ZOS_GinaBruno wrote: »We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
This comment is a nice PR. But hey that is your job and you are doing well.
We are not so naive anymore to believe that small fixes that you push every big update will save the performance. Anyway the PvP community is not the same as it used to be. So many people left and I guess it will be better for the game if you just give up and try to improve the PvE aspect of the game where you do a good job and more over whatever you do there brings you money.
Korah_Eaglecry wrote: »There are two main solutions to improving server performance in Cyrodiil:
1. adjusting gameplay so players are unable to exceed the capabilities of the server; this should have been done two years ago.
2. investing in a technical solution.
Of course, a combination of the two may be implemented.
This is an issue of will, not ability. A world-class publisher such as Zenimax has the resources and talent to figure this out. The problem is that those things are not being applied to this problem.
It is clear that ZOS considers Cyrodiil to be a low priority and has, to this point, applied a minimal amount of resources to solving its issues.
@ZOS_BrianWheeler has been applying the "incremental patch" and "no silver bullet" lip service for a very long time now. To this point, it has been meaningless. Why should we now expect it to become meaningful?
Cyrodiil can be fixed if/when ZOS has the will to do so.
Every time I see someone blabber on about how ZOS doesnt care about Cyrodiil or how Cyrodiil is such a low priority I cant help but ignore absolutely everything else theyve said.
ZOS has consistently overhauled the balance of the game on the whim of the PvP community. We no longer have Tanks that block forever because of PvP. We no longer have Sorcs that can streak til Sythis comes calling. We now have a PvP set in game that targets players that group up. How the hell can you say that Cyrodiil is a low priority? Just because things dont fix themselves with a snap of a finger?
ZOS_GinaBruno wrote: »We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
nolangrady wrote: »Unfortunately people are voting with their wallets buying rainbow unicorn mounts that vomit sprinkles for 10,000 crowns.
ZOS_GinaBruno wrote: »We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
ZOS_GinaBruno wrote: »We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
ZOS_GinaBruno wrote: »We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
ZOS_GinaBruno wrote: »We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
Asherons_Call wrote: »Some people seem to think that they are doing nothing and are ignoring the problem. Pretty ridiculous assumption. Do you think the devs are happy with this? Of course they aren't.
ZOS_GinaBruno wrote: »Asherons_Call wrote: »Some people seem to think that they are doing nothing and are ignoring the problem. Pretty ridiculous assumption. Do you think the devs are happy with this? Of course they aren't.
Exactly this. We want this fixed as much as you guys do (seriously!) and in this situation, the fixes do need to be baby steps. It's not the same as a broken quest where we can implement a fix, and it's done. This is a problem on a much larger scale, and more times than not, it only exists on the Live servers and not the internal ones. This makes it much more difficult to test fixes and really see the impact of what we've implemented.
ZOS_GinaBruno wrote: »Asherons_Call wrote: »Some people seem to think that they are doing nothing and are ignoring the problem. Pretty ridiculous assumption. Do you think the devs are happy with this? Of course they aren't.
Exactly this. We want this fixed as much as you guys do (seriously!) and in this situation, the fixes do need to be baby steps. It's not the same as a broken quest where we can implement a fix, and it's done. This is a problem on a much larger scale, and more times than not, it only exists on the Live servers and not the internal ones. This makes it much more difficult to test fixes and really see the impact of what we've implemented.
ZOS_GinaBruno wrote: »Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
ZOS_GinaBruno wrote: »Asherons_Call wrote: »Some people seem to think that they are doing nothing and are ignoring the problem. Pretty ridiculous assumption. Do you think the devs are happy with this? Of course they aren't.
Exactly this. We want this fixed as much as you guys do (seriously!) and in this situation, the fixes do need to be baby steps. It's not the same as a broken quest where we can implement a fix, and it's done. This is a problem on a much larger scale, and more times than not, it only exists on the Live servers and not the internal ones. This makes it much more difficult to test fixes and really see the impact of what we've implemented.
As the subject states....I don't really see any road ahead messages...I know they made some promises and then changes to fix the pvp lag, that obviously didn't work.
Has there been any announcement from Zos that this continues to be a problem and they have more solutions to try or is that it, they've given up?
ZOS_GinaBruno wrote: »We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
ZOS_GinaBruno wrote: »Asherons_Call wrote: »Some people seem to think that they are doing nothing and are ignoring the problem. Pretty ridiculous assumption. Do you think the devs are happy with this? Of course they aren't.
Exactly this. We want this fixed as much as you guys do (seriously!) and in this situation, the fixes do need to be baby steps. It's not the same as a broken quest where we can implement a fix, and it's done. This is a problem on a much larger scale, and more times than not, it only exists on the Live servers and not the internal ones. This makes it much more difficult to test fixes and really see the impact of what we've implemented.
ZOS_GinaBruno wrote: »We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
ZOS_GinaBruno wrote: »Asherons_Call wrote: »Some people seem to think that they are doing nothing and are ignoring the problem. Pretty ridiculous assumption. Do you think the devs are happy with this? Of course they aren't.
Exactly this. We want this fixed as much as you guys do (seriously!) and in this situation, the fixes do need to be baby steps. It's not the same as a broken quest where we can implement a fix, and it's done. This is a problem on a much larger scale, and more times than not, it only exists on the Live servers and not the internal ones. This makes it much more difficult to test fixes and really see the impact of what we've implemented.
ZOS_GinaBruno wrote: »We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.