Ourorboros wrote: »Would you want the lag fix if it meant rolling back to 1.3 or there about (when we first got the lag)?
Ourorboros wrote: »While I certainly agree with OP, if zos could fix the issue, don't you think they would by now?
Ourorboros wrote: »Would you want the lag fix if it meant rolling back to 1.3 or there about (when we first got the lag)?
Simply altering the game play to try and break up zergs to reduce lag is also ignoring the actual problem.
Fix the lag problem.
And this comment shows that you have zero knowledge about how coding/programming work in a persistent online atmosphere.Asherons_Call wrote: »Ourorboros wrote: »While I certainly agree with OP, if zos could fix the issue, don't you think they would by now?
If they all sat down and put their collective knowledge together to focus on bugs and lag for one entire quarter instead of working on dark brotherhood, yes they could.
To Whom It May Concern,
As both an TESO:TU player and ESO Plus subscriber on XBOX ONE essentially from day one, my dissatisfaction and distrust in the direction in which this wonderful game is headed is growing steadily. I write this letter on March 23 having spent about 12 hours exploring the new Thieves Guild content which is a combination of enjoyable, often beautiful, but overall underwhelming and frustrating. Yes, the actual Thieves Guild patch, the new zone, and the quest line are welcome additions. What I can't understand though is how badly you missed on the issues that are at the very core of what is causing the most frustration among your community of players. I want to preface the rest of my comments here by saying that I am in no way familiar with the actual technical aspects of game construction and that my issues are more directed towards your actions in a philosophical sense.
The very first thing I want to bring up is the ever intusive, ever frustrating , ever present issue of lag. I'm not just talking PvP here either, although that is where one is most likely to find this enemy of fun. I'm speaking more of the two newest DLC zones, Orsinium and Hew's Bane respectively. I can only assume you have testers who have made mention of this along with rampant disconnect issues and random loading screens. The latter of which is an issue in any high traffic zone throughout Tamriel, particularly Elden Root in Grahtwood. Let me focus on Hew's Bane though, as this is the newest DLC and the one where, after basically 6 months of console players addressing these same issues on these same forums, you still failed to create a smooth running enviroment, free of lag and the intolerable amount of disconnecting and dashboarding. Here we have a zone with both a skill line and quest line which rely heavily upon not being detected. This of course involves sneaking past guards and the watchful eyes of NPC. How then do you think it is going to work out when your players are hit with lag while trying to evade either detection or pursuit? My most aggravating moment came when I was disconnected with an inventory of stolen loot, only to log back in face to face with the guard I had been trying to avoid prior.
In fairness I should say I derive a certain amount of pleasure of seeing my fellow players frozen in various degrees of action throughout these zones. There's just something about a High Elf on a camel frozen in mid-air that tickles my funny bone. The problem is of course far more obtuse than these acute examples. Just running through the city exploring, subjects your players to an endless wave of glitching and what can best be described as stuttering mechanics. What I find the most disheartening about these issues is that they universally exsist in Orsinium as well. I loved Wrothgar! Loved it for about a day that is, before just trying to do the daily writs at the city's crafting areas meant a constant wave of disconnections. The clothing station, you know, the one where you fixed the cooking fire, had me trapped one time for 15 minutes trying to reach the door to escape. As of the time of this letter I still cannot run from the guild traders to the bank without encountering a random load screen, or being disconnected. I simply don't understand how that can be possible after months of feedback on these very forums. These problems are of course all PvE based, let me quickly address PvP.
I'm not a big PvP player, never have been, probably never will be, and my hope is that when I post this someone can add to my thoughts and hopefully do so with the same respectful spirit in which I aimed for in this letter. My experiences in PvP, in particular large group play, has been steadily declining with each new patch. Yes, small group versus small group action seemingly runs very smooth, but if this is your aim, it's simply not realistic. No amount of new sets, abilities, buffing, or nerfing will address the reality of the problem with PvP lag: Players want to play in groups, usually large groups. We're not just talking siege where all the players are essentially forced to be stacked on top of each other as being where your biggest problems exsist, but open field combat where the fighting factions are relatively spread out leads to an equal amount of lag. If you've never played on an open battlefield where say 40 plus players are engaged, let me tell you, for about 85% of those players they can just close there eyes and hope for the best and get nearly the same results as your best PvP players. Animations, both effect and movement, typically breakdown to the point where you look like a cartoon character whose legs start spinning before they zoom off. By the time you do zoom off though, the whole situation has changed and there's no telling what mess you've just gotten yourself in to.
Here then is the crux of my argument. You have an essentially great game in theory. If everything is working right it really is alot of fun, with some fantastic features, cool skills, and mechanics. Most importantly, and I can't stress this enough, you have an amazing community of players. These players are your greatest asset, whether you want to recognize that or not. However, since the Imperial City DLC which was amazing, but inexplicably left to rot on the vine, you have been steadily force feeding us mediocrity. What's frustrating is that it's mediocrity with amazing potential! Along with that, you have failed in every way possible to keep the older content relavant. I know you're tired of hearing questions about why end game PvE content and the subsequent rewards haven't scaled up, but I think you have to agree that this omission is an agregious one. You essentially brought that elephant into the room of your own accord. My goal in writing this letter was to hopefully address these issues, albeit from the limited understanding of a relatively casual player (Although, I've logged probably close to 2 thousand hours of game play!), and say this final thought:
If you refuse to address the core issues affecting the quality of gameplay in TESO:TU (Lag, broken skill mechanics, outdated content/rewards) and instead continue focusing on surface issues such as new DLC, you will continue to lose the players who make this game as enjoyable as it is. I know that negativity, especially on the scale which you must deal with when you have a community this large, with the communication skills of the vast majority of your key demographic audience, is a labor of Herculean effort, but know that it comes from a good place; from people who want this game to succeed because we see its potential; from a community that wants this game to be around for a very long time.
Thank you for your time.
https://www.youtube.com/watch?v=1vmmQVheKOk
https://www.youtube.com/watch?v=-DV9TwsosyI#t=2m9s
https://www.youtube.com/watch?v=SUzFW0Y11BMUriel_Nocturne wrote: »And this comment shows that you have zero knowledge about how coding/programming work in a persistent online atmosphere.Asherons_Call wrote: »Ourorboros wrote: »While I certainly agree with OP, if zos could fix the issue, don't you think they would by now?
If they all sat down and put their collective knowledge together to focus on bugs and lag for one entire quarter instead of working on dark brotherhood, yes they could.
They've got different teams performing very different jobs, all at the same time. Those teams are also responsible for communicating back and forth to ensure that the changes one team makes does not negatively affect any other teams' work.
It is in no way viable to take everybody in the building and put them on bug/lag fixing duties. Sound, graphics designers, character modelers, none of those people on those teams would know how to fix that server lag. Similarly; none of the server maintenance crew would know how to patch a bug in the source code for the game.
Your suggestion simply is in no way feasible, and is generated by impatience.
Some issues (i.e. the bugs and lag) are far more difficult to fix/maintain than adding a reskinned mount into the Crown Store.
Hence; they have different teams working on vastly different areas of the game. Some of those are (by their very nature) going to take longer to rectify than others. But it would be suicide to any online business model to cease all business functions just to fix a bit of server lag. just because Walmart's website might lag for a bit or not load properly, they aren't going to quit selling items to the public just so everyone can hop on that server issue.
Lag fixes are coming. they are being actively worked on. Zenimax has communicated this innumerable times. Just because it doesn't fit into your personal schedule/timeline, doesn't mean that they have to shut the business down and work on nothing else.
But until then, there is zero reason to stop business operations just because of some server lag.
Yolokin_Swagonborn wrote: »Since this is the officially sanctioned Lag post on the General Discussion Forums, I will repost here what was in other threads that have been closed.
The lag is fixable. Really. .
I know this because Cyrodill used to function lag free when this game launched with almost 3x the population in each campaign. For those new players that just got into PvP now, this is how PvP used to be.
Giant battles AOE and PFX everywhere. No lag.https://www.youtube.com/watch?v=1vmmQVheKOk
Skip to 2m 9s. Just look at those numbers!!! This was before pop caps were reduced. No lag.https://www.youtube.com/watch?v=-DV9TwsosyI#t=2m9s
More massive battles. No lag.https://www.youtube.com/watch?v=SUzFW0Y11BM
Pre-emptive argument to hamstring the revisionist history apologists: NO, the performance wasn't better back then because people weren't using aoe, and didn't have max level characters. That argument has no merit. There are plenty of aoe effects, (talons, negate, steel tornado) that you could get very early on and the game didn't lag even in AOE spam.
ZOS made later changes as patches (mainly PvE) that killed performance in PvP. It wasn't AOEs that killed Cyrodiil. Though having not aoe caps initially probably helped performance too.
The only way forward is realizing that a lag free Cyrodiil is possible and pressuring ZOS to revert the game back to the way it was.
Don't really think that 3d designers, concept designers, story writhers will somehow help to resolve technical issue. It seems like, that after subscription fiasco ZOS just fired most of developers/engineers, and it doesn't seems like ZOS want to spend money on increasing technical state.Asherons_Call wrote: »Ourorboros wrote: »While I certainly agree with OP, if zos could fix the issue, don't you think they would by now?
If they all sat down and put their collective knowledge together to focus on bugs and lag for one entire quarter instead of working on dark brotherhood, yes they could.
Yolokin_Swagonborn wrote: »Since this is the officially sanctioned Lag post on the General Discussion Forums, I will repost here what was in other threads that have been closed.
The lag is fixable. Really. .
I know this because Cyrodill used to function lag free when this game launched with almost 3x the population in each campaign. For those new players that just got into PvP now, this is how PvP used to be.
Giant battles AOE and PFX everywhere. No lag.https://www.youtube.com/watch?v=1vmmQVheKOk
Skip to 2m 9s. Just look at those numbers!!! This was before pop caps were reduced. No lag.https://www.youtube.com/watch?v=-DV9TwsosyI#t=2m9s
More massive battles. No lag.https://www.youtube.com/watch?v=SUzFW0Y11BM
Pre-emptive argument to hamstring the revisionist history apologists: NO, the performance wasn't better back then because people weren't using aoe, and didn't have max level characters. That argument has no merit. There are plenty of aoe effects, (talons, negate, steel tornado) that you could get very early on and the game didn't lag even in AOE spam.
ZOS made later changes as patches (mainly PvE) that killed performance in PvP. It wasn't AOEs that killed Cyrodiil. Though having not aoe caps initially probably helped performance too.
The only way forward is realizing that a lag free Cyrodiil is possible and pressuring ZOS to revert the game back to the way it was.
pmn100b16_ESO wrote: »We COULD fix the bugs but...
...what about a re-skinned camel mount?
@Xendyn, Not sure what structure they are using for their servers...
Also, I'm a mobile game programmer and by no means any expert on multiplayer games, so take this with a grain of salt...
In multiplayer game (FPS generally) they will use an authoritative server to help agains't cheating.
A fully Authoritative server setup essentially means: anything the client wants to do, it needs to ask permission for the server.
For example: You want to fire? (Client ask server permission to shoot... Server analyse data... and respond to the client: you can attack depending on if you have ammo or cooldowns, etc.)
So the server has total dominance over the game. All (most) calculation happens on the server side.
Therefore, these servers are harder to cheat but all this communication and calculation on the server side hurts performance.
The opposite of an authoritative server is a Non-authoritative server.
In this scenario, the calculations happens on the client side and the result is sent to the server.
(You want to shoot? You simply do... the client then communicates to the server that it just shoots)
What this means? Non-authoritative servers are easier to cheat.
==========
Ok,to get back with ESO, since it's a large scale game, going full authoritative would be prohibitive and hurt performance badly. My guess though is: to fix the bots and cheating issues, they reworked some of their network code base to be more authoritative.
Therefore there is more data being communicated between the clients and the server.
I could be completely wrong here. This is just my opinion.
Rune_Relic wrote: »
Well said.
Only way around this is to not trust the client PC on which the client sits and encrypt its own code..rather than not trust the PC and do server calcs.
That way no man in the middle hacking between client>server>client code can take place.
At that point the client can be 100% trusted to do the calcs and you can use a peer-cloud-peer model instead of client server.
Clients-server simply fire off status packets to ZOS central so they can observe/kill client activity.
Peer-Peer is where all the combat-calcs takes place.
It requires an encrypted network pretty much how the latest cloud based storage and latest voice comm software work.
Across between sync.com and discord if you like.
Built from the ground up to be a secured high speed unhackable (monitored) peer-peer network.
Uriel_Nocturne wrote: »And this comment shows that you have zero knowledge about how coding/programming work in a persistent online atmosphere.Asherons_Call wrote: »Ourorboros wrote: »While I certainly agree with OP, if zos could fix the issue, don't you think they would by now?
If they all sat down and put their collective knowledge together to focus on bugs and lag for one entire quarter instead of working on dark brotherhood, yes they could.
They've got different teams performing very different jobs, all at the same time. Those teams are also responsible for communicating back and forth to ensure that the changes one team makes does not negatively affect any other teams' work.
It is in no way viable to take everybody in the building and put them on bug/lag fixing duties. Sound, graphics designers, character modelers, none of those people on those teams would know how to fix that server lag. Similarly; none of the server maintenance crew would know how to patch a bug in the source code for the game.
Your suggestion simply is in no way feasible, and is generated by impatience.
Some issues (i.e. the bugs and lag) are far more difficult to fix/maintain than adding a reskinned mount into the Crown Store.
Hence; they have different teams working on vastly different areas of the game. Some of those are (by their very nature) going to take longer to rectify than others. But it would be suicide to any online business model to cease all business functions just to fix a bit of server lag. just because Walmart's website might lag for a bit or not load properly, they aren't going to quit selling items to the public just so everyone can hop on that server issue.
Lag fixes are coming. they are being actively worked on. Zenimax has communicated this innumerable times. Just because it doesn't fit into your personal schedule/timeline, doesn't mean that they have to shut the business down and work on nothing else.
But until then, there is zero reason to stop business operations just because of some server lag.