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An idea to reduce lag in cyrodiil.

MCBIZZLE300
MCBIZZLE300
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Was thinking, the maximum population of cyrodiil could be halved. That way it would reduce the strain on the servers and at the same time fill the completely dead other campaigns. Thoughts?
  • FirmamentOfStars
    FirmamentOfStars
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    Was thinking, the maximum population of cyrodiil could be halved. That way it would reduce the strain on the servers and at the same time fill the completely dead other campaigns. Thoughts?

    Max population per server was already decreased in the past and its not a big number at the moment.

    An idea would be different objectives to spread the players, but thats very hard to implement right, since if its a new cool objective, it will just attract the whole population instead of a part of it.

    I think a good idea was something about caravans and escort missions, where you need to defend your alliances transports. If several of these would happen at the same time, populations needs to divide to attack enemy caravans and protect at the same time their own caravan. In the meantime, the standard objectives of keeps and resources must not be neglected.

    Easiest way to improve would be to get better servers or let some calculations be run by the players computer instead of the server (which was once the case and led to the cheat engine abusers).
    Edited by FirmamentOfStars on March 4, 2020 10:47AM
  • Luede
    Luede
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    The easiest way is to reduce the maximum group size to 4
  • MCBIZZLE300
    MCBIZZLE300
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    Was thinking, the maximum population of cyrodiil could be halved. That way it would reduce the strain on the servers and at the same time fill the completely dead other campaigns. Thoughts?

    Max population per server was already decreased in the past and its not a big number at the moment.

    An idea would be different objectives to spread the players, but thats very hard to implement right, since if its a new cool objective, it will just attract the whole population instead of a part of it.

    I think a good idea was something about caravans and escort missions, where you need to defend your alliances transports. If several of these would happen at the same time, populations needs to divide to attack enemy caravans and protect at the same time their own caravan. In the meantime, the standard objectives of keeps and resources must not be neglected.

    Easiest way to improve would be to get better servers or let some calculations be run by the players computer instead of the server (which was once the case and led to the cheat engine abusers).

    All these idea's are great and better than mine but halving the population takes ZOS no effort or time to do, It could be implemented in a matter of days. The population seems pretty big when theres a 80 man EP zerg rolling around the corner with 4 fps.
  • InvitationNotFound
    InvitationNotFound
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    Luede wrote: »
    The easiest way is to reduce the maximum group size to 4

    Yes! Right! Because 20 groups of 4 players won't faction stack somewhere! Oh wait, no, they do.

    And it will cause exactly the same amount of lag we're currently facing.
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  • FirmamentOfStars
    FirmamentOfStars
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    Was thinking, the maximum population of cyrodiil could be halved. That way it would reduce the strain on the servers and at the same time fill the completely dead other campaigns. Thoughts?

    Max population per server was already decreased in the past and its not a big number at the moment.

    An idea would be different objectives to spread the players, but thats very hard to implement right, since if its a new cool objective, it will just attract the whole population instead of a part of it.

    I think a good idea was something about caravans and escort missions, where you need to defend your alliances transports. If several of these would happen at the same time, populations needs to divide to attack enemy caravans and protect at the same time their own caravan. In the meantime, the standard objectives of keeps and resources must not be neglected.

    Easiest way to improve would be to get better servers or let some calculations be run by the players computer instead of the server (which was once the case and led to the cheat engine abusers).

    All these idea's are great and better than mine but halving the population takes ZOS no effort or time to do, It could be implemented in a matter of days. The population seems pretty big when theres a 80 man EP zerg rolling around the corner with 4 fps.

    Well those 80 EP are almost all of the max population of EP 😂.

    But on a serious note, the population cap is already quite small, decreasing it further wont make the players happier.
  • Luede
    Luede
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    Luede wrote: »
    The easiest way is to reduce the maximum group size to 4

    Yes! Right! Because 20 groups of 4 players won't faction stack somewhere! Oh wait, no, they do.

    And it will cause exactly the same amount of lag we're currently facing.

    sets work on group member and without chat u did not know where the other groups are.
  • technohic
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    From what I've heard; 2 bars across the board and its still bad so no. They need to fix the actual issue.
  • Sanctum74
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    No, how about just fixing the performance. They have already reduced the pop cap several times to the point it’s a third of what it used to be. Even in a pop locked camp it can be hard to find good fights now.
  • Joy_Division
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    Was thinking, the maximum population of cyrodiil could be halved. That way it would reduce the strain on the servers and at the same time fill the completely dead other campaigns. Thoughts?

    Can't have a map that big and a population that small.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Carespanker
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    There needs to be a way to spread players out, It doesn't matter how many there are but if you can keep them spread up and not all in the same chunk. Ive thrown plenty of ideas on these forums all of which to be disliked by the pvp community because they don't want change. Zerging is what the players want and Zos cant fix it without ruining pvp further. Its a tough nut to crack ngl...
  • SodanTok
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    Spreading or reducing population does nothing. All you need is one ballgroup attacking one faction keep to have game lag more than 2 faction zergs fighting
  • oxygen_thief
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    do you have any ideas how to reduce lag in battlegrounds? maybe they should halve max pop too?
    Edited by oxygen_thief on March 4, 2020 4:23PM
  • EtTuBrutus
    EtTuBrutus
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    Just accept that the game is going to run like garbage in pvp. From there, decide to play or not.
  • Ecfigies
    Ecfigies
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    Why you guys think that spreading it's going to make less laggy, this is not how it works.

    The issues are serve side and involves several problems, which changing makes the game almost unplayable, the new one for example (patch).

    There's no 'easy fix', there's several methods they can apply but almost all have drawnbacks, mostly of these problems that the game has, were made within the development of the game, also choosing an engine that it works with multiples players wasn't an option it seems, unless they find some voodoo like Planetside 2 did, i've no idea how they're going to do something and to be fair that's mostly certain the reason they didn't change.

    Just have a little bit of hope that they invest more in these fix, which i may sound negative, but it's not profitable for their sides, not with the small amount of PVP players we have.
  • Maulkin
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    EtTuBrutus wrote: »
    Just accept that the game is going to run like garbage in pvp. From there, decide to play or not.

    I agree about Cyrodiil, but not PvP in general. BGs run smooth as. Shame they can't hire someone to create a proper grouping/MMR tool and have to go for extremes like banning premades completely and resetting the MMR every 3 months to fix the queueing times.

    Anyway, the point I'm making here is that Cyro is the problem. They reduced the players and the map is way too big for the population, with nothing happening in most places, while the population itself is still rather large for ESO's engine when they all get to the same siege. I believe the faction lock is currently at 300 each faction? Used to be at least double that. They had this noble idea of an open world with 1000s of players and that they can't deliver.

    The solution for me is to actually scrap Cyrodiil and go for a map they can actually deliver performance on, without having to rewrite the whole engine which is unfeasible. An open area the size of maybe 3-4 IC districts, with 100 players per faction and objectives that split the pop much better than Cyro currently does.

    The problem with IC itself is that it's really a PvE area with tons of mobs and no PvP objectives besides some pointless flags. And with 6 IC districts plus the Sewers it's still splitting the population way too much, especially with so much LOS going on. There could be 50 players per faction in IC and spend half an hour trying to find their opponents.

    Edited by Maulkin on March 5, 2020 12:40AM
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  • BigBadVolk
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    Maulkin wrote: »
    EtTuBrutus wrote: »
    Just accept that the game is going to run like garbage in pvp. From there, decide to play or not.

    I agree about Cyrodiil, but not PvP in general. BGs run smooth as. Shame they can't hire someone to create a proper grouping/MMR tool and have to go for extremes like banning premades completely and resetting the MMR every 3 months to fix the queueing times.

    Anyway, the point I'm making here is that Cyro is the problem. They reduced the players and the map is way too big for the population, with nothing happening in most places, while the population itself is still rather large for ESO's engine when they all get to the same siege. I believe the faction lock is currently at 300 each faction? Used to be at least double that. They had this noble idea of an open world with 1000s of players and that they can't deliver.

    The solution for me is to actually scrap Cyrodiil and go for a map they can actually deliver performance on, without having to rewrite the whole engine which is unfeasible. An open area the size of maybe 3-4 IC districts, with 100 players per faction and objectives that split the pop much better than Cyro currently does.

    The problem with IC itself is that it's really a PvE area with tons of mobs and no PvP objectives besides some pointless flags. And with 6 IC districts plus the Sewers it's still splitting the population way too much, especially with so much LOS going on. There could be 50 players per faction in IC and spend half an hour trying to find their opponents.

    tbh had the shower though that if they would slice the current cyro into three mini zones and make certain keeps into enemy bases would that help :think: prob not
    "The ass is similar to the opinion: Everyone has it, but no one cares about the others!"
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  • LeHarrt91
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    Do the Keep/ Emp % Bonuses put strain on the server at all? Didnt they change some CP %'s to flat stats to help with server performance?

    PS NA
    Have played all classes.
    Warden Main
  • x48rph
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    Sanctum74 wrote: »
    No, how about just fixing the performance. They have already reduced the pop cap several times to the point it’s a third of what it used to be. Even in a pop locked camp it can be hard to find good fights now.

    The saddest part is despite those reductions, they keep making it worse. It wasn't perfect but it ran way better with more people before those reductions then it does now with a lot less people. That right there says a lot about the changes they've made.
  • Zephyris_Kalnoris
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    Luede wrote: »
    The easiest way is to reduce the maximum group size to 4

    Yes! Right! Because 20 groups of 4 players won't faction stack somewhere! Oh wait, no, they do.

    And it will cause exactly the same amount of lag we're currently facing.

    Plenty of skills and sets affect only group members not other players around. Smaller groups maybe = less stress on server side.
  • NinchiTV
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    Ideas:
    punishing big groups with minor debuffs (if the groups stay in 24 mans) maybe they do 10% less damage and 10% less healing, 1% less ap gained. And giving solo players a unique buff like faster ult gen.
    Limit the group size to 8.
    Solo and groups of max of 4 get 1.5%+ AP.
    Add more stuff to the map to make people want to not just ride the emp keeps. Finally introduce the other parts of cyrodiil like the west, south and east. Could be like a no mans land free for all out by skingrad.
    Make a new form of pvp thats more open and bigger than BGs but not as massive as cyrodiil. Kinda like IC but with new things to earn.
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