They tried this for over a decade without success. Sunk cost fallacy to think there's a silver bullet right around the corner. Vengeance is their solution to performance and mostly fixes it.but its like you just gave up on the small adjustments that were tried in the past
I would agree its really important we get clear official written answers that can be referred to in the future to stop cycling around the same arguments/discussions. Maybe with the new management committed to more openness and transparency we will get this level of clarity.
My interpretarion of events goes back to what we saw from the vengeance 1 feedback, in my opinion what this clearly showed was that the computation load was the underlying cause of the issues, this would also make sense with the original game design having more client based calculations in the old days that ended up being moved to server side. The only time vengeance 1 was remotely laggy was the massive stalemate battles and as was shown in the feedback this was the only time the computation load got near the levels of GH. (That if I recall was with population 4 or 5 times higher than GH). Computational load being the underlying issue, also explains why as features were turned on more people experienced lag on vengeance at lower population levels.
So if my interpretation of what has been presented so far is correct, and the problem is computational load, then that's a pretty big issue, how do you limit healing stacking or add/remove functionality through battle spirit without increasing computational load?
You mention disabling certain sets, that would be potential way to clearly reduce calculations, but given the response from people with vengeance not having sets I can see why ZOS may not want another backlash in that space (I know removing a handful of sets is different to no sets at all, but just saying ZOS are in a no win situation on this element imo).
MincMincMinc wrote: »Sadly its the result of power creep. People are too happy having their milk and cookies too. Take any example of bad changes and half the population will revolt if you mention removing it. The top brass at zos are going to want a simple lightswitch solution, which clearly didnt exist in the current vengeance testing. Which indicates the entirety of the game design combat wise has just ballooned out of control. They are going to see it as having to reverse 10 years of un-moderated releases. Thus they are going with the cop out solution of cutting cyrodil pop again, except now its small enough they need to finally make a new map.
The real question is whether performance is going down linearly or exponential. For instance right now we have two datapoints. Veng at 900 players and GH at 300 players.......... If we picked a game design half way between, how many players would it support? a linear 600? or perhaps its more exponential and we may be able to get 700 or 800?
MincMincMinc wrote: »Veng at 900 players and GH at 300 players.......... If we picked a game design half way between, how many players would it support? a linear 600? or perhaps its more exponential and we may be able to get 700 or 800?
Yeah they've been doing plenty of that for over a decade too, and it's extra frustrating because it's like, the opposite of science. Now nobody can tell what actually changed what.You need to do make multiple small changes at the same time
I would agree its really important we get clear official written answers that can be referred to in the future to stop cycling around the same arguments/discussions. Maybe with the new management committed to more openness and transparency we will get this level of clarity.
My interpretarion of events goes back to what we saw from the vengeance 1 feedback, in my opinion what this clearly showed was that the computation load was the underlying cause of the issues, this would also make sense with the original game design having more client based calculations in the old days that ended up being moved to server side. The only time vengeance 1 was remotely laggy was the massive stalemate battles and as was shown in the feedback this was the only time the computation load got near the levels of GH. (That if I recall was with population 4 or 5 times higher than GH). Computational load being the underlying issue, also explains why as features were turned on more people experienced lag on vengeance at lower population levels.
So if my interpretation of what has been presented so far is correct, and the problem is computational load, then that's a pretty big issue, how do you limit healing stacking or add/remove functionality through battle spirit without increasing computational load?
You mention disabling certain sets, that would be potential way to clearly reduce calculations, but given the response from people with vengeance not having sets I can see why ZOS may not want another backlash in that space (I know removing a handful of sets is different to no sets at all, but just saying ZOS are in a no win situation on this element imo).
Ya maybe this is the reason. But then the question is why isnt it reversable, or something that can be improved or changed. And ya some people will always complain but if changes helped performance more people would be happy. Removing sets would probably be the biggest issue for people, but there are other things that could be done. Like disabling cross healing out of groups, sure the people that randomly go around healing zergs, that dont want to group, wouldnt like it, but how many people actually fall into that category?
And the heal stacking issue, and how many people can actually get healed by certain skills, is deff a problem. But as for how they can remove/adjust these things through battle spirit without increasing computational load, im not sure but i would imagine the benefit would out weigh the cost. And thats if it even works that way. Like maybe the load of battle spirit, spread out through the entirety of gray host, works way less than the load of 2 ball groups fighting at a keep spamming a million heals for a half hour.
turning off addons is another test they could do. Like i wonder how much impact addons have on performance.
You can literally feel the complete degradation of performance across the entire map when there is a massive fight, with multiple ball groups. Performance goes from bad to unplayable. Like at this point i would take bad performance over unplayable performance, which is what were getting every night in gray host. And honestly its mind blowing to say that about a game like this, made by a company like zenimax, backed by microsoft, with millions of dollars behind it, but this is where we are at this point.
Ive said it time and time again over the years, i refuse to believe a team like this cannot get to the bottom of this issue and fix it. Or at the very least give us the exact issue, and reason why its impossible to fix. I think at the very least we deserve that much after all this time, and so many broken promises.
Is it the server technology is too old? Is it a change you guys made that caused it and cannot be reversed? What is it? I have so many unanswered questions regarding the performance issues in this game. Its crazy to think, roughly 5 years into the game we got the year of performance, and then 5 years later we get "this is not possible". But here we are.
The most important question here is, what is the root cause of this issue? Did you guys ever get to the bottom of it? Clearly whatever the root cause is, the price tag, or work, to fix it has been determined to be too much. Or at least thats what i have to assume. Even though a well performing, rewarding, game would only bring in more players, but thats another topic. But afaik, we still havent gotten a clear answer on what the root of the issue is, that causes latency issues like this, and why it has been deemed unfixable.
MincMincMinc wrote: »Veng at 900 players and GH at 300 players.......... If we picked a game design half way between, how many players would it support? a linear 600? or perhaps its more exponential and we may be able to get 700 or 800?
Now, what I'm going to say has to come with a huge disclaimer. I don't know the game's architecture any better than anyone else here. But I don't think this is the 'best guess'.
In terms of computational load, the best guess is that population is most likely to have an exponential impact (range checks) whereas the impact of ability/set complexity will be more linear. Doubling population will require more than halving the ability/set complexity to compensate. I'd say the population at a 'halfway' scenario in terms of ability/set complexity will accommodate less, not more, than double the population. Basically, closer toward the 300 end than toward the 900 end.
MincMincMinc wrote: »MincMincMinc wrote: »Veng at 900 players and GH at 300 players.......... If we picked a game design half way between, how many players would it support? a linear 600? or perhaps its more exponential and we may be able to get 700 or 800?
Now, what I'm going to say has to come with a huge disclaimer. I don't know the game's architecture any better than anyone else here. But I don't think this is the 'best guess'.
In terms of computational load, the best guess is that population is most likely to have an exponential impact (range checks) whereas the impact of ability/set complexity will be more linear. Doubling population will require more than halving the ability/set complexity to compensate. I'd say the population at a 'halfway' scenario in terms of ability/set complexity will accommodate less, not more, than double the population. Basically, closer toward the 300 end than toward the 900 end.
I think its more of just cascading multiplicative factors. Players are the obvious largest factor in the equation, but not really once you see how many things can interact and proc each other.
100x players x 4 proc sets x 10 status effects x 10cp effects x 4 proc passives x racial procs x armor procs x A skill that does 4 effects x timers.
We did no proc pvp and it didnt solve the problem......well sure you remove the 4x proc sets and surprise the number of calcs is still insane with all the other systems. Too many procs proccing procs kinda situation. One pebble is thrown and then a whole mountain of rocks starts rolling down the hill.
A good expedited way to understand what is wrong with the way ESO has power creeped is to look at a game like Risk of Rain. Initially you start off with no items and the game is flawless. However an hour in with 80 item effects proccing and any computer starts to lag. The only counter to this is to design systems in a way to avoid unnecessary calcs or end them when not necessary or simply never make them in the first place. Maybe we dont need 4 paragraph long skill tooltips?
MincMincMinc wrote: »MincMincMinc wrote: »Veng at 900 players and GH at 300 players.......... If we picked a game design half way between, how many players would it support? a linear 600? or perhaps its more exponential and we may be able to get 700 or 800?
Now, what I'm going to say has to come with a huge disclaimer. I don't know the game's architecture any better than anyone else here. But I don't think this is the 'best guess'.
In terms of computational load, the best guess is that population is most likely to have an exponential impact (range checks) whereas the impact of ability/set complexity will be more linear. Doubling population will require more than halving the ability/set complexity to compensate. I'd say the population at a 'halfway' scenario in terms of ability/set complexity will accommodate less, not more, than double the population. Basically, closer toward the 300 end than toward the 900 end.
I think its more of just cascading multiplicative factors. Players are the obvious largest factor in the equation, but not really once you see how many things can interact and proc each other.
100x players x 4 proc sets x 10 status effects x 10cp effects x 4 proc passives x racial procs x armor procs x A skill that does 4 effects x timers.
We did no proc pvp and it didnt solve the problem......well sure you remove the 4x proc sets and surprise the number of calcs is still insane with all the other systems. Too many procs proccing procs kinda situation. One pebble is thrown and then a whole mountain of rocks starts rolling down the hill.
A good expedited way to understand what is wrong with the way ESO has power creeped is to look at a game like Risk of Rain. Initially you start off with no items and the game is flawless. However an hour in with 80 item effects proccing and any computer starts to lag. The only counter to this is to design systems in a way to avoid unnecessary calcs or end them when not necessary or simply never make them in the first place. Maybe we dont need 4 paragraph long skill tooltips?
At the end of the day it's an issue of architecture and technology (likely scripting languages rather than native code) that is causing performance issues. Computers today are insanely, stupidly, inconceivably, powerful devices. If designed in a way that focuses purely on making use of that, there is almost no practical limit to the number of players they could support on the server side as the bottleneck would become one purely of how to actually network all of that data.
But many programs are designed in a way to make the development process easier for the devs and provide more flexibility for extension and expansion of ideas. The problem is that this usually involves architecturing things in a way that is significantly less friendly for the computer to process.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »Veng at 900 players and GH at 300 players.......... If we picked a game design half way between, how many players would it support? a linear 600? or perhaps its more exponential and we may be able to get 700 or 800?
Now, what I'm going to say has to come with a huge disclaimer. I don't know the game's architecture any better than anyone else here. But I don't think this is the 'best guess'.
In terms of computational load, the best guess is that population is most likely to have an exponential impact (range checks) whereas the impact of ability/set complexity will be more linear. Doubling population will require more than halving the ability/set complexity to compensate. I'd say the population at a 'halfway' scenario in terms of ability/set complexity will accommodate less, not more, than double the population. Basically, closer toward the 300 end than toward the 900 end.
I think its more of just cascading multiplicative factors. Players are the obvious largest factor in the equation, but not really once you see how many things can interact and proc each other.
100x players x 4 proc sets x 10 status effects x 10cp effects x 4 proc passives x racial procs x armor procs x A skill that does 4 effects x timers.
We did no proc pvp and it didnt solve the problem......well sure you remove the 4x proc sets and surprise the number of calcs is still insane with all the other systems. Too many procs proccing procs kinda situation. One pebble is thrown and then a whole mountain of rocks starts rolling down the hill.
A good expedited way to understand what is wrong with the way ESO has power creeped is to look at a game like Risk of Rain. Initially you start off with no items and the game is flawless. However an hour in with 80 item effects proccing and any computer starts to lag. The only counter to this is to design systems in a way to avoid unnecessary calcs or end them when not necessary or simply never make them in the first place. Maybe we dont need 4 paragraph long skill tooltips?
At the end of the day it's an issue of architecture and technology (likely scripting languages rather than native code) that is causing performance issues. Computers today are insanely, stupidly, inconceivably, powerful devices. If designed in a way that focuses purely on making use of that, there is almost no practical limit to the number of players they could support on the server side as the bottleneck would become one purely of how to actually network all of that data.
But many programs are designed in a way to make the development process easier for the devs and provide more flexibility for extension and expansion of ideas. The problem is that this usually involves architecturing things in a way that is significantly less friendly for the computer to process.
Yeah, but that doesnt necessarily excuse whats happening. We know that we can do 900(3x live) players no issue and even going up to 1200(4x) on the first day of testing was possible where we just began to see server issues. To match lives server issues we would probably have to push the server to 1500 or 1800 like zos originally quoted back in 2014.
The only thing standing between the current 300 and 1800 is the game rules and design. Which is why I think it would have been smart to go halfway between vengeance and live's bloated game with the bare essentials in performative ways. Instead did we really need to test if the achievement system worked in cyrodil? Do we really need momentos? These were all tested and could have been completely ignored. They could be completely disabled on live and I doubt anyone would really care.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »Veng at 900 players and GH at 300 players.......... If we picked a game design half way between, how many players would it support? a linear 600? or perhaps its more exponential and we may be able to get 700 or 800?
Now, what I'm going to say has to come with a huge disclaimer. I don't know the game's architecture any better than anyone else here. But I don't think this is the 'best guess'.
In terms of computational load, the best guess is that population is most likely to have an exponential impact (range checks) whereas the impact of ability/set complexity will be more linear. Doubling population will require more than halving the ability/set complexity to compensate. I'd say the population at a 'halfway' scenario in terms of ability/set complexity will accommodate less, not more, than double the population. Basically, closer toward the 300 end than toward the 900 end.
I think its more of just cascading multiplicative factors. Players are the obvious largest factor in the equation, but not really once you see how many things can interact and proc each other.
100x players x 4 proc sets x 10 status effects x 10cp effects x 4 proc passives x racial procs x armor procs x A skill that does 4 effects x timers.
We did no proc pvp and it didnt solve the problem......well sure you remove the 4x proc sets and surprise the number of calcs is still insane with all the other systems. Too many procs proccing procs kinda situation. One pebble is thrown and then a whole mountain of rocks starts rolling down the hill.
A good expedited way to understand what is wrong with the way ESO has power creeped is to look at a game like Risk of Rain. Initially you start off with no items and the game is flawless. However an hour in with 80 item effects proccing and any computer starts to lag. The only counter to this is to design systems in a way to avoid unnecessary calcs or end them when not necessary or simply never make them in the first place. Maybe we dont need 4 paragraph long skill tooltips?
At the end of the day it's an issue of architecture and technology (likely scripting languages rather than native code) that is causing performance issues. Computers today are insanely, stupidly, inconceivably, powerful devices. If designed in a way that focuses purely on making use of that, there is almost no practical limit to the number of players they could support on the server side as the bottleneck would become one purely of how to actually network all of that data.
But many programs are designed in a way to make the development process easier for the devs and provide more flexibility for extension and expansion of ideas. The problem is that this usually involves architecturing things in a way that is significantly less friendly for the computer to process.
Yeah, but that doesnt necessarily excuse whats happening. We know that we can do 900(3x live) players no issue and even going up to 1200(4x) on the first day of testing was possible where we just began to see server issues. To match lives server issues we would probably have to push the server to 1500 or 1800 like zos originally quoted back in 2014.
The only thing standing between the current 300 and 1800 is the game rules and design. Which is why I think it would have been smart to go halfway between vengeance and live's bloated game with the bare essentials in performative ways. Instead did we really need to test if the achievement system worked in cyrodil? Do we really need momentos? These were all tested and could have been completely ignored. They could be completely disabled on live and I doubt anyone would really care.
The bloated skills and the long chain of things needed to be checked to arrive at the final number is certainly the cause of the performance problem and I'm not excusing the performance in any way. What I'm trying to say is that some people arrive at the conclusion that it's just "too many calculations" when what it really boils down to is "the system isn't designed correctly to handle those calculations in mass" or maybe it's just "too many calculations for the current system design". Years ago they stated that it wasn't a hardware issue and you know what, I believed it then and I still believe that now. I'm like, 99% certain that's what the push for the re-architecturing was about a couple years ago but at some point they probably realized it was a massive task and concluded that the sunk cost fallacy was at play.
The fact that a hardware upgrade helped was nice but I also think that it was always only a matter of time before it wasn't good enough. Vegeance has also proven that reducing the raw amount of data that needs to be accessed in combat helps massively and it appears, indeed, that building combat from the ground up using their existing technology is a path forward that minimized costs and time while maximizing the performance gains. At least when compared to trying to redesign the guts of their engine to accommodate the old system.
At the end of the day it is a solvable problem. The question is if it's worth the cost. The plan they've arrived at seems to be threading the needle.
Zenimax don't want to pay the licensing fee's for a a big name anti-cheat, so everything is calculated server side. Practically nothing is done client side which means all the stress is put on the servers.
A lot of stuff was client side at launch, enabling rampant Cheat Engine abuse. They moved the stuff server side a couple years in, which put an end to Cheat Engine, but made the lag far worse.Zenimax don't want to pay the licensing fee's for a a big name anti-cheat, so everything is calculated server side. Practically nothing is done client side which means all the stress is put on the servers.
A lot of stuff was client side at launch, enabling rampant Cheat Engine abuse. They moved the stuff server side a couple years in, which put an end to Cheat Engine, but made the lag far worse.Zenimax don't want to pay the licensing fee's for a a big name anti-cheat, so everything is calculated server side. Practically nothing is done client side which means all the stress is put on the servers.
A lot of stuff was client side at launch, enabling rampant Cheat Engine abuse. They moved the stuff server side a couple years in, which put an end to Cheat Engine, but made the lag far worse.Zenimax don't want to pay the licensing fee's for a a big name anti-cheat, so everything is calculated server side. Practically nothing is done client side which means all the stress is put on the servers.
If instead of moving everything server side, they just instead used a good client side kernel level anti-cheat then we wouldn't be here complaining about the performance and cheat engine wouldn't be a worry because of them using a good anti - cheat... lol
A lot of stuff was client side at launch, enabling rampant Cheat Engine abuse. They moved the stuff server side a couple years in, which put an end to Cheat Engine, but made the lag far worse.Zenimax don't want to pay the licensing fee's for a a big name anti-cheat, so everything is calculated server side. Practically nothing is done client side which means all the stress is put on the servers.
If instead of moving everything server side, they just instead used a good client side kernel level anti-cheat then we wouldn't be here complaining about the performance and cheat engine wouldn't be a worry because of them using a good anti - cheat... lol
... made by a company like zenimax, backed by microsoft, with millions of dollars behind it...
Have you considered that not the Skills, but other things lead to the poor performance? For example certain server side updates, which lead to big performance regressions. Even if you run around alone in Cyrodiil, running can be slowed down, or riding on your mount can be sluggish and get slow downs, without ANYONE being near. - RedJohn_COF
A. Yes, we've considered and tested what contributes to game performance impact and have looked at the various things including physics processes (the things that control destructible states on keeps and such). We’ve looked into collections, outfit stations, quests, inventory, etc. Everything pales in comparison to ability usage combined with passives (this includes item sets, CP, and skill line passives), which is why they were the focus of our Vengeance tests.
1000% agree with the person who mentioned turning add-ons off. As far as I can tell it is the one thing they haven't tested. At the very least: run a test. Three days with no add-ons in Cyro, or even across the game. Get some hard data points.
SaffronCitrusflower wrote: »I would agree its really important we get clear official written answers that can be referred to in the future to stop cycling around the same arguments/discussions. Maybe with the new management committed to more openness and transparency we will get this level of clarity.
My interpretarion of events goes back to what we saw from the vengeance 1 feedback, in my opinion what this clearly showed was that the computation load was the underlying cause of the issues, this would also make sense with the original game design having more client based calculations in the old days that ended up being moved to server side. The only time vengeance 1 was remotely laggy was the massive stalemate battles and as was shown in the feedback this was the only time the computation load got near the levels of GH. (That if I recall was with population 4 or 5 times higher than GH). Computational load being the underlying issue, also explains why as features were turned on more people experienced lag on vengeance at lower population levels.
So if my interpretation of what has been presented so far is correct, and the problem is computational load, then that's a pretty big issue, how do you limit healing stacking or add/remove functionality through battle spirit without increasing computational load?
You mention disabling certain sets, that would be potential way to clearly reduce calculations, but given the response from people with vengeance not having sets I can see why ZOS may not want another backlash in that space (I know removing a handful of sets is different to no sets at all, but just saying ZOS are in a no win situation on this element imo).
Ya maybe this is the reason. But then the question is why isnt it reversable, or something that can be improved or changed. And ya some people will always complain but if changes helped performance more people would be happy. Removing sets would probably be the biggest issue for people, but there are other things that could be done. Like disabling cross healing out of groups, sure the people that randomly go around healing zergs, that dont want to group, wouldnt like it, but how many people actually fall into that category?
And the heal stacking issue, and how many people can actually get healed by certain skills, is deff a problem. But as for how they can remove/adjust these things through battle spirit without increasing computational load, im not sure but i would imagine the benefit would out weigh the cost. And thats if it even works that way. Like maybe the load of battle spirit, spread out through the entirety of gray host, works way less than the load of 2 ball groups fighting at a keep spamming a million heals for a half hour.
turning off addons is another test they could do. Like i wonder how much impact addons have on performance.
You can literally feel the complete degradation of performance across the entire map when there is a massive fight, with multiple ball groups. Performance goes from bad to unplayable. Like at this point i would take bad performance over unplayable performance, which is what were getting every night in gray host. And honestly its mind blowing to say that about a game like this, made by a company like zenimax, backed by microsoft, with millions of dollars behind it, but this is where we are at this point.
Ive said it time and time again over the years, i refuse to believe a team like this cannot get to the bottom of this issue and fix it. Or at the very least give us the exact issue, and reason why its impossible to fix. I think at the very least we deserve that much after all this time, and so many broken promises.
If they can't fix GH then they don't have what it takes to build a whole new system up from scratch either. That's how we know vengeance will fail at least as bad or worse than GH is failing now.
Do any of you even read the Vengeance threads? Zenimax said themselves exactly what the problem was in the last Q&A:Have you considered that not the Skills, but other things lead to the poor performance? For example certain server side updates, which lead to big performance regressions. Even if you run around alone in Cyrodiil, running can be slowed down, or riding on your mount can be sluggish and get slow downs, without ANYONE being near. - RedJohn_COFA. Yes, we've considered and tested what contributes to game performance impact and have looked at the various things including physics processes (the things that control destructible states on keeps and such). We’ve looked into collections, outfit stations, quests, inventory, etc. Everything pales in comparison to ability usage combined with passives (this includes item sets, CP, and skill line passives), which is why they were the focus of our Vengeance tests.
... made by a company like zenimax, backed by microsoft, with millions of dollars behind it...
Please stop perpetuating this falsehood.
When company A buys company B, the purpose of the purchase is to extract the wealth from company B and transmit that wealth to the owners of company A. That is why whatever brand name product that your dad swore by is now garbage. From Sears tractors to Gibson Les Paul guitars.
It used to be, a small group of dedicated people made a good product, and it got a good reputation; that takes 20 years. Then the original folks are tired and hand it over to the next gen. Then next gen gets an offer they would be fools to refuse. The new owners gamble on lowering cost-of-goods-sold in any and all ways possible and making their money back before the good reputation is ruined by the cheap shoddy products now being delivered. The only difference is that nowadays, technology companies can, in some cases, accelerate this to only 5 years before being bought out.
MS buying Bethesda was not good news. It was the beginning of the end.