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Less lag since patch dropped?

  • Pandorii
    Pandorii
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    Playstyle vs. Population vs. What constitutes that population, is the crux of what we have been tackling with performance. The main focus is to keep the population steady/full and improve on the play experience without sacrificing or compromising the warzone game-play of Cyrodiil or combat in general. This includes well organized groups vs. non-organized groups and finding how to optimize/prioritize information going to the server and back to your PC/Mac/Xbox/PS4. It's not as easy as turning on this switch or turning off that one (as much as we'd like it to be), as every week we look at the data logs and combat situations by playing in Cyrodiil and Imperial City ourselves. We look at what hits the server the hardest and tackle them with either code or data solutions as fast as we can with proper testing, and appreciate your patience in the rolling out of these fixes.

    Keep us posted about the performance in both the EU and the US, and on all platforms with each update, hot-fix, and incremental we do! It is greatly appreciated!

    So if we are solo PvPers, you classify us as "non-organized" groups? Well that explains a lot. It's no wonder PvP has become zerg or die.
  • heystreethawk
    heystreethawk
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    Pandorii wrote: »
    Playstyle vs. Population vs. What constitutes that population, is the crux of what we have been tackling with performance. The main focus is to keep the population steady/full and improve on the play experience without sacrificing or compromising the warzone game-play of Cyrodiil or combat in general. This includes well organized groups vs. non-organized groups and finding how to optimize/prioritize information going to the server and back to your PC/Mac/Xbox/PS4. It's not as easy as turning on this switch or turning off that one (as much as we'd like it to be), as every week we look at the data logs and combat situations by playing in Cyrodiil and Imperial City ourselves. We look at what hits the server the hardest and tackle them with either code or data solutions as fast as we can with proper testing, and appreciate your patience in the rolling out of these fixes.

    Keep us posted about the performance in both the EU and the US, and on all platforms with each update, hot-fix, and incremental we do! It is greatly appreciated!

    So if we are solo PvPers, you classify us as "non-organized" groups? Well that explains a lot. It's no wonder PvP has become zerg or die.

    If you're a solo PvPer, you're probably not being classified as a "group". However, I would guess that a collection of ungrouped players in one area are classified as a "non-organized group" for ZOS's data collection purposes, and Wheeler's distinction here makes sense to me.

    There is a lot of speculation about what exacerbates the performance issues, and a lot of people believe that larger, organized groups make the lag worse through their behaviors; they are synchronizing their ultimates to drop at the same time, throwing down lots of heals and buffs and purges and such... My understanding is that he's saying they're looking at organized group data in addition to performance in spots and times when it's mostly a scattering of the population doing their thing in small groups or solo groups, and figuring out if there's a difference, which could help them track down specific sources of lag more effectively.

    (Back in the day, you could build ultimate from spamming healing springs on a group outside of combat. You'd get ult whenever your heals crit; you would slot Magelight and bust out your resto staff and your group would blast off your springs while you were waiting at a keep or moving from place to place, to have your ults ready for the next fight.

    At that time, people would see Crystalized's group-- a large, organized group-- marching down the road, spamming healing springs as they walked, and they'd cry out in zone about how they're doing that weird thing with their healing springs to lag out the server again!!! Frickin hackers!!!

    Theorycrafting causes for lag has always been a thing, and it definitely lends itself to the tinfoil set, so I'm glad they're looking at these distinctions in their analyses.)
    Edited by heystreethawk on August 3, 2016 4:54PM
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  • Pandorii
    Pandorii
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    @heystreethawk so it's a variable that they use when running their statistical analysis? In that sense, it makes sense. It's just the word choice that seemed suggestive. It doesn't seem like an objective term. Large group and small group seems to have less bias than organized and non-organized.

    How do they differentiate between a zerg formed by a coordinated guild and a zerg formed by smaller groups of people sticking together?
  • Ghost-Shot
    Ghost-Shot
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    Pandorii wrote: »
    @heystreethawk so it's a variable that they use when running their statistical analysis? In that sense, it makes sense. It's just the word choice that seemed suggestive. It doesn't seem like an objective term. Large group and small group seems to have less bias than organized and non-organized.

    How do they differentiate between a zerg formed by a coordinated guild and a zerg formed by smaller groups of people sticking together?

    To be fair, you did say solo player which means that you inherently would get classified as non organized group because you are likely not organizing with the other players near you.

    They don't, there is no difference between a zerg of small groups and a coordinated zerg aside from the coordinated zerg will likely be more successful due to more people following instruction from a single source.
    Edited by Ghost-Shot on August 3, 2016 8:32PM
  • Hexys
    Hexys
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    For me the overall performance has increased. But quick reactions like animation canceling, bar-swap and dodge-roll canceling, fast break-free is becomming less responsive.

    I know that many players are in PvE, but on Trueflame PC-EU all the factions are locked with a queue and the latency is doing really good actually!
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  • frozywozy
    frozywozy
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    I wouldn't rely too much on any of the ping meters available (through the game interface or addons). They refresh only every 5-10seconds or so and your ping can fluctuate by alot in the meantime. Sometimes my ping shows 300-400ms but I get 2 seconds weapon swaps and my experience with this game tells me that my ping might actually be above 1k ms. I wish the ping would refresh every second instead.
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • themdogesbite
    themdogesbite
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    Arround 50 queue for Trueflame EU today, seems like a ninja reduction in the population caps.
    :]
  • Darnathian
    Darnathian
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    This is too funny. Same threads for two years. Same questions from ZOS once in awhile showing they are "improving" performance. This is to just sreing ong players.

    They just lower population caps and it seems like improvement but its not. if thats not true then why not tell us how many players is Cap? LMAO.

    Mark my words and hundreds of thousands that have left.

    IF LAG COULD BE FIXED IT WOULD BE BY NOW.

    Worth noting though when only the 1vx crowd is left there will be some epic fights between the remaining 15 total players in tge campaign.
  • Dakrana_Thrazvoth
    Dakrana_Thrazvoth
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    Pandorii wrote: »
    So if we are solo PvPers, you classify us as "non-organized" groups? Well that explains a lot. It's no wonder PvP has become zerg or die.

    Something sounds wrong here. ;)
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    Population caps were not adjusted this patch.
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • Curragraigue
    Curragraigue
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    Transient players coming back because a new update has been added to test it out again re longer ques.

    I know people hate it when ZOS says it might be your end but the single biggest improvement for me has been to swapping internet service providers. The current connection I have is slightly slower than my previous connection but it is also a more stable connection and it has made a huge difference to playability for me.
    Population caps were not adjusted this patch.

    Go to bed, need you fresh for tomorrow for more fixes. Thanks for all the work trying to fix the problems in Cyrodiil.
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  • Rohamad_Ali
    Rohamad_Ali
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    Population caps were not adjusted this patch.

    Working awfully late .
  • PURPLE245
    PURPLE245
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    yeah 130-200 ping on trueflame eu for me and and the servers have been poplocked with like 60 queue at times still good ping
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  • Rohamad_Ali
    Rohamad_Ali
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    Also to add Mr Wheeler Sir , about 5:20 PM PDT on TrueFlame North America. , abilities did not fire while fighting at Nikel . I pressed the keys and heals , cloaks wouldn't not go off . If you could look at that data at that time perhaps you find something you're looking for .
  • NBrookus
    NBrookus
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    The big thing we're looking for is combat responsiveness in battles. Are you pressing action keys and they're not firing for several seconds? Are abilities "storing up" and unleashing all at once because no inputs from you went through? Is chat not taking message inputs for several seconds? All of these bits of information help us nail down server performance. As you're reporting sometimes that latency meter is acting wonky, so any reports about how combat is going as opposed to "my meter went red" is very helpful!

    NA PC Azura's tonight. Overall population was not pop locked but was heavily bunched up at BRK in a 3 way battle. I was experiencing significantly reduced FPS (like 10 instead of 60) and delays in abilities firing for roughly 1-2 seconds depending on how bad the lag was.

    Earlier, I had several instances of having skills that take a longer time to fire all land at once = me insta-dead. Barring cheating, landing 5 Focused Aims at once seems lag related.

    I typically experience nearly zero lag on Azura's. It feels worse to me than before the patch.
  • Torbschka
    Torbschka
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    @console players:

    Dont have any hopes. The game will never run smoothly for us. Its not a lag issue for us, but a fps. Even in 1vx on a low pop campaigb fps on ps4 under 30 (assuming 20-25).

    In big battles i dont have lag with abikities, but with 10fps its no fun.
  • Volrion
    Volrion
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    @ZOS_BrianWheeler

    As someone who has not been able to play Cyrodiil for almost a year due to terrible performance, I just want to thank you for reaching out and trying to work with us to get this sorted. (As someone who PVEs only so I can PVP its been pretty frustrating, but it's nice to see some communication and progress.)

    FYI; I play PS4 NA from Japan. Cyrodiil was great for me pre IC. Since then I'm always freezing up, lagging out etc. unplayable unless I spam heals from the middle of a Zerg (Which holds my attention for about 20 minutes lol).

    I will say that PVE is working really well for me though since the last mainentance patch. Load screens, invis NPCs haven't appeared yet in about 4 hours of gameplay. I've been hanging out in Mournhold too and it's been noticeably better!

    Cheers.
    Edited by Volrion on August 4, 2016 5:58AM
  • Taylor_MB
    Taylor_MB
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    I'm really glad other people are getting better performance, but for me it is undoubtedly worse.

    The inbuilt lag reading has remained a steady 300, but never before have I experienced this delay in skills firing. It is super hard to describe what is happening, but it's a combination of other players teleporting around my screen (1-5meters) and skills (most noticeable on DBoS) having a weird delaying before firing. Even dropping in the middle of a large group from stealth and I'll hit 1 person, it's very frustrating. In 1v1's the combination of skill delay and teleporting just causes everything to miss all the time. I've probably missed for ults then I've hit today.

    I know my lag was terrible to begin with (I've learnt to play with it), but since the update the weird skill delay and teleporting is making pvp really difficult.

    I wonder if whatever changes they've made have increased performance for those with lower latency (better synchronization), but at the same time decreased for those with bad ping. I say this because pre-patch I would often get stunned before I see the skill fire on my screen (so the msg that I'm stunned comes before the msg to do the animation?), so if they improved synchronization, it would explain these delays and jumpiness for people with high ping as the server skips things in order to keep it synced?

    Glad most others find it better, I wish I could join you.

    Edit: Playing NA PC from Australia

    Edit 2: Had 2 cases of instant death also today when solo v groups of 6+. Didn't see anything land, ice comet only displaying after I'm dead (even though it was like the third last thing to hit me). This did happen pre-patch, but twice in 6 hours is highly unusual.
    Edited by Taylor_MB on August 4, 2016 7:30AM
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  • Hektik_V
    Hektik_V
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    @ZOS_BrianWheeler

    The lag has definitely improved this patch with the fight at Alessia today to dethrone being at least 60v60 and still remained very playable.

    It seems that lag is hugely related to not players using abilities but more so just sheer number of players in a particular area. A notable example of this is the Jubilee Cake Event which attracted massive amounts of players to the location of the Jubilee Cake voucher (100+ easily) and the ping was unbearable at over 8000 yet nobody was using abilities.
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  • Lava_Croft
    Lava_Croft
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    The big thing we're looking for is combat responsiveness in battles. Are you pressing action keys and they're not firing for several seconds? Are abilities "storing up" and unleashing all at once because no inputs from you went through? Is chat not taking message inputs for several seconds? All of these bits of information help us nail down server performance. As you're reporting sometimes that latency meter is acting wonky, so any reports about how combat is going as opposed to "my meter went red" is very helpful!
    Seemingly unresponsive controls are at the heart of why ESO PvP is often such an annoyance.
  • frozywozy
    frozywozy
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    I will second what @Hektik_V said here. I also noticed very acceptable performances during AD dethrone on Trueflame NA today. It was pretty smooth and I never spiked above 400ms.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
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    Necrozn - Magcro - AR32
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Volrion
    Volrion
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    The big thing we're looking for is combat responsiveness in battles. Are you pressing action keys and they're not firing for several seconds? Are abilities "storing up" and unleashing all at once because no inputs from you went through? Is chat not taking message inputs for several seconds? All of these bits of information help us nail down server performance. As you're reporting sometimes that latency meter is acting wonky, so any reports about how combat is going as opposed to "my meter went red" is very helpful!

    Yes.

    I notice no difference since the last major overhaul you did @ZOS_BrianWheeler a few months(?) ago. My ping is always between 80-120 , YET the repressiveness in fights and even 1v1 is often very poor. Abilities are sluggish, unleash, get stuck and are overall unpredictable. To me this is worse then actual lag because the game does not feel right, it leads to button mashing and hoping the server figures it out, or pre-mashing where you simply try to pre-use abilities before you should actually use them. Nothing is crisp...

    I get the impression that abilities miss or act very weird because what's on my screen is not what's on the other players screen, the server is having a hell of a hard time figuring out which one to pick.

    For example: Last night someone rode by me on a horse and I jumped then with ambush/dawnbreaker/suprise attack - all three abilities missed, he then jumped off his horse and my next 3 attacks missed..I was not able to hit him and yet he was able to hit me. I logged because this happens often and is very frustrating, it's clearly a server issue, my pink was 90 and fps was 100.

    I have gone so far as to diagnose my computer /network and packets, but my conclusion is the servers checks and balances are just bad as this point and the ping has zero indication on actual game latency.

    All this started to happened with the cheat engine changes went into place and the quality of game play has gone down a lot.

    If you recall people in DAOC were intentionally flooding packets to cause lag in fights, this isn't that bad , but the feeling is similar.

    If what I'm doing on my screen is not actually happening accurately on the server, then you have a major issue on your hands.









    This is exactly my Pvp experience.

    The best place to hide from lag is to 1v1 in IC on a non CP server, right?

    So my buddy and I made alts and did exactly that.

    It was off peak time, the entire district was empty, and we fought in a room away from ads, on Black Water. At the time of the fight, Cyrodiil was on zero bars for all three factions in BWB.

    Perfect conditions, we figured.


    Many attacks were missing or stacking then releasing at once.

    It was pretty messy and I wasn't entirely sure what was happening most of the time.

    I managed to win (somehow) and my "kill cam" showed my opponent crit rushing into me then exploding in impact and dropping dead. LoL.

    Turns out a dark flare cast about 5 seconds before that I thought had missed finished him off.

    Also his health went from about 80% to zero upon the arrival of his crit rush.

    His death report showed that about 4 of the skills that I had though missed, actually hit him, and his health was just desynced on my screen.

    On his screen, it was a completely different output and he never crit rushed me!


    To give some perspective, I play from Japan on Ps4 NA. 100 down on my internet. Good router, ports forwarded etc.

    I have had the game since launch. Up until IC DLC I was 1vXing people on Black Water with no champion points all the time. It was responsive and crisp (even with a higher ping from Japan). It was great. But it makes me wonder now, we're the people I was wrecking all experiencing game breaking lag? lol

    I watch a lot of streamers, and it often seems like people are standing still or responding incredibly late while the likes of Feng and Blabs etc. shred them down. Maybe I should move to Texas :persevere:

    In any case... PVP used to function really well for me.

    My set-up hasn't changed, but the state of play has deteriorated significantly.

    I'm happy to discuss my experiences with customer support or the dev team if it helps.

    I do love this game, and I want to see it perform well!
    Edited by Volrion on August 4, 2016 8:20AM
  • Ryuho
    Ryuho
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    TF yesterday - only small spikes sometimes during prime time, that's all. I don't know what they did, but definitly it helped.
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  • Xsorus
    Xsorus
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    Bromburak wrote: »
    The big thing we're looking for is combat responsiveness in battles. Are you pressing action keys and they're not firing for several seconds? Are abilities "storing up" and unleashing all at once because no inputs from you went through?

    @ZOS_BrianWheeler

    Often it's reproducable during you flip a keep or just porting to a "new area" (keep or outpost).
    As soon new environment is being loaded or as more people are joining your location there is a high chance you run straight into that issue.

    Sometimes it can be helpful paying attention to your hardrive, as soon you realize loading and swapping it's just a matter of time until the gamble starts with responsivness. (Do you remember the tiny reload peak and very short harddrive swapping sound in DAOC that actually was an indicator that enemies are near by?) That's exactly the moment in ESO when your responsiveness could fail or stack up skills. It's not always reproducable but there is a high chance it happens in the above described scenarios.

    The hitch in DAOC you are referring to is players being loaded into your view range basically. They made your actual viewable area shorter then this range but you could still notice it even if it was subtle.
  • KisoValley
    KisoValley
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    Darnathian wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Good to see that we now have confirmation that these guilds are causing the lagg.

    ya your right. its players fault for playing the game the way it was advertized and designed for.

    not the companies.

    Stacking 4 guilds in 1 keep is the way the game was advertised? Na bro don't lie

    ZOS is of course at fault, guilds don't help the matter out. In a week the lagg will be back like it is every patch.

    Ya "bro" it was. Large scale pvp. You think 4 guilds at a keep is alot you havent been here since launch.

    ZOS DESIGNED GROUPS TO BE MAX 24 PEEPS.

    lol.

    You think they only wanted 24 man pug groups????

    lmao

    4 guilds doesn't mean 4 groups of 24. Think that passed you by seeing as you made the typical response of a broccoli.

    Respond when you realise your mistake (which I just pointed out to you, because I reckon again it will pass you by) and realise that you owe me a apology for being rude.

    Thanks.
  • Carbonised
    Carbonised
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    @ZOS_BrianWheeler

    Cyrodiil lag is still horrible for me, especially on EU/PC Trueflame campaign.

    We are talking several performance issues, game freezes, halts, bar doesn't respond to my commands, or does so with 4-5 seconds delay. What is even worse are the constant disconnections I get, like every 5 or 10 minutes. This is usually during afternoon/evening times. Go past midnight and into 1-2-3 in the night, and all the lag and disconnecting is not present, so clearly a server issue due to too many people in the game (or your servers not being able to handle the players).

    This is extremely frustrating to say the least, I don't play Cyrodiil PvP to spend half an hour trying to log back in game, for ever 10 minutes I actually get to play.
    Edited by Carbonised on August 4, 2016 10:34AM
  • Torbschka
    Torbschka
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    Fix incoming helping all:

    Now it is the same as before the patch

    Easy xD
  • Mojmir
    Mojmir
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    Although not a cyrodiil experience,I'm finding zero lag in trials and grouping,which was a huge issue for me. "Knocks on wood"
  • forzajuve212
    forzajuve212
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    Had some huge fights between AD and EP around emp keeps but the game performed very smoothly, mobility was fluid and abilities were going off when casted. As Frozn mentioned, very little spikes of ping at all last night.

  • KisoValley
    KisoValley
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    Carbonised wrote: »
    @ZOS_BrianWheeler

    Cyrodiil lag is still horrible for me, especially on EU/PC Trueflame campaign.

    We are talking several performance issues, game freezes, halts, bar doesn't respond to my commands, or does so with 4-5 seconds delay. What is even worse are the constant disconnections I get, like every 5 or 10 minutes. This is usually during afternoon/evening times. Go past midnight and into 1-2-3 in the night, and all the lag and disconnecting is not present, so clearly a server issue due to too many people in the game (or your servers not being able to handle the players).

    This is extremely frustrating to say the least, I don't play Cyrodiil PvP to spend half an hour trying to log back in game, for ever 10 minutes I actually get to play.

    PC EU seems normal aka laggy as *** still yeah. PC NA seems to be having a good time. Wouldn't be surprised if they only implemented whatever they did to PC NA to test lol.
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