oXI_Viper_IXo wrote: »The general lag in prime time PvP with zerg on zerg fights is mainly due to server load.
The very specific issues of skill delay, rubberbanding, blacked out skill bars, inability to barswap, positional desync, and gap closers not working all arose right after the Feb 5th patch on console and with update 25 on PC, which means these are coding related issues.
SeaGtGruff wrote: »To add just a bit more explanation/context to my question, I sometimes get these sorts of lags on the internet when I'm not even playing ESO, such as browsing a site that suddenly seems to stop responding to my clicks even though I can scroll the browser just fine (i.e., it apparently isn't my computer or tablet that's frozen), although maybe if I scroll the window there will be white space at the point where the browser hasn't received information yet about what to display; or watching a streamer on Twitch and suddenly the stream freezes and I have to go back to the list of streamers, choose a different streamer, then go back to the streamer I was watching (which is now working fine).
These occasional lags and freezes are happening to me outside of ESO, so clearly they can't be caused by ZOS's ESO servers. How much of the intermittent problems I experience in ESO are due to the servers, and how much is due to other things?
SeaGtGruff wrote: »I think some of the problems are graphics/animation related.
What I mean is, sometimes when I'm fighting in PvE, my character will seem to freeze-- well, he's still "wagging his tail" (as I call it) while crouched in attack stance with his greatsword ready, but my skills and attacks don't seem to fire, and I can't move him-- yet all of a sudden the XP indicator will pop up in the bottom right corner of the screen to show much XP I've just gained by killing the MOB or boss, even though they still appear to be very much alive and in my face. Then, after the XP indicator has popped up and scrolled upward, suddenly my skills and attacks will appear to fire in rapid sequence and the MOB or boss will keel over dead, sometimes before my attacks finish firing.
To me, the popping up of the XP indicator shows that my skills and attacks were firing all along, and were doing damage all along, even though I couldn't see it happening because the animations of my character and the MOB or boss weren't being updated in time with what was actually happening. My actions were going to the server, and the server was processing them, but my client wasn't getting timely information about what to draw. I know everyone will say that that's the server's fault. But is it possible that the holdup was occurring somewhere between the server and my client-- that the data going from my client to the server was being sent in a reasonably timely fashion, but that the data coming back from the server to my client was getting buffered or otherwise held up for some reason even though the server was actually sending it out in a more or less timely manner? And is it possible that part of the lag is in my client and how quickly it draws the animations in response to the data it's receiving? Not saying, just asking.
TineaCruris wrote: »Since I started playing ESO I've been amazed at how fantastic of a game it is. But I've also been stunned by how much the performance changes based on factors like the time of day we play, the day of the week we play, and the number of players in the zones we are playing in. To me, this feels more like server load issues than it does game coding issues.
As players, as end users, how do we determine if the issues we are having are sever load related vs. game coding related?
I'm assuming that all these issues are a combination of some degree of both coding and server load, but how do we as users determine with confidence what is causing our many in game issues? (sorry, I'm not the kind of person that takes companies on their word, I have to have verification when things delivered aren't as advertised. So how do we verify the lag isn't mainly just server capacity overload?)
It doesn't help matters that prime time Pvp has now become full pop stack vs full pop stack. Throw in a few ball groups and it takes 20 seconds to swap bars.
This game is unplayable in it's current state.
And don't fool yourself. ZOS will never invest money into fixing this.
Shareholders can see the game is being played by enormous amount of people spending thousands of pounds/dollars/euro on shiny mounts and it's a simple business decision.
If it brings in money - don't fix it.
So all of us have to understand. This is the way Eso is going to be from now on. There is no fix for it and it's not the devs fault. They would love to give us a smooth gameplay but at the end of the day, business is business and money turns the wheels.
TineaCruris wrote: »It doesn't help matters that prime time Pvp has now become full pop stack vs full pop stack. Throw in a few ball groups and it takes 20 seconds to swap bars.
This game is unplayable in it's current state.
And don't fool yourself. ZOS will never invest money into fixing this.
Shareholders can see the game is being played by enormous amount of people spending thousands of pounds/dollars/euro on shiny mounts and it's a simple business decision.
If it brings in money - don't fix it.
So all of us have to understand. This is the way Eso is going to be from now on. There is no fix for it and it's not the devs fault. They would love to give us a smooth gameplay but at the end of the day, business is business and money turns the wheels.
I'm afraid you may be accurately describing the situation. This is why I'm trying to figure out if the issues are actually code related, or if they are more accounting related. It costs a lot of money to host a ton of servers for a huge gaming community. This is a recurring cost.
RefLiberty wrote: »TineaCruris wrote: »It doesn't help matters that prime time Pvp has now become full pop stack vs full pop stack. Throw in a few ball groups and it takes 20 seconds to swap bars.
This game is unplayable in it's current state.
And don't fool yourself. ZOS will never invest money into fixing this.
Shareholders can see the game is being played by enormous amount of people spending thousands of pounds/dollars/euro on shiny mounts and it's a simple business decision.
If it brings in money - don't fix it.
So all of us have to understand. This is the way Eso is going to be from now on. There is no fix for it and it's not the devs fault. They would love to give us a smooth gameplay but at the end of the day, business is business and money turns the wheels.
I'm afraid you may be accurately describing the situation. This is why I'm trying to figure out if the issues are actually code related, or if they are more accounting related. It costs a lot of money to host a ton of servers for a huge gaming community. This is a recurring cost.
Pretty simple.
If the issue is code related client side (example, client side mem leaks, bad CPU core utilisation etc).
Solution is even more simple:
https://www.nzxt.com/camapp
I never had high resource util when performance suffered. Enough said.
Which leaves us to your two questions.
Server capacity or code/engine itself.
Nowadays increasing shards and overall server capacity is not that expensive especially for big companies, they would solve it already.
If you are looking at 2020 performance improvement plans, where they talk about pet behaviour rewrite, better server multicore utilisation, fixture loading etc...
I can say that patch roadmap notes already answered your questions.
TineaCruris wrote: »As players, as end users, how do we determine if the issues we are having are sever load related vs. game coding related?