JamuThatsWho wrote: »I have to say, the last patch seems to have been a step in the right direction.
For me at least, general performance has improved and the Activity Finder has been working well, even with the event going on.
I really hope this is a sign of things to come, and that the planned optimisation in 2020 is successful.
ESO is far and away one of my favourite games, and I really want to feel confident enough to sub again. You seem to finally be on the right track ZOS, keep it up!
JamuThatsWho wrote: »
I'm hoping the slight perfomance improvement of late is due to actual fixes and not because less people have bothered to take part in this event.
redlink1979 wrote: »
redlink1979 wrote: »
Oh I didn't make a statement of fact. I don't know if numbers are up or down since the undaunted event disaster.
RinaldoGandolphi wrote: »Folks hoping for drastic performance changes are going to be disappointed.
All the changes they are doing/ talking about will do next to nothing to fix anything except a few client side crashes.
The problem with the game had NEVER been about the client, or even the server, the problem lies in their net code and use of TCP. TCP has too much overhead. Every single packet or group of packets from each client must be ACKed, before more data can flow and this costs processing power at the server.
When you have large keep fights this is why the game lags. You have all those people sending TCP requests to the server that must be ACK. If you miss in packet things have to be resent. TCP treated lost or expired packets as due to congestion and will throttle back and resend. This equals lag.
ZOS could fix this by paying someone to write them a custom UDP net code that doesn’t have these problems and only use TCP as a control channel with TLS simply for account login and verification and maintain that connection until log out like every other sane online game does.
Wow use tcp but that game also has cool downs because the secs over there were smart enough to know tcp wouldn’t work if lots of people could just mash buttons.
If ZOS wants to fix performance either put cool downs in the game and keep tcp or re write the net code with udp so this real time game can function correctly when more than 12 people are on screen. That’s why trials and BG are capped at 12, anymore and their tcp netcode cant handle it and no amount of server upgrades is going to change that. TCP wasn’t meant for this, this is why other games wrote their own udp netcode to get around this problem.
My only concern is what the naysayers will do once they don't have the performance to post about!
RinaldoGandolphi wrote: »keep tcp or re write the net code with udp so this real time game can function correctly when more than 12 people are on screen. That’s why trials and BG are capped at 12, anymore and their tcp netcode cant handle it and no amount of server upgrades is going to change that. TCP wasn’t meant for this, this is why other games wrote their own udp netcode to get around this problem.