Lady_Karleya wrote: »I understand if some folks have issues stemming from hardware that potentially could negatively impact their experience coupled with any performance issue server side.
I can see lots of software developers in this here thread, not.
Do you honestly think stopping future content would lead to bugs being fixed? Sorry but that's not how it works. New content is one team, bug fixes a different team. As developing new content involves a lot more than just programming you are putting a lot of people out of work.
In addition you do realise that if there is a bug in a particular area of the code that is being looked at for new content they will look to fix the bug at the same time? They don't delight in the software having bugs in it.
All pieces of large software has bugs, windows 10 has bugs, google chrome has bugs, the banks software that you use has bugs. Look up Interactive Brokers and the bug in their software that has cost them $113 million.
At the end of the days the bugs and performance issues cause a bit of frustration but what do they actually cost? You may lose a little playtime, be thankful that you have that playtime.
I think it'd be a good-faith gesture. We'd need to see releases that are actually effective though. They're saying that U25 and U26 fixed things - what things specifically? That's my problem, this disconnect. Based on the last interview with Rich Lambert, sounds like they're putting a lot of people on these performance issues and still don't know why they're happening.
Not that I won't buy content, but personally I have enough to play on this game for a long while. If they paused new content to make the existing content more enjoyable, I'd be more than happy to support them.
I think it'd be a good-faith gesture. We'd need to see releases that are actually effective though. They're saying that U25 and U26 fixed things - what things specifically? That's my problem, this disconnect. Based on the last interview with Rich Lambert, sounds like they're putting a lot of people on these performance issues and still don't know why they're happening.
Not that I won't buy content, but personally I have enough to play on this game for a long while. If they paused new content to make the existing content more enjoyable, I'd be more than happy to support them.
Based on the fact that they were looking at non-combat pets and character metadata loading as potential culprits for performance issues this patch, I absolutely believe they're just shooting blind, hoping to hit somewhere.
I think it'd be a good-faith gesture. We'd need to see releases that are actually effective though. They're saying that U25 and U26 fixed things - what things specifically? That's my problem, this disconnect. Based on the last interview with Rich Lambert, sounds like they're putting a lot of people on these performance issues and still don't know why they're happening.
Not that I won't buy content, but personally I have enough to play on this game for a long while. If they paused new content to make the existing content more enjoyable, I'd be more than happy to support them.
Based on the fact that they were looking at non-combat pets and character metadata loading as potential culprits for performance issues this patch, I absolutely believe they're just shooting blind, hoping to hit somewhere.
That's what worries me. It's this shotgun approach. I don't know if it's a skill vacuum or what, but something needs to change internally. I don't trust them to release new content on top of this without introducing new issues. Sure, some'll get fixed, but the foundation is weak.
gatekeeper13 wrote: »Btw, besides a 10-20 fps drop, I also had constant stuttering today while doing dungeons.
I think it'd be a good-faith gesture. We'd need to see releases that are actually effective though. They're saying that U25 and U26 fixed things - what things specifically? That's my problem, this disconnect. Based on the last interview with Rich Lambert, sounds like they're putting a lot of people on these performance issues and still don't know why they're happening.
Not that I won't buy content, but personally I have enough to play on this game for a long while. If they paused new content to make the existing content more enjoyable, I'd be more than happy to support them.
Based on the fact that they were looking at non-combat pets and character metadata loading as potential culprits for performance issues this patch, I absolutely believe they're just shooting blind, hoping to hit somewhere.
That's what worries me. It's this shotgun approach. I don't know if it's a skill vacuum or what, but something needs to change internally. I don't trust them to release new content on top of this without introducing new issues. Sure, some'll get fixed, but the foundation is weak.
What worries me more is what that says about the intuition of the developers, or lack thereof.
As a developer myself, if you know roughly the timeframe of when an issue first started (say, desyncs), the first thing that should immediately come to mind is to go back through your commits during that timeframe (in this case, around Harrowstorm's release), and figure out which ones could potentially have caused the issue.
You shouldn't need to use a shotgun approach to solve specific issues like this, because your intuition should naturally guide you towards potential culprits. This should be the first thing that pops into mind, and yet it doesn't seem to be the case here.
In a more general case, such as just trying to improve overall performance, the first thing that should immediately come to mind is to start profiling your code, take measurements to actually see whether your code is performing as expected.
In this case, Zenimax could drop in just a bunch of general profiling probes, that maybe measures the difference in server time before and after the code being profiled is ran (and so how long that code took to run), as well as maybe just some general stats of the server state at that time (load, memory usage, player count, etc), and then log the results coming from the probes in an easily readable data structure.
Push the patch, let it sit on the live servers for a few weeks, grab the logs, and start analyzing, figuring out what the data says. Look at where your performance is actually going, and plot it against player count or overall load to see how it scales.
Again, shouldn't need to use a shotgun approach, because you should be profiling and gathering data to help come to a decision, before doing anything. They might be refactoring non-combat pets for literally no reason, they might not even be that stressful on the servers.
The fact that they're using such an approach for this problem worries me far more than honestly anything else I've seen, because it goes to show that they really don't know what they're doing, they don't know how to manage such a large game. You don't try to blindly optimize without even knowing what you should be optimizing first, it's such a basic rule of development.