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How is the AOE test being evaluated? Cyrodiil is a ghost town

  • Firstmep
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    I think it was a bad idea to have the harshest test coincide with the ic event.
    With the double ap bug, people have as little incentive to participate in these tests as possible.
    They really should've put one of the more lenient tests to start with, or just waited till the actual pvp event was over.
    That being said I hope their takeaway will be that people don't want cooldowns and proceed accordingly.
  • Appo
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    They need to give more incentive for people to take their (less useful than ic/bgs build) to cyro, perhaps 50 transmute crystals for every 500,000 AP would get people in their being active?!?!
  • Abstraqt
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    AOE cool downs have taken all of the fun out of cyro for me, all of my heals count as AOE for some reason so I just can't play.

    The only reason I was gonna go into cyro was double AP but since it doesn't even count towards rank there's no point
  • FrancisCrawford
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    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.

    For more purely technological changes, I'd agree with you completely. Grab a log of what actually happened on a live server, replay it in a test environment, and see what happened. But the whole point of the changes being tested is to induce people to change their builds and skill use, so I'm not sure that applies to this particular case.

    Edited by FrancisCrawford on September 11, 2020 8:35AM
  • WuChiWuGen
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    The 5 guilds I am in with over 300 each, 1 will PVP 2 hours a few times a week.
    No one likes the instadeath, - can't be killed, or zerg win meta. OR skills not working, class balance for PVP being a joke.
    I am thankful Zoe is looking at all of these problems.

    Theirs an easy solution just like another PVP MMO. Test how many players can be on a map at a time if it lags lower the number of players allowed on a map like and add a server. Around 80 each side has worked in other MMOs.

    A big part of the issues with people going to cry-cyrodiil is the map is so big they spend way more time riding then fighting, the map is simply too big, and to many funnels. Also, needed PVP builds to be viable in PVP is a big turn off for newer players. They tend to try it once or twice instantly die and in guild chat are like ok this sucks and is a waste of my time and I don't need this gear for PvE so why do it.

    When having an IP event testing on another map doesn't make sense to me. If you want more people to test it.

    3-second delays will cause the PVP players that play now to move on to other games.

    As a rule, any nerfs case a MMO to lose players. Bing in new gear as shiny, titles, things that help in PVP, faster run faster mounts faster rez in PVP only, etc Not as 15 times more powerful and then have to spend developer time again to change the new gear.

    Good work on the sets balancing !!! pure DPS sets should have a produce 2500 more DPS or whatever the number total cap.
  • BigBragg
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    WuChiWuGen wrote: »
    Theirs an easy solution just like another PVP MMO. Test how many players can be on a map at a time if it lags lower the number of players allowed on a map like and add a server. Around 80 each side has worked in other MMOs.

    The populations caps have been dropped a number of times throughout the games life, and are less than half what they once were. Sadly, performance has also continued to decrease even with the populations being drastically shrunk.
  • UrbanMonk
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    you can find those ball groups these days in IC...
    Urban.Monk

    -Monk I- Magden- ⭐⭐⭐⭐⭐
    -Tsürügi- MagBlade- ⭐⭐⭐⭐⭐
    -Bantam Bomber- MagPlar- AVA28
    -Hot Nöödle- MagDK - AVA37
    -Pablo Necrobar- StamCro- AVA24



    youtube.com/c/UrbanMonkGaming
    Easiest mDK for vMA and vVH- https://youtu.be/dUxQO1FO1XQ

    ___________________________________________________________________________________________________________________________________
    Balance for the Sake of Balance is no Balance at all.
  • WuChiWuGen
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    Also if harvesting in cyr and questing added even in a small way to the sides winning, you could bring in more types of players. Their need to be more rewards for playing with greater risks like double the chances for harvest quest drops etc.
    As it is there are not many quests or harvest nodes compared to the PvE zones at all. The place is barren, so if a player wants to harvest why would anyone go there. Same with quests to level for XP. As it's designed currently it doesn't really encourage PVP play.
  • UrbanMonk
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    Not gonna lie, I was pretty impressed with everything on Tuesday Primetime. It wasnt jammed, but there was a small queue and things seemed pretty crowded. Performance was great, gameplay was Meh, but expected. I felt like it was going to be a solid test.

    By Wednesday, well as stated, it was a ghost town. Cant remember the last time EP was at 2-3 bars during primetime. I cant imagine they are getting useful data at this point.

    They really need to fix the double AP. With no incentive, people aren't going to show up for this.

    I guess many probably are waiting for this double AP to get fixed. Atleast I am...i had 3 toons lined up for these tests, but whats the incentive of going through the tests. Except yes ofc give zos the data they want, but as many predicted before, many will avoid cyro because of these tests and data will be flawed, and this DOUBLE AP bug is just icing on the cake.
    Urban.Monk

    -Monk I- Magden- ⭐⭐⭐⭐⭐
    -Tsürügi- MagBlade- ⭐⭐⭐⭐⭐
    -Bantam Bomber- MagPlar- AVA28
    -Hot Nöödle- MagDK - AVA37
    -Pablo Necrobar- StamCro- AVA24



    youtube.com/c/UrbanMonkGaming
    Easiest mDK for vMA and vVH- https://youtu.be/dUxQO1FO1XQ

    ___________________________________________________________________________________________________________________________________
    Balance for the Sake of Balance is no Balance at all.
  • Thalmor-Nordmaster
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    I was not aware of a double AP bug. I went in to the 30 day CP today and it was an eye opener. Magplar S&B on front bar
    Resto on back bar. Kags hope heavy for fast rez action. Getting locked out of ALL aoe front and back bar showed its horrible self at Roe today. couldn't keep the heals up on people everything support wise seems to be a dam aoe even things i didn't think would be an aoe. Is eso transitioning to a turn based strategy game for mobile phone compliance?

    On the plus side it allowed me to kill some players as they also were frustrated by the Test. 2 hours of fighting and only 900 ap is that the bug. Double meaning only a tenth? The test was frustrating.

    I am not salty I am Nacho flavor ! I was woke today. I don't know what else I can contribute to the test now.Thanks to all that were there today ad was at one bar smurfs at 2 and smelly nords at 2 nords got like 57000 plus campaign points are they going for the record?

    have fun people and eat your veggies

  • techyeshic
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    Tammany wrote: »
    Non-CP EU is fully pop locked and alive, the test goes well, plenty of people
    So it's ur not populated server issue. don't blame zos for NA players being passive
    PCNA Cyrodiil is dead even in prime time. No way you can do a reasonable test right now.
    Devs should stop babysitting NA and focus on EU servers since its Cyro test is more representative due to population

    Sounds good. They can turn off the test on NA and just run it on EU.
  • zvavi
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    Tammany wrote: »
    Non-CP EU is fully pop locked and alive, the test goes well, plenty of people
    So it's ur not populated server issue. don't blame zos for NA players being passive
    PCNA Cyrodiil is dead even in prime time. No way you can do a reasonable test right now.
    Devs should stop babysitting NA and focus on EU servers since its Cyro test is more representative due to population

    This. But I got bad news for all you folks, CP PvP was pop locked and I still experienced lag in the middle of nowhere (dolmen) with no one around (dolmen) soloing it on my low level character (dolmen) with almost no AoE slotted (other than wall of elements and sorc shield).

    Another thing that I noticed, is that my sorc shield was not putting my other skills on 3 second cooldown, only itself, is that intended?
  • carlos424
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    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.

    Wait a minute. This sounds like you are talking about using the scientific method to test hypotheses, and draw conclusions based on measurable, empirical, evidence. We don’t like that kind of talk around here.
    Edited by carlos424 on September 11, 2020 3:44PM
  • Lapin_Logic
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    Sanctum74 wrote: »
    It’s funny to see people telling others to just go in and test when they have no basic understanding of classes like templar and warden who the majority of their skills are aoe. If they are a healer then they are even more screwed because all their skills are aoe. Using 1 skill every 3 seconds is not a proper test and just results in people logging off since they are unable to play their character or roll.

    If you’ve been here long enough you’d know that people have been spamming aoes for years when the population was much higher and the performance was much better.

    All the performance issues were introduced from bad coding in patches that they ignored for years and now they are trying to butcher the game rather than invest the millions they've made to actually fix it, but yeah let’s blame the players.

    PVP in ESO is an ever evolving beast, when Viper, Tremorscale PROCpocalypse was going down people came out with exactly the same "how dare they butcher" argument.

    Things move on, the only 1 constant is players kill players, it it not about class identity or RP play styles or old habbits, the new destroyer Meta will choose it's own form, as for healers, they will be less the Sole provider and guardian of the sacred heals but more of a buff and debuff machine to optimise the group, providing a cleanse and a heal while the bulk of the heals will be 23 "Echoing Vigor" group stacking or Back bar resto staves for all.

    No one cares that X class has mostly AOE skills because you won't be using them skills if this test round sticks because you will build a new meta Templar or whatever or ZOS will Rework that classes skills to be viable in a world of zero AOE, this is a temporary inconvenience, I have 18 x 2 characters and 5 years of this game under my belt, This is not the first and will not be the last time I have had to rework all my characters, skillbars, rolls or gear sets.

    I wouldn't care but it frustrates me to see everyone flipping their lid about rebuilding a character when they Literally go out every patch to farm/buy/Gold out/Learn the entire Antiquity skill line for the Meta gear or skills just for 3 months untill the nerf.

    Go out, test, build that new meta or don't complain, because they already just did a code overhaul so that isn't changing any time soon, we can only hope they roll back the server call and respond function to how it was in the past or that all classes get a skill rewrite aimed at single target DOT/Burst before the combat changes go live because I don't care How I do my damage just as long as then game is responsive.
  • Lapin_Logic
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    Jaraal wrote: »
    Charge them with a Lotus Fan (wait three seconds), hit Whirling Blades (wait three seconds), proc Sheer Venom (wait thr..... never mind, they killed me already).

    If you are playing with that bar setup in the test then you deserve to die and get tea bagged on every twitch stream.
    Use a different gap closer (2h/DW) if you want to close, Stun, sheer venom if you like, if you had 2 cars in the driveway and one had it's tyres slashed you wouldn't go "Aw man, people should feel sorry for me because I have to drive 60 miles on flat rims" you would take the other car for that day.
  • Lapin_Logic
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    Major_Lag wrote: »
    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

    If you can propose a "Test setup" that Both stops people using/spamming AOE but also gives "Test Result" Keeps Pop lock on all servers so we see the effect on lag with a high Cyrodiil population without endless rage threads by experts then let ZOS know, im sure they would love this golden key.
  • Jaraal
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    Jaraal wrote: »
    Charge them with a Lotus Fan (wait three seconds), hit Whirling Blades (wait three seconds), proc Sheer Venom (wait thr..... never mind, they killed me already).


    Use a different gap closer (2h/DW) if you want to close

    Except all gap closers are bugged.Lotus Fan, Stampede, Shield Charge, Leap, chains, etc.

    They want people to test different stuff, but stuff doesn't work. Ironic, or par for the course?

  • TineaCruris
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    I mean if you protest by optioning to not participate for data they absolutely need then don’t [snip] and whine when changes you don’t like are made. ZOS is asking for a huge amount of feedback well beyond the Test Server and with the needs of large population of Live Players. They’re being open and forthright about it AND the various ways they’re trying to test/accommodate in order to accomplish the constantly maligned large-scale PVP.

    The entire last year was ZOS attempting to make performance enhancements to prevent any of this happening and the developers have said that the improvements thus far haven’t been close to enough. So this is what we get.

    All I know is that the Q1 update next year when these changes are likely to go into effect will be interesting and I’ll have a ton of popcorn for reading the forum complaints.

    [Edited for Censor Bypass]

    Glad to hear you are spending 100% of your game time in cyrodiil during these tests. Good for you. :o
  • TineaCruris
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    idk wrote: »
    Gorreck wrote: »
    idk wrote: »
    techyeshic 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).

    I would suggest this is not about one skill. That can be altered easily.

    Also, Zos could take a different path than what people think is obvious right now. The best we can do is provide well thought and constructive feedback from actual testing. I say that because much of the posts and threads have been complaining for the sake of complaining and pretty sure Zos can see right through that.

    The problem is the path they appear to be taking is to pass the performance debacle that ZOS created onto the shoulders of the loyal customers that have been pumping money into ZOS for six years now. They can fix this WITHOUT giving us a cooldown. They proved that during the Midyear Mayem event. That is the problem.
  • Lapin_Logic
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    Jaraal wrote: »
    Jaraal wrote: »
    Charge them with a Lotus Fan (wait three seconds), hit Whirling Blades (wait three seconds), proc Sheer Venom (wait thr..... never mind, they killed me already).


    Use a different gap closer (2h/DW) if you want to close

    Except all gap closers are bugged.Lotus Fan, Stampede, Shield Charge, Leap, chains, etc.

    They want people to test different stuff, but stuff doesn't work. Ironic, or par for the course?

    Just another ordinary day in the office *places on the to be fixed Soon TM pile*

    I keep hoping but it always feels like I am watching a dog chasing it's tail when reading patch notes and bug reports on the forums, they can see it's there but they never catch it.
  • Jaraal
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    They can fix this WITHOUT giving us a cooldown. They proved that during the Midyear Mayem event. That is the problem.

    Exactly.

    The only real difference between a few years ago and now is that now everybody has shiny, sparkly, glowy particle heavy effects, pets, mounts, and housing items. It's not a coincidence that non-combat pets, mementos, and other such things are disabled in Cyro and IC. They know exactly how much of a load these non-essential things create on the servers. But as long as they are profitable, they will keep selling them in the store.

    And rather than improve the infrastructure to handle all these new items, they would rather slow us down (Rapids and Major Expedition nerfs), slow down our Actions Per Minute (increased cooldowns), and otherwise dumb down our game play experience to fit the current hardware and software limitations.

  • Major_Lag
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    Major_Lag wrote: »
    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

    If you can propose a "Test setup" that Both stops people using/spamming AOE but also gives "Test Result" Keeps Pop lock on all servers so we see the effect on lag with a high Cyrodiil population without endless rage threads by experts then let ZOS know, im sure they would love this golden key.
    The whole premise of the test is fatally flawed to begin with, as ZOS is literally asking players to test an entirely different game.

    It's one thing to be dealing with the usual flip-flop-meta every patch - it's annoying as all get out, but that is to be expected from ZOS.

    But this nonsense now?
    To use a real-world analogy, that's like your doctor amputating your arms because he doesn't know how (and/or can't be bothered) to treat your dermatitis, and insisting that you should be happy now because your dermatitis is no longer an issue. Too bad about your formerly perfectly usable arms, hopefully you didn't need them for anything.

    And in any case, the mere fact that they have to resort to butchering the combat system in the hope of finding an economically viable "solution" already speaks volumes about what their priorities are, and how bleak the future of ESO PvP is.

    Finally, to answer your question: yeah, I have a much better idea.
    Identify the most problematic AoE abilities (my bet is that purge and regeneration are likely the top 2 offenders, but ofc ZOS has all the server logs) and use battlespirit to increase their base cost. By a lot - +50% sounds like a good start.

    To keep the test reasonably fair, adjustments to abilities would have to be made to account for the fact that some magicka classes rely on "generic" abilities like purge or regeneration because they don't have a class equivalent.
    The simplest way would be to convert one of the morphs into a self-only ability not subject to the base cost penalty; Rapid Regen being one of the most obvious candidates for that (also Efficient Purge, for that matter).
  • pauld1_ESO
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    Cyrodiil is depressing right now. Considering canceling my sub until things are back to normal, this is stupid. THen you go to IC and gap closers are broken. Just a crappy time to be a pvper in this game.

    Let's call it like it is folks, there is only ONE thing in this game guaranteed to get attention....the crown store.
    Edited by pauld1_ESO on September 12, 2020 1:19AM
  • Sephyr
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    idk wrote: »
    Gorreck wrote: »
    idk wrote: »
    techyeshic 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).

    I would suggest this is not about one skill. That can be altered easily.

    Also, Zos could take a different path than what people think is obvious right now. The best we can do is provide well thought and constructive feedback from actual testing. I say that because much of the posts and threads have been complaining for the sake of complaining and pretty sure Zos can see right through that.

    The problem is the path they appear to be taking is to pass the performance debacle that ZOS created onto the shoulders of the loyal customers that have been pumping money into ZOS for six years now. They can fix this WITHOUT giving us a cooldown. They proved that during the Midyear Mayem event. That is the problem.

    What's sad is that they're probably not even going to use that data from MYM from the last couple of years, let alone take it into consideration.
  • OtarTheMad
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    idk wrote: »
    Gorreck wrote: »
    idk wrote: »
    techyeshic 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).

    I would suggest this is not about one skill. That can be altered easily.

    Also, Zos could take a different path than what people think is obvious right now. The best we can do is provide well thought and constructive feedback from actual testing. I say that because much of the posts and threads have been complaining for the sake of complaining and pretty sure Zos can see right through that.

    The problem is the path they appear to be taking is to pass the performance debacle that ZOS created onto the shoulders of the loyal customers that have been pumping money into ZOS for six years now. They can fix this WITHOUT giving us a cooldown. They proved that during the Midyear Mayem event. That is the problem.

    Well it depends when you played and what campaign, I was in PC/NA Blackreach for most of it and a day in Gray Host and I can say during Prime Time the lag was still pretty bad. I guess in the campaigns ZOS brought in for the event it was okay but I doubt those got the numbers of Blackreach or Gray Host.
  • ZaroktheImmortal
    ZaroktheImmortal
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    Yeah of late even during times it was usually busy and long ques there's hardly anyone on
  • ZaroktheImmortal
    ZaroktheImmortal
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    Seems they've included any ability that hits more than one target on to 'aoe'
  • ZaroktheImmortal
    ZaroktheImmortal
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    So basically you have to rely on single target abilities which is quite frankly annoying.
  • Lapin_Logic
    Lapin_Logic
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    Major_Lag wrote: »
    , as ZOS is literally asking players to test an entirely different game.

    No That's extreme, what it is actually like is if Call of duty said "Test Team Deathmatch but Without grenades and RPG,s"
  • Riggsy
    Riggsy
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    This wouldn't be an issue if double AP was working properly. People would suck up the couple weeks of cool-downs (week 1 is done soon).

    I suggest when they fix the AP issue they raise it to x2.5 for the reminder of the testing.
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