ZOS,
First – I never complain without offering potential solutions. So:
According to the latest information showing the number of active players, perhaps your business model could use some tweaking... (snip)
2. ESO is already in a server farm. The NA servers are probably in a farm owned by Google, Amazon, or Microsoft.
ZOS,
First – I never complain without offering potential solutions. So:
According to the latest information showing the number of active players, perhaps your business model could use some tweaking. It looks obvious to the player base, (especially those that post to this forum), that the greatest issues you are having are related to NOT be able to handle the growth rate of this player base – (i.e. performance/stability of the game). That is both a credit to your creativity and to the popularity and love of this game that you created; but also, a curse in that the popularity and love for this game has outgrown your original designs and business model, (circa 2014). If you want to continue to reap the profitability of this game to feed investment in future games, perhaps you should consider some options.
Have you considered:
1. Leasing an industry leading game engine, (such as Cryengine for example), where your C++ code can be used to easily interface with it? This would free up maintenance/coding resources associated with your home-grown game engine based off of the HERO Engine.
2. Leasing from a Cloud Infrastructure-As-A-Service (IAAS) provider. Specifically, one that can provide dynamic allocation of servers based on end user demands. There are three major IAAS providers – Google, Microsoft, and Amazon. This would free up your maintenance / administration resources / costs of your server farm.
3. Move as much of the player runtime stats to the client. The server-side code base would be responsible for providing realtime check sum and DB checks to ensure client runtime stats match server DB information (i.e. - to make sure people don’t cheat, etc).
4. Enforce pay to play for all players to cover the costs of leasing the game engine and the IAAS, plus your overhead and profit. If this game performs – most of us will pay for the virtual reality this game offers. (I personally have stopped ESO Plus and have not bought Greystone due to performance issues. I would gladly re-start ESO plus and buy new content if performance / stability is provided.)
5. (Optional, and a new radical idea) – make this game Open Source. You provide the complier and test environments through the PTS, precisely what features you are interested in, and the coding requirements. I think there are about 17 bazillion C++ coders out here that would LOVE to provide our services. That would free up your people to manage the incoming code and dedicate your resources to the next generation of MMO.
Something obviously needs to be done to fix your performance issues. Based on the number of Job Ads you have posted, you obviously need help if you want this game to continue to make a profit for your private investors. We love this game, but we cannot play it in its current state, and we are unwilling to pay for future content if it just doesn’t work.
Just food for thought…
ZOS,
First – I never complain without offering potential solutions. So:
According to the latest information showing the number of active players, perhaps your business model could use some tweaking. It looks obvious to the player base, (especially those that post to this forum), that the greatest issues you are having are related to NOT be able to handle the growth rate of this player base – (i.e. performance/stability of the game). That is both a credit to your creativity and to the popularity and love of this game that you created; but also, a curse in that the popularity and love for this game has outgrown your original designs and business model, (circa 2014). If you want to continue to reap the profitability of this game to feed investment in future games, perhaps you should consider some options.
Have you considered:
1. Leasing an industry leading game engine, (such as Cryengine for example), where your C++ code can be used to easily interface with it? This would free up maintenance/coding resources associated with your home-grown game engine based off of the HERO Engine.
2. Leasing from a Cloud Infrastructure-As-A-Service (IAAS) provider. Specifically, one that can provide dynamic allocation of servers based on end user demands. There are three major IAAS providers – Google, Microsoft, and Amazon. This would free up your maintenance / administration resources / costs of your server farm.
3. Move as much of the player runtime stats to the client. The server-side code base would be responsible for providing realtime check sum and DB checks to ensure client runtime stats match server DB information (i.e. - to make sure people don’t cheat, etc).
4. Enforce pay to play for all players to cover the costs of leasing the game engine and the IAAS, plus your overhead and profit. If this game performs – most of us will pay for the virtual reality this game offers. (I personally have stopped ESO Plus and have not bought Greystone due to performance issues. I would gladly re-start ESO plus and buy new content if performance / stability is provided.)
5. (Optional, and a new radical idea) – make this game Open Source. You provide the complier and test environments through the PTS, precisely what features you are interested in, and the coding requirements. I think there are about 17 bazillion C++ coders out here that would LOVE to provide our services. That would free up your people to manage the incoming code and dedicate your resources to the next generation of MMO.
Something obviously needs to be done to fix your performance issues. Based on the number of Job Ads you have posted, you obviously need help if you want this game to continue to make a profit for your private investors. We love this game, but we cannot play it in its current state, and we are unwilling to pay for future content if it just doesn’t work.
Just food for thought…
2. ESO is already in a server farm. The NA servers are probably in a farm owned by Google, Amazon, or Microsoft.
It uses AWS, as a matter of fact.
I seriously doubt any MMORPGs or similar games use their own servers nowadays. The advantages of IaaS and servers that dynamically adapt to the playerbase cannot be understated.
Preposterous. Search YouTube and learn about the development process of Dragon Age Inquisition. Bioware was forced into the Frostbite engine, but that engine was not designed for RPGs, causing them massive headaches. I guess it's possible something exists that would fit ESO, but you're talking about a rewrite / refactoring of large amounts of code. That's more likely a recipe for the company to go under.Leasing an industry leading game engine, (such as Cryengine for example), where your C++ code can be used to easily interface with it? This would free up maintenance/coding resources associated with your home-grown game engine based off of the HERO Engine.
I'll just direct you to another post. By that account (seems to be speculation, but more informed than yours) ZOS are already far more sophisticated than you probably give them credit for. https://forums.elderscrollsonline.com/en/discussion/comment/6791027/#Comment_6791027Leasing from a Cloud Infrastructure-As-A-Service (IAAS) provider. Specifically, one that can provide dynamic allocation of servers based on end user demands. There are three major IAAS providers – Google, Microsoft, and Amazon. This would free up your maintenance / administration resources / costs of your server farm.
I watched a Fengrush video a long time ago. Apparently the game had issues with cheating in the past. There was this thing called the "lighting" patch that killed performance. Many people thought that was due to the visual effects, but Fengrush pointed out that ZOS had to move a lot of validation to the servers, due to hacking. For a comparison, when a third party writes a traditional Windows program, the operating system has to validate they're not doing something illegal. This takes up to 40% of processor time on a Windows machine. Unfortunately I cannot remember where I read / heard this, but the salient point is that it is a really big number. ZOS had to go that route. You think they can effectively roll that back? Nope. They did it for a reason.Move as much of the player runtime stats to the client. The server-side code base would be responsible for providing realtime check sum and DB checks to ensure client runtime stats match server DB information (i.e. - to make sure people don’t cheat, etc).
Much as I like this idea as a PvPer, ESO is one of the few games hanging on to not being completely free already. I am under no illusion that the players who suffer from performance issues are mainly the ones in Cyrodiil, at least up until recently. These are a minority and those that understand they are suffering from server issues, rather than their own incompetence, are fewer still. How come Cyrodiil is pop locked every night? I don't go there at that time. I can't stand it. Lag is not enjoyable. More casual PvPers seem adapted to the environment and don't care that much.Enforce pay to play for all players to cover the costs of leasing the game engine and the IAAS, plus your overhead and profit. If this game performs – most of us will pay for the virtual reality this game offers. (I personally have stopped ESO Plus and have not bought Greystone due to performance issues. I would gladly re-start ESO plus and buy new content if performance / stability is provided.)
[sarcasm] Nah. Those are mostly suffered by Cyrodiil players, a small minority. ZOS have gotten this far by being coy about the subject. Why change now? [/sarcasm]Something obviously needs to be done to fix your performance issues.
Cryengine? PCs combust at just the mention of it.
Source 2 would be a perfect choice. It gives beautiful visuals and even potatos can manage it.
Taleof2Cities wrote: »
Kamchuk wrote:5. (Optional, and a new radical idea) – make this game Open Source. You provide the complier and test environments through the PTS, precisely what features you are interested in, and the coding requirements. I think there are about 17 bazillion C++ coders out here that would LOVE to provide our services. That would free up your people to manage the incoming code and dedicate your resources to the next generation of MMO...