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• PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

This game is unplayable

  • Recon4thCav
    Recon4thCav
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    sandblack wrote: »
    its because during the event the player base is spread over several campaigns not bottle necked into a couple as is usual, so the server has an easier time.

    This is silly.
    There were like 100+ people qeues to get into the normal nocp cyro on EU. How does it make it easier for the server that another campaign is also full? It doesnt get more spread out, it gets full and then people trickle over to a new campaign while waiting for their prime server to let them in.

    And still!!! The performance was Alot better.
    This clearly shows that zos CAN fix it, if they want to. But they dont.

    Does it cost too much money? Do they add servers they cant afford to run on a regular basis?

    ^^^This. After the blue screen "fix", the lag became unreal. Nothing is getting fixed till the client reinstall. I'm just staying out of PvP till I see an actual fix and refuse to pay for ESO+. ZoS gives me a working game, I get ESO+.
  • dotme
    dotme
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    After the blue screen "fix", the lag became unreal. Nothing is getting fixed till the client reinstall. I'm just staying out of PvP till I see an actual fix and refuse to pay for ESO+. ZoS gives me a working game, I get ESO+.
    Agreed - The PS4 patch to correct crashes brought some heavy lag/latency to PvP with it. There's lag even when soloing a resource far away from the action. Putting a repair kit into a door has become a channeled ability. Zone chat is full of lag complaints, every night. Nobody should need to open a ticket. ZOS needs to send their people into Kaal in the evening and see for themselves if they are really unaware of the recent hit this game has taken on performance. It's awful.

    PS4NA
  • Idinuse
    Idinuse
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    The issues with game performance is soley related to their use of TCP for netcode.

    No changes they make to the client(short of pre-lighting patch) is going to make any difference at all in high traffic situations(zerg keep fights, trials, etc) as long as the netcode is based on TCP.

    TCP has too much overhead. Every single packet orgroups of packets have to be ACK, and the packets also have to be received in order(TCP will request re-transmits on packets not received and hold others in que till it can get them all and re-order them) Imagine a faction stack at Chal to de-throne Emperor...400 players, All of them sending TCP packets to the server, each packet has to be ACK and the server sends back message to client and then client sends next packet..this is how TCP works....of course the server is going to choke on this.

    Only two ways to fix this:

    1. Re-write the Netcode in UDP and only use TCP as an authenication & control channel. -
    This is the best choice, as UDP allows you to discard packets you no longer need, each datagram can contain all the updated information, you don't need to ACK everything, and packets don't need to be received in order. Just changing to UDP would probably fix 90% of their performance issues. They can afford to do this, why they won't I have no idea.

    2. Move most of the game functions back to the client - At launch almost everything was controlled client side. Dodge roll, weapon swap, character position, damage calculations, etc. This is why server performance was so good early on and the game was much more responsive for those who played back in April of 2014 will so fondly remember before the lighting patch. This would be the cheapest method to fix the game performance issues. They would have to invest in an anti-cheat system, but honestly that would be doable for them. Preventing cheating never works, better off to accept some players WILL cheat, and focus on catching them rather than a bunch of server side checks that kill performance.

    A few anti-cheats they could use are:

    https://www.battleye.com/

    https://www.easy.ac/en-us/

    https://go.kaspersky.com/anticheat.html

    If its good enough for Fortnite, Apex Legends, etc is must be very darn effective. why not ESO?

    Just raise the cost of ESO Plus by 3 dollars a month to cover it and give us back our 2014 game performance. Players will thank you trust me.

    100% Agree!
    Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium dolorem que laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt. Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?
  • JadonSky
    JadonSky
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    I'm still under the theory that PTS uses the same servers. Seems like every time a major PTS change is going through the ropes Cyro seems to suffer. Just cross our fingers that these performance updates on the road-map make some major improvements
  • jadarock
    jadarock
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    Hyporis wrote: »
    The game is not unplayable in general. That's just hysteria.and a misleading statement.

    I play on a Xbox X and outside of cyrodil and the usual social hubs I don't really have much issues with lag or "unplayable" game issues.
    However in cyrodil it can get very nasty on spots with many players around in typical zerg environments. After the event the infinite loading screens are gone mostly.

    I respectfully disagree. On my nb that is a precision build there is no room for 4 presses to possibly get cloak rally or snare removal to work in the heat of battle.
    I'm not making light of your eu account but my skills not working make the pvp unplayable. We shouldnt all have to be on our tanky toons to survive the lag and rubberbanding. There is no point to being competitive in cyrodiil atm your opponents skills probably legitimately are not firing. In my book that's absolutely unplayable
  • RedGirl41
    RedGirl41
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    Ps4 NA is so insanely horrible (specifically pvp, I don’t Pve as much but I’m sure it’s bad) the lag is worse than ever and the skill delay makes it pretty pointless to even fight. Spam steel tornado 5 times and one goes off, warden beetles animation might go off but the enemy takes 0 damage, keep doors don’t work, random load screens all over keeps, out posts and open field... my pvp guild can’t even run... so glad this is the fix after we just had bluescreens for like 4 months @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_SarahHecker @ZOS_BrianWheeler

    They told us to submit tickets in game....
  • xinecallaw
    xinecallaw
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    I have been getting a lot more disconnects in cyrodill since midyear mayhem, but I would not say its unplayable; however, it does suck to miss out of the really big battles because I get disconnected as soon as I get near them.
  • Malmai
    Malmai
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    ZOS use hamster they laugh at you, spending every month eso+, every 3 month DLC, every 6 month chapter :D THEY GET THICC CASH YOOO!!! They are part of 16x times the detail group anyways :D
  • DUTCH_REAPER
    DUTCH_REAPER
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    The amount of players who know IT things That play this game Is astounding. There is a serious knowledge base resource waiting to be tapped into if you ask me.
  • Muffinman
    Muffinman
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    The amount of players who know IT things That play this game Is astounding. There is a serious knowledge base resource waiting to be tapped into if you ask me.

    That's not how it works. The game engine is what it is, you would have to design the game from the ground up to be based on large player count combat, you can't go back and rewite the whole engine
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