Campaign population limits have been dropped at least twice since this was published, as part of trying to address lag. This information quoted is out of date by several years.
I don't think that's the point. The point is that AvA was advertised in interviews to be as Matt describes above.
Now ZOS tells us ESO as a whole is wildly successful, yet they make NO apparent effort to improve AvA in a meaningful way.. In fact, they've gone in the other direction by implementing 12 player instanced PVP in the form of Battlegrounds. It's shameful that what was once a key component to the game was put on life support so early.
We have a legitimate gripe as customers. We *should* be outraged. We shouldn't let this topic die. It's not like ZOS ran out of money and had to shut down.
By all indications, ZOS is rolling in money and still not doing what's necessary to deliver the product sold to us. That's why I call this an issue of ethics at the end of the day.
dwemer_paleologist wrote: »at launch it was just like you stated here "200 in front of you and 300 behind you"
and there wasnt really bad lagg, Lagg existed YES and you got booted from server from time to time, Yes, but it wasn't Horrible.
then that lighting patch hit, and BAM it was sever lagg and then they added champion points and now colored armor.
so today we can have about 75 people MAX on the entire server and we get Extreme Lagg.
the devs claim "no, it was not that lighting patch that caused this, No."
but we all know it Was,
it was that lighting patch.
Your right in the lighting patch went something wrong.
The lighting patch had 2 major components:
- Lighting system
- Anti Bot cheating mechanisms
Before lighting patch we had millions of bots everewhere. To explain the lag: With the anti bot cheating mechanisms some calculations are moved to server side. And this broke the game. Before that patch the calculations where splitted over thousands of game clients, after that patch the server must handle all calculations in realtime.
They added the anti bot cheating mechanisms very fast after launch, so it couldnt implemented very well. To implement a game communication and client/server architecture in that way you need years. In TESO case they must complete reimplement it and this is not possible. You cannot easy increase server hardware if the code and system architecture doesnt allow this massive calculations. All we can hope is they have a master plan and are willing to invest money to fix this. But this needs time, much more time on already running system as you create a new system.