thedavidventer wrote: »Alternatively, using Cloudflare's 1.1.1.1 DNS could also make a difference.
I'm 50/50 on this. It only makes sense to use a VPN if your ISP is using a bad route to the server, otherwise your issues will carry right over to the VPN. Using a VPN strictly for latency correction (assuming that was your point) is going to be hit and miss, it could make it slightly better or dramatically worse depending on the VPN service/servers you use and it also adds an extra layer of network overhead best left for privacy concerns while on the Internet. If a VPN can consistently outperform your ISP, it might be time to find a better one if possible.thedavidventer wrote: »When my ISP is having issues, I use a VPN to play.
And so if I had a friend or relative who I wanted to explore with located on the East Coast, too bad? Adding capacity might lessen the load and improve issues temporarily, but the problem with the servers goes far beyond a capacity issue.
I'm not exactly an expert on servers, but I don't think this is how it works. There's a Facebook server here in my city, if I went there and blew it up (I won't, I promise!), it's not like Facebook worldwide would suddenly collapse and be no more. Because there are other Facebook servers. Maybe it would cause an interruption and a lot of trouble for a while, but I doubt a single piece of content would be lost. Because it's part of Facebook, which is not "regional" - but a global network with several servers.
It's a bit hard to toss these terms and descriptions around, because I'm not a native English speaker. But I suppose you understand what I mean.
What is funny is that during lag it seems the only things that work are things like aoe/dots/proc since alot of direct abilities seem to not work or disappear because of targeting issues with the servers during lag and in general these mechanics take off layers of skill that make them easier for anyone to use for guaranteed damage output. Thus the meta is pushed towards these forms of damage being viable and actually working better than the more traditional single target damage being everyone's main source of damage.
Actually, if you really see that, it might be server-side optimization technique for Cyrodiil. Under heavy load that is dense in one place (zerg) it is easy to realise that "numbers" and situation outcome are mostly dominated by AOE dmg and heals. They have years of statistics that can prove that. Devs, knowing that small scale single-target fights around are negligible to the encounter outcome, can prioritize AOEs for those heavy loads and drop randomly single target skills to keep most important part going, thus not affecting the big picture (but ruining non-zerg experience). That would be wise to do, if your server cannot satisfy requirements for 100% accuracy.