ZOS_BrianWheeler wrote: »Dynamic Pop. Caps have been discussed but aren't on the table at this time as it would not be a simple thing to implement.
KisoValley wrote: »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.
KisoValley wrote: »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.
Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess.
My two cents...
I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.
On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.
Ghost-Shot wrote: »KisoValley wrote: »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.
Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess.
My two cents...
I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.
On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.
No Mano, they are 1vXing a faction, duh. The zerg that'r right behind them doesn't count because they are solo.
For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players.
Ghost-Shot wrote: »KisoValley wrote: »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.
Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess.
My two cents...
I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.
On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.
No Mano, they are 1vXing a faction, duh. The zerg that'r right behind them doesn't count because they are solo.
If you missed it, the important part of what he's saying is the following :For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players.
ZOS_BrianWheeler wrote: »To be clear, the spots of performance loss are still being worked on. The updates in the Hist patch were by no means the end all be all of fixes. We are remaining tireless on this subject though, and looking forward to the consoles getting this update soon!
Also note that client performance is different than server performance. If your client (the game as it's running on your PC/Mac/Console) has FPS drops, that's not the same as server latency. You are welcome to still post any issues you have with your play experiences though denoting whether you believe it is server latency or client FPS issues.
Again, we thank you for your continued support here gang and we are working on it
Ghost-Shot wrote: »KisoValley wrote: »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.
Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess.
My two cents...
I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.
On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.
No Mano, they are 1vXing a faction, duh. The zerg that'r right behind them doesn't count because they are solo.
If you missed it, the important part of what he's saying is the following :For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players.
^Ghost-Shot wrote: »KisoValley wrote: »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.
Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess.
My two cents...
I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.
On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.
No Mano, they are 1vXing a faction, duh. The zerg that'r right behind them doesn't count because they are solo.
If you missed it, the important part of what he's saying is the following :For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players.
I think he's just poking fun at something we've both picked up on in our time playing the game.
@ZOS_BrianWheeler
Feedback after 6 hours straight pvp in Cyro - NO LAG?!
Server: PC-EU
Campaign: Trueflame last night with all pop locked. (19:00 GMT to 01:00 GMT)
A huge fight at Bleakers and Chalman
I can only estimate about the total numbers of players in the same area, but it was a minimum of 50 players, (2 groups) from each alliance.
The battle went back and forth from Bleakers and Chalman for a good 2-3 hours. Including a huge mesh at Bleakers where it seamed everyone on the whole server was there. At least 2 camps from Pact was up and got replaced several times.
I only saw one DC camp location, right at Bleakers, and at least 2 spots for AD camps towards Aleswell.
DC had Bleakers the whole time, and it reminded us of 300. A Small army of Sparta against huge armies that never stopped.
No lag what so ever! Why? Even Pact zonechat had comments about the lack of lag.
My Ping went up and down, but skills fired as they should.
My only addons are S'reidarr that shows active buffs and debuffs. And killcounter, that shows various kill/Killed status.
My FPS was steady around 40-60, depending where on the MAP I was.
It's normal for me to lag a bit during primetime, when millions of pact are chasing enemies around keeps.
The lag was always temporary, around a few seconds, and then "stabilized" itself.
The problems I had was:
- The door "bug", when you click a door and it wount let you enter. Or I click several times and get ported in then out again.
- Resing. From time to time, the res button didn't "Fire". I had to move around the target and try several angles before I could res.
- Resing 2. Even if I had resed a player who had it pending, I could start the res on player nr 2, only to get the message "You already have a pending res by your soul stone" (Or something). Before this update, I could not start the res of player nr 2 if player nr 1 was still pending.
- Action skills "stacking". When I smash several hotkeys for skills that are not instant cast, the second skill seams to "que" and fires when the first is done. Even if I press escape, the second skill Fired as on que. This happen when I use Bow Snipe, a lot. "Locking" me until the skill is finished.
- Weapon swap. This did not always fire around large groups when I tried to enter a door.
- DK skill "Dragon scales" did not always seam to reflect the attack on me and I am not sure if I got the protection, even if the buff status showed it.
- Dodge seams "odd". I dodged less overall, but almost everything when using "Medium armor: Evasion".
- Group chat seamed to not work 100%, even if you see your own text. This was random, but several group members was asking "Do you see this?". Wondering why no one responded to something. This happened a bit to much to be a fluke.
- Resto Staff healing springs and Alliance war Vigor did not always hit teammates who was above me in a hill or below a slope. We noticed this around the hillside at Bleakers and the slope around North chalman. Intended?
- My bow damage was much higher without any changes by me. I use poisons from alchemy. Poison arrow and Barrage was higher overall, while snipe was like it used to. Why is the damage increased on bow? Or is it the poison?
I do have a very good system and are lucky with a great connection. But this update did improve lag in Cyro during prime time. Whatever you did, more of the same please!
I would be happy to stream my performance if it would help anything.
Darnathian wrote: »Lol. For anyone in this thread falling for the same old bs as usual.
Did your developers heard about profiling? Seems like they don't.ZOS_BrianWheeler 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? 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!