Ways to fix this with anti cheat programs, yes you need to maintain this but its also something who can be monetized. You can unlock the game again then caught cheating with buying an new version of ESO as an fine the first time, obviously the fine goes up every time you are caught. No cooldown or upper limit. say an 40-100% increase each time.Move calculations to client, aaand... Cheaters, cheaters everywhere.
So, basically you'd like for them to make the game super slow and basically suck instead of invest in hardware capable of running a good game. Seems legit. But no worries, because they aren't going to do either of those things.
Upgrading hardware cost money so I don't expect them to spend any penny on it.
However the calculation on the server side can be improved which will make the game tuns better.
Did anybody notice that when starting a trial before boss pull you got like +60 fps and 70 ms and the moment the fight starts you drop to 30 fps and the ping get higher? That's the server struggling to do all 12 players calculations.
Girl_Number8 wrote: »So, basically you'd like for them to make the game super slow and basically suck instead of invest in hardware capable of running a good game. Seems legit. But no worries, because they aren't going to do either of those things.
Upgrading hardware cost money so I don't expect them to spend any penny on it.
However the calculation on the server side can be improved which will make the game tuns better.
Did anybody notice that when starting a trial before boss pull you got like +60 fps and 70 ms and the moment the fight starts you drop to 30 fps and the ping get higher? That's the server struggling to do all 12 players calculations.
You sound like a shill. They certainly do have the money to upgrade after all these years. That is the solution rather then your nonsense. Pffft.
So, basically you'd like for them to make the game super slow and basically suck instead of invest in hardware capable of running a good game. Seems legit. But no worries, because they aren't going to do either of those things.
Upgrading hardware cost money so I don't expect them to spend any penny on it.
However the calculation on the server side can be improved which will make the game tuns better.
Did anybody notice that when starting a trial before boss pull you got like +60 fps and 70 ms and the moment the fight starts you drop to 30 fps and the ping get higher? That's the server struggling to do all 12 players calculations.
https://www.youtube.com/watch?v=aIN8pKAPeew Androconium wrote: »A player with 810CP is carting around huge amounts of variables for their character, when compared with someone who is for example, at 180CP with relatively few achievements recorded across the board.
Then the obvious solution would be to move the long-term players "along" somehow. Either to another game (fallout76?); or just change things so that they become part of natural attrition...
I doubt any of these are the issue as most of these could be simply solved by hardware upgrades. If I had to guess the issue probably stems back to the revamp and the rushed scaling/phasing systems which have only compounded since. They keep adding onto a weak foundation
While they won't do it, but probably the best thing for them to do is to freeze all content updates and clean and restructure their backend.
E: Addons have no overall impact since they are almost completely client side.
I wish people would realize it’s not a hardware bottleneck and it’s really really poor coding and netcode protocols.
If you look at older MMO’s like Dark Age of Camelot and even Warhammer online, there was hardly any lag even on way less throughput. It was just written much better.
Large scale open pvp on both and it still worked out just fine.
nafensoriel wrote: »I wish people would realize it’s not a hardware bottleneck and it’s really really poor coding and netcode protocols.
If you look at older MMO’s like Dark Age of Camelot and even Warhammer online, there was hardly any lag even on way less throughput. It was just written much better.
Large scale open pvp on both and it still worked out just fine.
Comparing two entirely different platforms from two entirely different eras of gaming is like comparing your kitchen stove to a campfire.
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:to name a few..
- 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)
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
Knightpanther wrote: »Trust me its addons, I never use them and I only ever experience bad server performance in Cyrodiil, and that is pretty rare for me.
Be safe
Knightpanther wrote: »Trust me its addons, I never use them and I only ever experience bad server performance in Cyrodiil, and that is pretty rare for me.
Be safe
It's not just add ons. Most of us play with very few or none at all and we still get horrendous lag during peak times
I wish people would realize it’s not a hardware bottleneck and it’s really really poor coding and netcode protocols.
If you look at older MMO’s like Dark Age of Camelot and even Warhammer online, there was hardly any lag even on way less throughput. It was just written much better.
Large scale open pvp on both and it still worked out just fine.
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:to name a few..
- 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)
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
Most calculations in respect to damage, healing, or buffs is just math. If their game engines can't handle math equations then we're in serious trouble no matter what.
What causes the lag in my experience is easy enough to see - lots of people in the zone or on the screen at once. Their servers simply can't handle high usage. I think what made them think it was excessive calculations that caused it was because the CP campaigns lag a lot more often than the none CP campaigns do. But I believe that's simply due to the higher populations. The CP campaigns have way way more traffic than the none CP campaigns. And I suspect if the none CP campaigns had the same population the CP Campaigns had it would lag just as bad there - with or without the added calculations of CP.
They just need better servers. There is no other way around this I don't think.
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:to name a few..
- 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)
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
Most calculations in respect to damage, healing, or buffs is just math. If their game engines can't handle math equations then we're in serious trouble no matter what.
What causes the lag in my experience is easy enough to see - lots of people in the zone or on the screen at once. Their servers simply can't handle high usage. I think what made them think it was excessive calculations that caused it was because the CP campaigns lag a lot more often than the none CP campaigns do. But I believe that's simply due to the higher populations. The CP campaigns have way way more traffic than the none CP campaigns. And I suspect if the none CP campaigns had the same population the CP Campaigns had it would lag just as bad there - with or without the added calculations of CP.
They just need better servers. There is no other way around this I don't think.
It is the calculations that you call "just math" that are the issue. When we have a large number of players at the same location we are loading the same piece of hardware with all that math. The math for one skill takes into account passive percentages, buffs and debuffs, set bonus percentages all on the casters and the targets times all those people in the same area.
The server load became even more after the CE issue because Zos has to move a lot of "math" our clients used to keep track of to the servers.
While some of the changes going on this year will reduce some of that math I doubt it will be near enough. I do not think Zos possesses the technical knowledge to develop an economical solution.
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:to name a few..
- 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)
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
don't forget that consol player got the same server issues but they don't/can't use addons
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:to name a few..
- 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)
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