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Disconnect, error 304, lost lobby connection, Disconnect, error 304, lost lobby connection repeat

EdmondDontes
EdmondDontes
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I thought they did something to improve server performance? Why have I disconnected at major fight 5 times in 30 minutes? Then I can't log back in because server says I'm already logged in. Then when it lets me log in, can't log onto character because "lost lobby connection". Not to mention losing valuable siege in the process that will never be replaced by customer service even though it's ZOS's fault I'm losing my siege and my patience.

It's impossible to help my raid group like this. This is pathetic and frustrating in the extreme.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    There's a few things which can help prevent this problem:

    1) Setting view distance to around 37 or higher (37 seems to be a good spot for most people because it doesn't load 'too much' but also gives room for dropping to 0 before logging back in to maybe get in without error).

    2) Approaching large fights (i.e. many players there) go slowly and load in chunks of players at a time rather than rushing to the keep walls and the game trying to load everything at once.

    3) Once you are in range of the fight don't leave the render range of the players there. E.g. if your view distance is low sometimes even going the direct opposite side of the keep can be out of range and then have to load those players again. basically players popping in and out of view is an issue so keep them in 'sight'

    4) Don't respawn at a camp outside of the keep radius - It resets your view so requires you to load the players again and thus you crash running back from the camp.

    5) Get to the keep early before the masses arrive i.e. if the hammer is on the way port early to where you 'expect' it to go.

    6) If you do crash before logging back in on that character set your view distance to 0 on the character select screen. If you are lucky you crashed far enough away that it doesn't try to load everyone in and you can actually get back in.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast Podcast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
  • EdmondDontes
    EdmondDontes
    ✭✭✭✭✭
    There's a few things which can help prevent this problem:

    1) Setting view distance to around 37 or higher (37 seems to be a good spot for most people because it doesn't load 'too much' but also gives room for dropping to 0 before logging back in to maybe get in without error).

    2) Approaching large fights (i.e. many players there) go slowly and load in chunks of players at a time rather than rushing to the keep walls and the game trying to load everything at once.

    3) Once you are in range of the fight don't leave the render range of the players there. E.g. if your view distance is low sometimes even going the direct opposite side of the keep can be out of range and then have to load those players again. basically players popping in and out of view is an issue so keep them in 'sight'

    4) Don't respawn at a camp outside of the keep radius - It resets your view so requires you to load the players again and thus you crash running back from the camp.

    5) Get to the keep early before the masses arrive i.e. if the hammer is on the way port early to where you 'expect' it to go.

    6) If you do crash before logging back in on that character set your view distance to 0 on the character select screen. If you are lucky you crashed far enough away that it doesn't try to load everyone in and you can actually get back in.

    What should ZOS be doing to prevent this from happening?
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭
    There's a few things which can help prevent this problem:

    1) Setting view distance to around 37 or higher (37 seems to be a good spot for most people because it doesn't load 'too much' but also gives room for dropping to 0 before logging back in to maybe get in without error).

    2) Approaching large fights (i.e. many players there) go slowly and load in chunks of players at a time rather than rushing to the keep walls and the game trying to load everything at once.

    3) Once you are in range of the fight don't leave the render range of the players there. E.g. if your view distance is low sometimes even going the direct opposite side of the keep can be out of range and then have to load those players again. basically players popping in and out of view is an issue so keep them in 'sight'

    4) Don't respawn at a camp outside of the keep radius - It resets your view so requires you to load the players again and thus you crash running back from the camp.

    5) Get to the keep early before the masses arrive i.e. if the hammer is on the way port early to where you 'expect' it to go.

    6) If you do crash before logging back in on that character set your view distance to 0 on the character select screen. If you are lucky you crashed far enough away that it doesn't try to load everyone in and you can actually get back in.

    What should ZOS be doing to prevent this from happening?

    I'm not specialised in that area. My guess would be that they need to change how players are loaded. Ideally just loading the keep objects, then enemies, then friendlies, then NPCs, then siege. It seems like they are sending too much information at once (because if you load the keep and the enemies in small parts it's fine so its not a 'total information' issue more so how quickly that information is requested).

    Also it would be good if they could somehow cache the players loaded within the area so that if you do res outside then you don't have to load them again when you run back into range.
    Edited by Izanagi.Xiiib16_ESO on June 28, 2022 8:09PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast Podcast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
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