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The reason why server performance is bad and a way to adress it
imo the server got this bad performance because all the calculation responsable for the lag and frame rate drop are made server side. Those calculations are liked to:
- many skills have multiple effects (dmg, buffs, debuffs) which make the calculation more complicated and time consuming
- skills don't have a long enough global cooldown to prevent too much ping a request to the server
- animation cancelling with LA weaving is increasing the stress on servers
- there is too many buffs and debuffs available and they are splitted into major and minor buffs
- objects, containers and npc are dynamic so the server has to tell the client were they are (npc) and what they are and what they content (objects and container)
to name a few..
i really think Zenimax devs should have a look on those points and improve them instead of putting more ressources in hardware.
a way to adress those issues is as follow:
- Make skills have only 1 dmg, heal or buff effect
- Increase the global cooldown to skills to 1 sec and make LA share the same global cooldown (clunky combat maybe but at least you don't play on a slideshow)
- remove the animation cancelling on LA as they share the same gcd with skills
- standerdize buffs and debuffs, no more minor and major one (less factors for the calculation), and make some of those buffs and debuffs available through foods, drinks and potions
- npc position should be known from the client rather than the server so less useless informations transiting, the same thing for objects
- container should have an RNG tool when interacting with it, so the server won't have to comunicate to the client what they contain. also since rng players will be able to interact with the same container and get different loot depending on their rng. each container have 1 loot.
hope this can help you Zenimax devs