Lava_Croft wrote: »Same here. FPS seems fine, ping seems fine, game feels like 10fps - 600ms. Combine this with the constant random frame rate dips that seems to occur for no real reason other than magic and that's my experience on a nearly empty Cyrodiil campaign.Izanagi.Xiiib16_ESO wrote: »For some reason all my abilities lag even if there's only like 200 ping could understand if it showed 400+ but lag at 200 is just terrible for some reason.
Perhaps the fix was just to change the numbers
I don't know what you're smoking. Each additional person is an additional Shooting Star rechargeable battery. If adding more people is a disadvantage, then when people hate tell me that I'm bad for being in a group, I can just reply with, "I'm actually playing the game on hard mode because being in a bigger group puts me at a disadvantage"?The first week was a nightmare, impossible to group because of crashes, tons of bugs (some at least are now fixed) and the only active CP campaign was laggy from midday to 3am. Now its getting better and,as somebody who enjoy everything from solo to 10-12 man group I really appreciate the changes; a group of 6-8 is really strong in this patch and its what I prefer. Nonetheless, it feels like adding more people to the group is more a disadvantage than anything with the mobility change, the new proxi and the new sets so I guess people who enjoy bigger groups dont like it as much as I do.
The no CP fights have been amazing, but AD heavily outnumbers people all the time. #PopulationImbalanceIsBack
Need another cp-enabled vet campaign, less lag, and balance sorc shields. Also finish the Imp City DLC with significant PvP objectives... Then I'm happy. Overall it feels better to me than last patch.
HoloYoitsu wrote: »Why does the scale not go into the negative?
HoloYoitsu wrote: »Dude, can you tell me what game you're playing now? Cuz it certainly isn't ESO. You are about literally the only person who's said this patch has had a positive improvement to to pvp performance wise.I really enjoy this new patch, especially the new performances and every single counter they brought to ballgroups. I would have gone for the total removal of AOE caps but I guess we're gonna have to deal with this for now.
I would like to give a special shoutout to @ZOS_BrianWheeler , @Wrobel and their team for changing the purge, barrier, maneuver mechanisms, and to have brought tons of fixes to LoS checks and long range abilities/buffs. I can already notice positive performance impacts with multiple players on the screen and I am looking forward to more optimisation regarding aoe fights calculation. When large groups spam their AOEs on top of each other (24 VS 24), we still get major latency issues.
My framerates also got much much better and now allow me to run the game with the 64bits client in high graphics instead of medium with no fps penality (30 during large fights and stable at 60 with vsync on the rest of the time) running in full 4k resolution.
Overall, even though there are some annoying bugs, and some balance fixes that I don't specifically agree with, I'm very happy of the efforts of the development team.
Keep up the good work!
And just 'some annoying bugs'? I'm sorry, but things like Scales getting you killed with bugged resource drain instead of protecting you isn't just an annoyance.
I guess you either play on a near empty campaign or a totally different game altogether.notimetocare wrote: »HoloYoitsu wrote: »Why does the scale not go into the negative?
Because that would be stupid.
Personally its far better for me overall, though it still needs work. I enjoy multiple classes, so the AP changes were great. The majority of the time, latency is far more managable. I have had a few times of 800+ ms, but Im rarely over 350/400 even at prime time.
I really enjoy this new patch, especially the new performances and every single counter they brought to ballgroups. I would have gone for the total removal of AOE caps but I guess we're gonna have to deal with this for now.
I would like to give a special shoutout to @ZOS_BrianWheeler , @Wrobel and their team for changing the purge, barrier, maneuver mechanisms, and to have brought tons of fixes to LoS checks and long range abilities/buffs. I can already notice positive performance impacts with multiple players on the screen and I am looking forward to more optimisation regarding aoe fights calculation. When large groups spam their AOEs on top of each other (24 VS 24), we still get major latency issues.
My framerates also got much much better and now allow me to run the game with the 64bits client in high graphics instead of medium with no fps penality (30 during large fights and stable at 60 with vsync on the rest of the time) running in full 4k resolution.
Overall, even though there are some annoying bugs, and some balance fixes that I don't specifically agree with, I'm very happy of the efforts of the development team.
Keep up the good work!
Only problem is still the lag on EU primetime servers. Except that I love the game.

I really enjoy this new patch, especially the new performances and every single counter they brought to ballgroups. I would have gone for the total removal of AOE caps but I guess we're gonna have to deal with this for now.
I would like to give a special shoutout to @ZOS_BrianWheeler , @Wrobel and their team for changing the purge, barrier, maneuver mechanisms, and to have brought tons of fixes to LoS checks and long range abilities/buffs. I can already notice positive performance impacts with multiple players on the screen and I am looking forward to more optimisation regarding aoe fights calculation. When large groups spam their AOEs on top of each other (24 VS 24), we still get major latency issues.
My framerates also got much much better and now allow me to run the game with the 64bits client in high graphics instead of medium with no fps penality (30 during large fights and stable at 60 with vsync on the rest of the time) running in full 4k resolution.
Overall, even though there are some annoying bugs, and some balance fixes that I don't specifically agree with, I'm very happy of the efforts of the development team.
Keep up the good work!
I really enjoy this new patch, especially the new performances and every single counter they brought to ballgroups. I would have gone for the total removal of AOE caps but I guess we're gonna have to deal with this for now.
I would like to give a special shoutout to @ZOS_BrianWheeler , @Wrobel and their team for changing the purge, barrier, maneuver mechanisms, and to have brought tons of fixes to LoS checks and long range abilities/buffs. I can already notice positive performance impacts with multiple players on the screen and I am looking forward to more optimisation regarding aoe fights calculation. When large groups spam their AOEs on top of each other (24 VS 24), we still get major latency issues.
My framerates also got much much better and now allow me to run the game with the 64bits client in high graphics instead of medium with no fps penality (30 during large fights and stable at 60 with vsync on the rest of the time) running in full 4k resolution.
Overall, even though there are some annoying bugs, and some balance fixes that I don't specifically agree with, I'm very happy of the efforts of the development team.
Keep up the good work!
@frozywozy what are your system specs? ZOS CS says the latency and frame rates are due to poor internet connection and graphics/processing cores. So I'm curious what your system setup is to achieve that level of performance.
I really enjoy this new patch, especially the new performances and every single counter they brought to ballgroups. I would have gone for the total removal of AOE caps but I guess we're gonna have to deal with this for now.
I would like to give a special shoutout to @ZOS_BrianWheeler , @Wrobel and their team for changing the purge, barrier, maneuver mechanisms, and to have brought tons of fixes to LoS checks and long range abilities/buffs. I can already notice positive performance impacts with multiple players on the screen and I am looking forward to more optimisation regarding aoe fights calculation. When large groups spam their AOEs on top of each other (24 VS 24), we still get major latency issues.
My framerates also got much much better and now allow me to run the game with the 64bits client in high graphics instead of medium with no fps penality (30 during large fights and stable at 60 with vsync on the rest of the time) running in full 4k resolution.
Overall, even though there are some annoying bugs, and some balance fixes that I don't specifically agree with, I'm very happy of the efforts of the development team.
Keep up the good work!
@frozywozy what are your system specs? ZOS CS says the latency and frame rates are due to poor internet connection and graphics/processing cores. So I'm curious what your system setup is to achieve that level of performance.