I really don't think forward camps are what is causing the problem. It lags if there are a lot of players whether a FC is present or not.
Rune_Relic wrote: »Well its extra code full of tracking lots of players that wasn't there before.
What surpised me a couple of nights ago was when someone put a camp next to an isolated remote keep without any link I could rezz at that remote keep right next to the camp.
So it appears the camps are bypassing/breaking the keep chain traversal.
That is obviously bad as it means everyone can simply res at the near keep instead of having to horse ride all the way from the far away keeps or die in the vicinity of the camp.
I would have reported it.....but as I spent all my time jumping from loading screen to logon screen I kind of gave up such things.
@ZOS_JessicaFolsom @ZOS_GinaBruno
Rune_Relic wrote: »Well its extra code full of tracking lots of players that wasn't there before.
What surpised me a couple of nights ago was when someone put a camp next to an isolated remote keep without any link I could rezz at that remote keep right next to the camp.
So it appears the camps are bypassing/breaking the keep chain traversal.
That is obviously bad as it means everyone can simply res at the near keep instead of having to horse ride all the way from the far away keeps or die in the vicinity of the camp.
I would have reported it.....but as I spent all my time jumping from loading screen to logon screen I kind of gave up such things.
@ZOS_JessicaFolsom @ZOS_GinaBruno
I remember when we had them before and you could bloodport across the map to them. They were even bigger fights with much Less lag then.
Nope, something else is wrong, sorry.
You'll missing the point. FCs have brought more lag to a game that couldn't already handle all the lag.