Luke_Flamesword wrote: »On test servers you can only have much less people. If you think that now we have no useful data, than on test servers it can be only worse, so what's you point?
Luke_Flamesword wrote: »Just don't make ZOS a foolsThey know how many people are there, they can compare perfomance with similiar population numbers in past. Do you really think that they won't take into account obvious parameters of tests? Also just wait for weekend - there will be full campaigns with no problem - only difference will be with shorter queues
Cheezits94 wrote: »As a Magplar Healer main, i am staying the hell away from cyrodiil this week, and i enjoy the action in IC instead.
My build is not viable with that cooldown, literally ALL my skills are AoE (as I said, magplar HEALER) and I am not willing to completely respec my char into a DD.
Luke_Flamesword wrote: »On test servers you can only have much less people. If you think that now we have no useful data, than on test servers it can be only worse, so what's you point?
techyeshic wrote: »TineaCruris wrote: »....and those that are in cyrodiil have all changed their builds and bars to not use any aoe's.
I'm pretty sure thats the idea behind the tests. They are saying they think it is the AOEs doing calculations to determine who it hit in an area and by how much so they want to see if less AOEs are used, if performance gets better. I don't think they care much about how well it works on abilities as they have said they would have to review abilities once they coclude which tests work at reducing the lag.
The unfortunate thing is; this really came to a head at Update 25 with degrading performance leading up to that and for whatever reason; they can't seem to go back. That also was the patch where they took out a huge chunk of client file size
Correct. However, Zos is saying that it is that we can lay down AoE at a faster pace than intended and we used to do. Our sustain has improved over time. I guess Zos has grown tired of crimping our sustain. In the end, Zos is really just collecting information here. They are not testing to see what design will work best going forward as much as they are working to collect information and then they will devise a solution.
All this lag and stuff would be fixed if they just allowed pvp all over with a flag system. Then it wouldn't be centralized to cyrodiil.
OR MY FAVORITE IDEA:
a SEPERATE server for cyrodiil only. Where the entire point of logging into that server is for realm pvp. You would be able to copy a character from live servers over, and interchange them on a weekly basis if you wish. Once that character is selected, it's locked to cyrodiil for that week.
Damnationie wrote: »Can we just put this "we have to do this on live" nonsense to bed.
Outside the gaming industry, in the more general IT world, if you are doing performance investigations, live is the last place you go to do performance testing. I've over two decades in programming, a lot of spent as a troubleshooter of misbehaving systems and this idea you can't find performance problems on the test system is a warning sign I've come across a number of times. What it normally translates too is
- We don't want to spend money on a proper test system that is a proper scaled down replica of our live system.
- We don't know enough about how the system works to set up a proper test system.
- Proper testing automation and load testing tools have not been purchased for use by the developers.
- Trying to get people without the experience / expertise in trouble shooting to investigate complex issues because they won't spend for specialist help.
None of what ZOS is doing makes logical sense if they actually want to solve their issues. For a performance test to be any good you need to have control over the inputs and be able to repeat the exact same activity every time you adjust the code.
If the conditions are not identical than you cannot properly gauge the impact of a change. For example, currently there is a global GCD cool down in Cyrodiil. As a result a lot of people seem to be just removing those skills off their skill bars, maybe leaving just one. So the test is not actually seeing the impact of the changes to performance, rather the impact of people using different skills altogether. As they try the different scenarios they have suggested people will again alter their characters to suit. So each test will not be comparable to each other. Any conclusions they draw will be flawed, and no, you can't compensate for that. Been there, watched as a lot of people made bad decisions with confidence resulting in a major disaster.
What they should be doing is going and getting a load of bot scripts (If they don't have test automation tooling they'd work just as fine for this) and running them on their internal test system to replicate standard player activity. With monitoring you can see the impact each bot has and the impact of each of the skills. You can enable debug level tracing of the code and properly determine where the code bottlenecks are. Debug level logging enabled on most production applications would crash them. Its why you don't do this type of testing in live.
You can start with one simulated player and just ramp up the numbers each run watching performance. As you add simulated players you'd start to see the pain points and bottlenecks in the code. They may not get as dramatic as what is happening on live but it should be detectable. And from that you can figure where to look and once you make changes you can get a reliable read on whether they had any impact or not. What they are currently doing is hoping they can find a solution.
What they are currently doing falls into the less then professional end of the IT world.
I suspect the combat team is considering transitioning into a cool down based system (instead of the current APM system) in order to narrow the skill gap they want to fix. So I think that's the real reason behind this test. They want to judge how their player base reacts to longer cool downs on their abilities and have cleverly disguised the ploy as an experiment to reduce lag.
This one want to knowI just want to know who thought running a Cyrodiil test overlapping an Imperial City even was the right call.


Luke_Flamesword wrote: »Just don't make ZOS a foolsThey know how many people are there, they can compare perfomance with similiar population numbers in past. Do you really think that they won't take into account obvious parameters of tests? Also just wait for weekend - there will be full campaigns with no problem - only difference will be with shorter queues
The whole premise of the "tests" is fatally flawed to begin with, since instead of testing "what happens when players use less AoEs" what is actually being tested is "how Cyrodiil performs with a lot less players in it"... which is a foregone conclusion.
Now you could just reduce AP earned in Cyrodil to 1/2 as in current double ap event and you get less people so less problems.Everything is clearly working as intended:
Premise: AoE spam causes lag in PvP
Test setup: put cooldowns on AoEs, making most of them outright unusable or nonviable to use
Test result: a lot less lag in Cyrodiil due to low player population and almost no AoE use
Conclusion: AoEs are evil
Do note that the underlying "logic" would have been no less (in)valid if the conclusion is replaced by any other arbitrarily chosen statement, for example "GOTO considered harmful".
The whole premise of the "tests" is fatally flawed to begin with, since instead of testing "what happens when players use less AoEs" what is actually being tested is "how Cyrodiil performs with a lot less players in it"... which is a foregone conclusion.
Cheezits94 wrote: »As a Magplar Healer main, i am staying the hell away from cyrodiil this week, and i enjoy the action in IC instead.
My build is not viable with that cooldown, literally ALL my skills are AoE (as I said, magplar HEALER) and I am not willing to completely respec my char into a DD.
Cheezits94 wrote: »As a Magplar Healer main, i am staying the hell away from cyrodiil this week, and i enjoy the action in IC instead.
My build is not viable with that cooldown, literally ALL my skills are AoE (as I said, magplar HEALER) and I am not willing to completely respec my char into a DD.
techyeshic wrote: »TineaCruris wrote: »....and those that are in cyrodiil have all changed their builds and bars to not use any aoe's.
I'm pretty sure thats the idea behind the tests. They are saying they think it is the AOEs doing calculations to determine who it hit in an area and by how much so they want to see if less AOEs are used, if performance gets better. I don't think they care much about how well it works on abilities as they have said they would have to review abilities once they coclude which tests work at reducing the lag.
The unfortunate thing is; this really came to a head at Update 25 with degrading performance leading up to that and for whatever reason; they can't seem to go back. That also was the patch where they took out a huge chunk of client file size
Correct. However, Zos is saying that it is that we can lay down AoE at a faster pace than intended and we used to do. Our sustain has improved over time. I guess Zos has grown tired of crimping our sustain. In the end, Zos is really just collecting information here. They are not testing to see what design will work best going forward as much as they are working to collect information and then they will devise a solution.
Templar jabs (magic and stamina) is worse sustainwise and slightly slower that it EVER was and it is still on the AOE cd (which basically breaks the class in Cyrodill).
Although your reasoning is sound from a "common sense" perspective, it stands at odds with both the "dynamic" (ie. very spammy) nature of ESO combat system, as well as with the highly mobile nature of PvP in general.Lapin_Logic wrote: »FWIW your AOE heals should be placed when the fight is settled in an area, it makes little sense to spam ritual or springs while everyone is sprinting and spamming BOL isn't super effective on its own even with no CD, Just make sure you have regen on folks and apply your buffs and debuffs till it is suitable to drop your AOE's
PvP players: ZOS, PvP is a lagfest and our abilities frequiently fail to fire, please do something about it!PVP players: Cyrodiil is broke and needs performance improvements!
ZOS: *literally starts doing drastic things like live tests to help them out*
PVP players: "How dare they?!? We are shutting down until the tests are over."
ESO: *Doesn't get data it needs to improve the pvp experience*
Devs should stop babysitting NA and focus on EU servers since its Cyro test is more representative due to populationPCNA Cyrodiil is dead even in prime time. No way you can do a reasonable test right now.