Fur_like_snow wrote: »more bad changes none asked them to “fix” block. Now skills fire less frequently when a target is moving away because of the server side checks it’s like playing on a broke controller with 1-2 sec delay on all skills. It’s not lag. It’s skill input delay.
DivineFirstYOLO wrote: »You don't even know what AC is. AC doesn't mean hitting somebody 3 times in 0,5 seconds. Do you want me to draw a picture so that you are able to understand?
ArcVelarian wrote: »I can tell you EXACTLY when the server performances issues really started. June 25th, 2014. It's when they implemented Interior Lighting Effects in Patch 1.2.3 . Adding those effects was really the first domino, and as it stands the current server database architecture simply can not handle the game with all the additional changes they've made since. If they haven't already, then they should hire people who have handled the servers for other successful large scale MMOs.
ArcVelarian wrote: »I can tell you EXACTLY when the server performances issues really started. June 25th, 2014. It's when they implemented Interior Lighting Effects in Patch 1.2.3 . Adding those effects was really the first domino, and as it stands the current server database architecture simply can not handle the game with all the additional changes they've made since. If they haven't already, then they should hire people who have handled the servers for other successful large scale MMOs.
I think this video is more a childish complain because he can not use animation canceling as he used to do.
In my opinion animation canceling is like a cancer. Because with animation canceling you could cast many skills consecutive, send the information from client to server, the server would accept you hit him 3 times in 0,5 and the poor guy on the other side would see that he is insta dead when he saw no *** coming.
So yes, sorry dude, no everything is perfect and sometimes you have to decide for the less painful option.
In my opinion is better to know and see what kills you than abuse of a mechanic, just because you have more skills, and kill someone else in matter of seconds.
Sometimes I really don't understand what kind of common sense the people has. They prefer to complain because they can't abuse anymore of others, instead of be happy that now is more close to be better and fair for everyone.
deepseamk20b14_ESO wrote: »Don't even get me started on what this patch did with dsync. What was a thing mainly with snipe now happens with everything.
time to move onto new mmos when they come out. This one has clearly run its course and fluidity of pvp combat has been bad and jankey for some years now. This game clearly is focusing efforts on PVE and is in a sustain & maintain software development life cycle.
time to move onto new mmos when they come out. This one has clearly run its course and fluidity of pvp combat has been bad and jankey for some years now. This game clearly is focusing efforts on PVE and is in a sustain & maintain software development life cycle.
The next few months will be very telling imo.Not saying eso is gonna die but the thing about pvpers in my experience is once it drops below a certain thresh hold they move on.I've seen it with other games.We saw it in NA no cp and that was my main campaign for years.The numbers drop,fights become harder to find and most moved to the main CP campaign.
Think this might just be a case of too little too late.Well see.
oXI_Viper_IXo wrote: »Can someone explain why skills that don't even require a target still aren't firing (like Rally, for example)?
I have been wondering whether the client server model has changed to a hybrid stream system where the actional actions are interpreted and streamed out to the client; where as, this could account for the desync occurring. I noticed in a parse, as a parse test is a good test scenario, that after rapidly executing skills, skills begin to fail to execute. As though, the "cue" backlogs and cluster *** the client side results i.e. positional desync and skill not executing. more to point as if the server doesn't register them until action/animations clear the server "cue." I know this is poorly written and could be delivered in a better manner.
Isn’t this a long winded way of saying the server bottlenecks so the game plays like poo.
DivineFirstYOLO wrote: »I think this video is more a childish complain because he can not use animation canceling as he used to do.
In my opinion animation canceling is like a cancer. Because with animation canceling you could cast many skills consecutive, send the information from client to server, the server would accept you hit him 3 times in 0,5 and the poor guy on the other side would see that he is insta dead when he saw no *** coming.
So yes, sorry dude, no everything is perfect and sometimes you have to decide for the less painful option.
In my opinion is better to know and see what kills you than abuse of a mechanic, just because you have more skills, and kill someone else in matter of seconds.
Sometimes I really don't understand what kind of common sense the people has. They prefer to complain because they can't abuse anymore of others, instead of be happy that now is more close to be better and fair for everyone.
You don't even know what AC is. AC doesn't mean hitting somebody 3 times in 0,5 seconds. Do you want me to draw a picture so that you are able to understand?
..and Thogard is right, he always has been.
He's obviously wrong when he says that this patch "they got rid of animation canceling". Why should we trust someone's judgement who says something so blatantly untrue? Sounds like he doesn't even know what AC is.
YandereGirlfriend wrote: »Even if someone is against animation cancelling why would you defend the post-patch status of ability usage?
My magCro play has been considerably less smooth since the changes, with the "locked out of using all abilities but not actually disconnected" glitch happening semi-frequently as well as having numerous infuriating targeting problems with corpse-consumption skills refusing to fire despite being pointed directly at a corpse.
I love the content of the patch but the technical aspirations of it have been a failure.
darthgummibear_ESO wrote: »
ArcVelarian wrote: »I can tell you EXACTLY when the server performances issues really started. June 25th, 2014. It's when they implemented Interior Lighting Effects in Patch 1.2.3 . Adding those effects was really the first domino, and as it stands the current server database architecture simply can not handle the game with all the additional changes they've made since. If they haven't already, then they should hire people who have handled the servers for other successful large scale MMOs.
Heh. No. The "interior lighting effects" were not the cause of the problem. This tale has been out there for years, and it is wrong. That was just a feature, one of many changes that were in that patch. Something else, something that does not have a name that we know, caused this. I call it "client trust revocation, part 1". That might not be accurate, either.
well it certainly contributed to the problem but wasn't the sole source. It was a combination of moving checks server side due to cheatengine, adding more proc sets adding to server calculations, overhauling the resources management from resource caps to unlimited, adding CP points, too many people squeezed into server quadrants, and the list goes on. The core game engine that was released wasn't designed for the updates we see today. Bottom line, they pushed the software and server too hard. THey can't go back and fix it because they don't have the $$$.