I suggest you read the very post you linked for the client-side anti-cheat. At least they say maybe we will have no cheats as the seem to understand they are just guessing at what would happen. However, you are speaking in absolute terms that we would have no cheats. Also that this would solve all latency problems and eliminate the bad performance issues when in fact we have had issues of latency and lag to various degrees as well as poor performance over the years, even when we had a trusted client model.
I understand that we think of all these amazing ideas to solve the problems but as armchair developers (and armchair CEOs) we tend to not take in the full picture.
the "fixable" lag is eso is a simple equation of sequential inputs vs sequential outputs.
Other games have conservative limitations ( i.e cooldowns) on how often you can use a skill where eso has an extremely aggressive ( too aggressive if you ask me) model, no cooldowns, multiple global timers.
thus in other games you might be limited to one action per second, in eso its 3+ actions per second. light attack, skill, bash or block, and up to 3 proc sets, class group buffs.... Now the light attack has calculations for applying a condition, critical hit and applying an enchant. The skill itself could have any number of actions depending on if it was aoe etc, and the bash or block has its own actions.
combining all these things is the pinnacle of eso skilled gameplay. Our 3 actions per second might be closer to 30 or more server requests per second for one person depending on what is calculated serverside. Add in the sequential nature of how these requests are processed and you begin to understand the broken nature of eso combat. A whole bunch of requests might be processed before even one of yours is processed all within a second.
Sooner or later they will have to accept that their model is, was, and always will be too aggressive and will have to move to a more conservative model of 1 action (skill) per second +emergency DEFENSIVE actions ( dodge or block an attack). If they do not they will end up with all kinds of gutting like 3 second cooldowns on aoe etc.
the "fixable" lag is eso is a simple equation of sequential inputs vs sequential outputs.
Other games have conservative limitations ( i.e cooldowns) on how often you can use a skill where eso has an extremely aggressive ( too aggressive if you ask me) model, no cooldowns, multiple global timers.
thus in other games you might be limited to one action per second, in eso its 3+ actions per second. light attack, skill, bash or block, and up to 3 proc sets, class group buffs.... Now the light attack has calculations for applying a condition, critical hit and applying an enchant. The skill itself could have any number of actions depending on if it was aoe etc, and the bash or block has its own actions.
combining all these things is the pinnacle of eso skilled gameplay. Our 3 actions per second might be closer to 30 or more server requests per second for one person depending on what is calculated serverside. Add in the sequential nature of how these requests are processed and you begin to understand the broken nature of eso combat. A whole bunch of requests might be processed before even one of yours is processed all within a second.
Sooner or later they will have to accept that their model is, was, and always will be too aggressive and will have to move to a more conservative model of 1 action (skill) per second +emergency DEFENSIVE actions ( dodge or block an attack). If they do not they will end up with all kinds of gutting like 3 second cooldowns on aoe etc.
the "fixable" lag is eso is a simple equation of sequential inputs vs sequential outputs.
Other games have conservative limitations ( i.e cooldowns) on how often you can use a skill where eso has an extremely aggressive ( too aggressive if you ask me) model, no cooldowns, multiple global timers.
thus in other games you might be limited to one action per second, in eso its 3+ actions per second. light attack, skill, bash or block, and up to 3 proc sets, class group buffs.... Now the light attack has calculations for applying a condition, critical hit and applying an enchant. The skill itself could have any number of actions depending on if it was aoe etc, and the bash or block has its own actions.
combining all these things is the pinnacle of eso skilled gameplay. Our 3 actions per second might be closer to 30 or more server requests per second for one person depending on what is calculated serverside. Add in the sequential nature of how these requests are processed and you begin to understand the broken nature of eso combat. A whole bunch of requests might be processed before even one of yours is processed all within a second.
Sooner or later they will have to accept that their model is, was, and always will be too aggressive and will have to move to a more conservative model of 1 action (skill) per second +emergency DEFENSIVE actions ( dodge or block an attack). If they do not they will end up with all kinds of gutting like 3 second cooldowns on aoe etc.
Honestly, skill spamming is only part of the problem, and probably not even the biggest part. I’ve had plenty of lag, rubber banding, random load screens, etc., just running around the world in basically unpopulated areas. How do we explain that? I’m not casting any skills. Just rendering landscape is causing issues. ESO has way bigger problems than people using skills.
the "fixable" lag is eso is a simple equation of sequential inputs vs sequential outputs.
Other games have conservative limitations ( i.e cooldowns) on how often you can use a skill where eso has an extremely aggressive ( too aggressive if you ask me) model, no cooldowns, multiple global timers.
thus in other games you might be limited to one action per second, in eso its 3+ actions per second. light attack, skill, bash or block, and up to 3 proc sets, class group buffs.... Now the light attack has calculations for applying a condition, critical hit and applying an enchant. The skill itself could have any number of actions depending on if it was aoe etc, and the bash or block has its own actions.
combining all these things is the pinnacle of eso skilled gameplay. Our 3 actions per second might be closer to 30 or more server requests per second for one person depending on what is calculated serverside. Add in the sequential nature of how these requests are processed and you begin to understand the broken nature of eso combat. A whole bunch of requests might be processed before even one of yours is processed all within a second.
Sooner or later they will have to accept that their model is, was, and always will be too aggressive and will have to move to a more conservative model of 1 action (skill) per second +emergency DEFENSIVE actions ( dodge or block an attack). If they do not they will end up with all kinds of gutting like 3 second cooldowns on aoe etc.
Honestly, skill spamming is only part of the problem, and probably not even the biggest part. I’ve had plenty of lag, rubber banding, random load screens, etc., just running around the world in basically unpopulated areas. How do we explain that? I’m not casting any skills. Just rendering landscape is causing issues. ESO has way bigger problems than people using skills.
its actually pretty simple. You are on a megaserver. The point of a megaserver is shared resources. Even your location has to be calculated by the server. People dont always have to be around you for their cumulative actions to affect you.
TineaCruris wrote: »
the "fixable" lag is eso is a simple equation of sequential inputs vs sequential outputs.
Other games have conservative limitations ( i.e cooldowns) on how often you can use a skill where eso has an extremely aggressive ( too aggressive if you ask me) model, no cooldowns, multiple global timers.
thus in other games you might be limited to one action per second, in eso its 3+ actions per second. light attack, skill, bash or block, and up to 3 proc sets, class group buffs.... Now the light attack has calculations for applying a condition, critical hit and applying an enchant. The skill itself could have any number of actions depending on if it was aoe etc, and the bash or block has its own actions.
combining all these things is the pinnacle of eso skilled gameplay. Our 3 actions per second might be closer to 30 or more server requests per second for one person depending on what is calculated serverside. Add in the sequential nature of how these requests are processed and you begin to understand the broken nature of eso combat. A whole bunch of requests might be processed before even one of yours is processed all within a second.
Sooner or later they will have to accept that their model is, was, and always will be too aggressive and will have to move to a more conservative model of 1 action (skill) per second +emergency DEFENSIVE actions ( dodge or block an attack). If they do not they will end up with all kinds of gutting like 3 second cooldowns on aoe etc.
the "fixable" lag is eso is a simple equation of sequential inputs vs sequential outputs.
Other games have conservative limitations ( i.e cooldowns) on how often you can use a skill where eso has an extremely aggressive ( too aggressive if you ask me) model, no cooldowns, multiple global timers.
thus in other games you might be limited to one action per second, in eso its 3+ actions per second. light attack, skill, bash or block, and up to 3 proc sets, class group buffs.... Now the light attack has calculations for applying a condition, critical hit and applying an enchant. The skill itself could have any number of actions depending on if it was aoe etc, and the bash or block has its own actions.
combining all these things is the pinnacle of eso skilled gameplay. Our 3 actions per second might be closer to 30 or more server requests per second for one person depending on what is calculated serverside. Add in the sequential nature of how these requests are processed and you begin to understand the broken nature of eso combat. A whole bunch of requests might be processed before even one of yours is processed all within a second.
Sooner or later they will have to accept that their model is, was, and always will be too aggressive and will have to move to a more conservative model of 1 action (skill) per second +emergency DEFENSIVE actions ( dodge or block an attack). If they do not they will end up with all kinds of gutting like 3 second cooldowns on aoe etc.
Additionally, we have more calculations per action than most if not all MMORPGs out there. Think about CP, all the buffs and debuffs, and more. We have more of these types of additional calculations now than we had when the game launched. It has added tremendous strain to the servers.
Ofc, the statement in the OP is really just restating what someone else said. Yes, if ZOs moved server-side checks back to client as it was when the game launched it would reduce server-side lag. That is server 101 type stuff and we know that server lag increased after Zos moved from the trusted client to server-side checks.
However, all this is based on an assumption that a solid protection to block the use of CE could be implemented and that is where the idea falls apart. If it was truly that easy then that is what Zos would have done in the first place. It is really that simple.