the second question is that they have done that already, and the best guess is that they may have done it several times already. There was one point over the summer where one of the fixes improved Cyrodiil performance and they may have nudged the cap up in response. This performance gain may have been eaten up by more people partaking in the lag-inducing behavior over the last few months.
Septimus_Magna wrote: »@Tors
The performance in Cyrodiil was pretty good up to 1.4 when they decided to shift client processes to the server side (to reduce farming bots I believe). From this point it has been going downhill performance wise.
Septimus_Magna wrote: »@Tors
The performance in Cyrodiil was pretty good up to 1.4 when they decided to shift client processes to the server side (to reduce farming bots I believe). From this point it has been going downhill performance wise.
I dont think the current problems are all the cause of bad programming, it looks like pushing too much to the server side has been somewhat fatal for the performance in Cyrodiil.
Its good ZOS took measures to exclude farming bots etc but the consequences are too severe for the server performance.
I would definitely vote for the removal of harvest nodes in Cyrodiil (to make it impossible for bots to farm) and push more processes to the client side (similar to 1.4) to relieve stress on the server.
Besides that I believe they are investigating skills/buffs that have a huge checking radius which cause the number of calculations to spike when there are many players in roughly the same area.
Septimus_Magna wrote: »@Tors
The performance in Cyrodiil was pretty good up to 1.4 when they decided to shift client processes to the server side (to reduce farming bots I believe). From this point it has been going downhill performance wise.
I dont think the current problems are all the cause of bad programming, it looks like pushing too much to the server side has been somewhat fatal for the performance in Cyrodiil.
Its good ZOS took measures to exclude farming bots etc but the consequences are too severe for the server performance.
I would definitely vote for the removal of harvest nodes in Cyrodiil (to make it impossible for bots to farm) and push more processes to the client side (similar to 1.4) to relieve stress on the server.
Besides that I believe they are investigating skills/buffs that have a huge checking radius which cause the number of calculations to spike when there are many players in roughly the same area.