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Less lag since patch dropped?

  • Telel
    Telel
    ✭✭✭✭✭
    From the latter half of the EP dethrone push on TF NA last night.

    https://www.youtube.com/watch?v=KRLGn1R82qw

    As you can see there were qutie a number of griffs running around, plus AOEs, heals, etc all being fired off frantically to try and slow them down. Yet this one barely lagged at all. Though those griffs do tend to be more spread out than certain groups of people who seem to be trailed by 'lag' that causes all manner of annoyances with skill usage and targeting.
    Character: Telel
    Class: Night Blade-Werewolf-viking-ninja-catgirl-mallet wielder
    Past times: Refusing to go full magika spec, hitting things with a big hammer, sniping, and speaking in khajiit
    Also: Gelel the Derp Knight, Altsel the streaker, and Filafel the temp temp.

    Khajiit has a twitch stream! https://twitch.tv/telel_khajiit feel free to come see how truly unskilled Telel is.
  • WebBull
    WebBull
    ✭✭✭✭✭
    Dynamic Pop. Caps have been discussed but aren't on the table at this time as it would not be a simple thing to implement.


    Can we at least have "Hard" pop locks. 90% of the time when my campaign shows locked there is no queue. Unless there is a queue, the population should not show as locked. Populations should only locked when truly capped out. I believe the "buffer" between when the lock shows up but before the queue actually exists is a significant amount of players. ZOS you need to be more transparent on this issue so please change to hard locks.

    As far as lag, it definitely seems improved so far /fingerscrossed. The deer should be allowed back in.
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Good to see that we now have confirmation that these guilds are causing the lagg.

    ya your right. its players fault for playing the game the way it was advertized and designed for.

    not the companies.

    Stacking 4 guilds in 1 keep is the way the game was advertised? Na bro don't lie

    ZOS is of course at fault, guilds don't help the matter out. In a week the lagg will be back like it is every patch.

    Ya "bro" it was. Large scale pvp. You think 4 guilds at a keep is alot you havent been here since launch.

    ZOS DESIGNED GROUPS TO BE MAX 24 PEEPS.

    lol.

    You think they only wanted 24 man pug groups????

    lmao

    4 guilds doesn't mean 4 groups of 24. Think that passed you by seeing as you made the typical response of a broccoli.

    Respond when you realise your mistake (which I just pointed out to you, because I reckon again it will pass you by) and realise that you owe me a apology for being rude.

    Thanks.

    Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess. :trollface:

    My two cents...

    I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.

    On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.
  • pmn100b16_ESO
    pmn100b16_ESO
    ✭✭✭✭✭
    Four or five times tonight, everyone on my screen starts to stop/pause/stop/pause, then eventually everyone just pauses. I can still move my character around, but everything in the game world has just stopped. I have to alt+f4, manually close the game via task manager and after 3 or 4 attempts log back into the game where I either get back into Cyrodiil where I quit, or get thrown back to pve.

    Does anyone have a similar experience or know what causes this? It mainly happens when I am on siege.
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    Manoekin wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Good to see that we now have confirmation that these guilds are causing the lagg.

    ya your right. its players fault for playing the game the way it was advertized and designed for.

    not the companies.

    Stacking 4 guilds in 1 keep is the way the game was advertised? Na bro don't lie

    ZOS is of course at fault, guilds don't help the matter out. In a week the lagg will be back like it is every patch.

    Ya "bro" it was. Large scale pvp. You think 4 guilds at a keep is alot you havent been here since launch.

    ZOS DESIGNED GROUPS TO BE MAX 24 PEEPS.

    lol.

    You think they only wanted 24 man pug groups????

    lmao

    4 guilds doesn't mean 4 groups of 24. Think that passed you by seeing as you made the typical response of a broccoli.

    Respond when you realise your mistake (which I just pointed out to you, because I reckon again it will pass you by) and realise that you owe me a apology for being rude.

    Thanks.

    Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess. :trollface:

    My two cents...

    I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.

    On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.

    No Mano, they are 1vXing a faction, duh. The zerg that'r right behind them doesn't count because they are solo.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Ghost-Shot wrote: »
    Manoekin wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Good to see that we now have confirmation that these guilds are causing the lagg.

    ya your right. its players fault for playing the game the way it was advertized and designed for.

    not the companies.

    Stacking 4 guilds in 1 keep is the way the game was advertised? Na bro don't lie

    ZOS is of course at fault, guilds don't help the matter out. In a week the lagg will be back like it is every patch.

    Ya "bro" it was. Large scale pvp. You think 4 guilds at a keep is alot you havent been here since launch.

    ZOS DESIGNED GROUPS TO BE MAX 24 PEEPS.

    lol.

    You think they only wanted 24 man pug groups????

    lmao

    4 guilds doesn't mean 4 groups of 24. Think that passed you by seeing as you made the typical response of a broccoli.

    Respond when you realise your mistake (which I just pointed out to you, because I reckon again it will pass you by) and realise that you owe me a apology for being rude.

    Thanks.

    Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess. :trollface:

    My two cents...

    I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.

    On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.

    No Mano, they are 1vXing a faction, duh. The zerg that'r right behind them doesn't count because they are solo.

    If you missed it, the important part of what he's saying is the following :
    For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players.
    Frozn - Stamdk - AR50
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    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • HoloYoitsu
    HoloYoitsu
    ✭✭✭✭✭
    ✭✭✭
    I have a solution to the lag, ZOS just needs to add a 100m soft enemy collision bubble on everyone as part of Battle Spirit. Nobody can fight or even get close to each other, it's the perfect lag free experience. You will only interact with the enemy through siege, just as Wheeler intended.
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    frozywozy wrote: »
    Ghost-Shot wrote: »
    Manoekin wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Good to see that we now have confirmation that these guilds are causing the lagg.

    ya your right. its players fault for playing the game the way it was advertized and designed for.

    not the companies.

    Stacking 4 guilds in 1 keep is the way the game was advertised? Na bro don't lie

    ZOS is of course at fault, guilds don't help the matter out. In a week the lagg will be back like it is every patch.

    Ya "bro" it was. Large scale pvp. You think 4 guilds at a keep is alot you havent been here since launch.

    ZOS DESIGNED GROUPS TO BE MAX 24 PEEPS.

    lol.

    You think they only wanted 24 man pug groups????

    lmao

    4 guilds doesn't mean 4 groups of 24. Think that passed you by seeing as you made the typical response of a broccoli.

    Respond when you realise your mistake (which I just pointed out to you, because I reckon again it will pass you by) and realise that you owe me a apology for being rude.

    Thanks.

    Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess. :trollface:

    My two cents...

    I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.

    On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.

    No Mano, they are 1vXing a faction, duh. The zerg that'r right behind them doesn't count because they are solo.

    If you missed it, the important part of what he's saying is the following :
    For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players.

    I think he's just poking fun at something we've both picked up on in our time playing the game.
  • Orchish
    Orchish
    ✭✭✭✭✭
    It does feel like there is a less lag on Trueflame EU since the patch. However it is normally like this with every big update since pretty much every update is PvE a lot of the PvP players take a short break and go check out the PvE content.

    That said if the current performance is improved because of the patch and not because of lower player numbers then its a big step in the right direction. We know it can be achieved we had it back in beta and release with even larger populations than we get today.
  • zyk
    zyk
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think the game is just doing a better job of hiding server lag. I have been frequently encountering situations near large fights where:

    - I'd die instantly for no apparent reason, but would observe 2-3 seconds of incoming attacks in my combat log that I did not see in my client and could not react to
    - I'd use reflect on time, but the attacks would hit me anyway
    - I'd dodge on time, but attacks would hit me anyway

    Had I been in a large group, none of that would have been apparent.

    It's easy to think Cyrodiil has improved, but I am starting to think it is actually less playable than ever. At least at an individual level.
  • Torbschka
    Torbschka
    ✭✭✭✭
    So we were getting from "huge improvement" too "worse than before".

    Not sure i wanna laugh or cry about the console release
  • Aquanova
    Aquanova
    ✭✭✭✭✭
    I'm still finding lag. Died from it just today but it does seem a lot less severe than it was pre ud 11.

    Hope this trend continues.
    NA/PC
  • Cogo
    Cogo
    ✭✭✭✭✭
    @ZOS_BrianWheeler

    Feedback after 6 hours straight pvp in Cyro - NO LAG?!
    Server: PC-EU
    Campaign: Trueflame last night with all pop locked. (19:00 GMT to 01:00 GMT)

    A huge fight at Bleakers and Chalman
    I can only estimate about the total numbers of players in the same area, but it was a minimum of 50 players, (2 groups) from each alliance.
    The battle went back and forth from Bleakers and Chalman for a good 2-3 hours. Including a huge mesh at Bleakers where it seamed everyone on the whole server was there. At least 2 camps from Pact was up and got replaced several times.
    I only saw one DC camp location, right at Bleakers, and at least 2 spots for AD camps towards Aleswell.

    DC had Bleakers the whole time, and it reminded us of 300. A Small army of Sparta against huge armies that never stopped.

    No lag what so ever! Why? Even Pact zonechat had comments about the lack of lag.
    My Ping went up and down, but skills fired as they should.
    My only addons are S'reidarr that shows active buffs and debuffs. And killcounter, that shows various kill/Killed status.
    My FPS was steady around 40-60, depending where on the MAP I was.

    It's normal for me to lag a bit during primetime, when millions of pact are chasing enemies around keeps.
    The lag was always temporary, around a few seconds, and then "stabilized" itself.

    The problems I had was:
    • The door "bug", when you click a door and it wount let you enter. Or I click several times and get ported in then out again.
    • Resing. From time to time, the res button didn't "Fire". I had to move around the target and try several angles before I could res.
    • Resing 2. Even if I had resed a player who had it pending, I could start the res on player nr 2, only to get the message "You already have a pending res by your soul stone" (Or something). Before this update, I could not start the res of player nr 2 if player nr 1 was still pending.
    • Action skills "stacking". When I smash several hotkeys for skills that are not instant cast, the second skill seams to "que" and fires when the first is done. Even if I press escape, the second skill Fired as on que. This happen when I use Bow Snipe, a lot. "Locking" me until the skill is finished.
    • Weapon swap. This did not always fire around large groups when I tried to enter a door.
    • DK skill "Dragon scales" did not always seam to reflect the attack on me and I am not sure if I got the protection, even if the buff status showed it.
    • Dodge seams "odd". I dodged less overall, but almost everything when using "Medium armor: Evasion".
    • Group chat seamed to not work 100%, even if you see your own text. This was random, but several group members was asking "Do you see this?". Wondering why no one responded to something. This happened a bit to much to be a fluke.
    • Resto Staff healing springs and Alliance war Vigor did not always hit teammates who was above me in a hill or below a slope. We noticed this around the hillside at Bleakers and the slope around North chalman. Intended?
    • My bow damage was much higher without any changes by me. I use poisons from alchemy. Poison arrow and Barrage was higher overall, while snipe was like it used to. Why is the damage increased on bow? Or is it the poison?

    I do have a very good system and are lucky with a great connection. But this update did improve lag in Cyro during prime time. Whatever you did, more of the same please!

    I would be happy to stream my performance if it would help anything.
    Edited by Cogo on August 5, 2016 12:33PM
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    To be clear, the spots of performance loss are still being worked on. The updates in the Hist patch were by no means the end all be all of fixes. We are remaining tireless on this subject though, and looking forward to the consoles getting this update soon!

    Also note that client performance is different than server performance. If your client (the game as it's running on your PC/Mac/Console) has FPS drops, that's not the same as server latency. You are welcome to still post any issues you have with your play experiences though denoting whether you believe it is server latency or client FPS issues.

    Again, we thank you for your continued support here gang and we are working on it =)
    Edited by ZOS_BrianWheeler on August 5, 2016 1:17PM
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • arkansas_ESO
    arkansas_ESO
    ✭✭✭✭✭
    To be clear, the spots of performance loss are still being worked on. The updates in the Hist patch were by no means the end all be all of fixes. We are remaining tireless on this subject though, and looking forward to the consoles getting this update soon!

    Also note that client performance is different than server performance. If your client (the game as it's running on your PC/Mac/Console) has FPS drops, that's not the same as server latency. You are welcome to still post any issues you have with your play experiences though denoting whether you believe it is server latency or client FPS issues.

    Again, we thank you for your continued support here gang and we are working on it =)

    Thanks for helping fight the lag! Maybe one day I'll be able to be near Chalman without my computer catching fire. On a semi-related note, whatever happened to the Imperial City Q&A thread? https://forums.elderscrollsonline.com/en/discussion/comment/3234380/#Comment_3234380

    Can you, @ZOS_BrianWheeler , or @ZOS_GinaBruno or @ZOS_JessicaFolsom comment on this?


    Grand Overlord 25/8/17
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    frozywozy wrote: »
    Ghost-Shot wrote: »
    Manoekin wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Good to see that we now have confirmation that these guilds are causing the lagg.

    ya your right. its players fault for playing the game the way it was advertized and designed for.

    not the companies.

    Stacking 4 guilds in 1 keep is the way the game was advertised? Na bro don't lie

    ZOS is of course at fault, guilds don't help the matter out. In a week the lagg will be back like it is every patch.

    Ya "bro" it was. Large scale pvp. You think 4 guilds at a keep is alot you havent been here since launch.

    ZOS DESIGNED GROUPS TO BE MAX 24 PEEPS.

    lol.

    You think they only wanted 24 man pug groups????

    lmao

    4 guilds doesn't mean 4 groups of 24. Think that passed you by seeing as you made the typical response of a broccoli.

    Respond when you realise your mistake (which I just pointed out to you, because I reckon again it will pass you by) and realise that you owe me a apology for being rude.

    Thanks.

    Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess. :trollface:

    My two cents...

    I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.

    On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.

    No Mano, they are 1vXing a faction, duh. The zerg that'r right behind them doesn't count because they are solo.

    If you missed it, the important part of what he's saying is the following :
    For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players.

    Why are you telling me that? In the last month and a half I have been in a group larger than 3 one time, and that was a group of 8.

    Edit: I lied, I think it was 2 times!
    Manoekin wrote: »
    frozywozy wrote: »
    Ghost-Shot wrote: »
    Manoekin wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Darnathian wrote: »
    KisoValley wrote: »
    Good to see that we now have confirmation that these guilds are causing the lagg.

    ya your right. its players fault for playing the game the way it was advertized and designed for.

    not the companies.

    Stacking 4 guilds in 1 keep is the way the game was advertised? Na bro don't lie

    ZOS is of course at fault, guilds don't help the matter out. In a week the lagg will be back like it is every patch.

    Ya "bro" it was. Large scale pvp. You think 4 guilds at a keep is alot you havent been here since launch.

    ZOS DESIGNED GROUPS TO BE MAX 24 PEEPS.

    lol.

    You think they only wanted 24 man pug groups????

    lmao

    4 guilds doesn't mean 4 groups of 24. Think that passed you by seeing as you made the typical response of a broccoli.

    Respond when you realise your mistake (which I just pointed out to you, because I reckon again it will pass you by) and realise that you owe me a apology for being rude.

    Thanks.

    Then if I'm at a keep solo, does that mean I'm stacking 5 guilds in one keep by myself? That would be very typical of me I guess. :trollface:

    My two cents...

    I've been playing the game the same way since it released. In an organized guild group. Since it released. Somehow, some way, game performance and server performance has gone down since then as the number of organized guild groups has decreased drastically. You used to have a guild for coordinating guilds on one campaign, and if you did that now you could make one for all campaigns and still have less guilds in it. I don't know how it got to the point where people point there fingers at others and say it's all their fault, but it wasn't yesterday though it is today. It's pretty sad. Every player contributes to lag. When you show up at a flagged keep and see a fat zerg and the moment you decide to stay and engage in the fighting, whatever lag ensues is equally your fault as it is the group of players you're up against. Whether you're solo or in a 2man group it doesn't matter. If there's too many people there you are always free to move on to the next objective. This goes for every single player whether you're solo or leading a 24man raid.

    On the other hand it's obvious that too many people in one area leads to lag. Though it's entirely ZOS's fault you as a player have a responsibility, I believe, to do what you can to help alleviate the lag issue as it affects every player, and in extreme cases completely ruins their playing experience. For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players. You're simply much more likely to reach whatever threshold it is in that case. This isn't to shame anybody other than those that truly deserve it through their willingly bringing as many players as they possibly can to fights. Just a suggestion and some logical reasoning behind it.

    No Mano, they are 1vXing a faction, duh. The zerg that'r right behind them doesn't count because they are solo.

    If you missed it, the important part of what he's saying is the following :
    For this I would encourage groups to run less than the max amount of players, preferably 16 or under. You can't hide the fact that while a 24man raid on its own isn't a problem, adding 24 players to the fighting area is going to make it a lot easier for lag conditions to set in than adding less players.

    I think he's just poking fun at something we've both picked up on in our time playing the game.
    ^

    Edited by Ghost-Shot on August 5, 2016 1:46PM
  • Delsskia
    Delsskia
    ✭✭✭✭
    I agree that, while there have been some glitches, the lag does seem much better.

    1. still seeing some folks rubber banding occasionally
    2. the door bug
    3. fewer long loading screens, but still way too many and most of those are way too long, forcing us to force quit the client and log back in
    4. still have to do the ZOS shuffle - weapon swap a couple times, roll dodge a couple times and hit the escape key a couple times - in order to mount, rez someone, loot or get the "E" key prompt to pop up for a door etc. very often
    5. weapon swapping while in combat often doesn't work at all and feels very sluggish at other times
    6. I have noticed the 120 ping anomaly. it doesn't happen often and I'm rarely at exactly 120 ping, but for some reason at 120 ping rate there's a slide show
    7. I can't even remember the last time I saw the ZOS crash reporter. crashes still happen but the game hangs and and I have to force quit which seems to bypass the crash reporter

    All that said, things are going in the right direction, as far as performance goes, but it's still a long way from "fixed".
    NA-PC
    Fantasia
  • KisoValley
    KisoValley
    ✭✭✭✭✭
    Cogo wrote: »
    @ZOS_BrianWheeler

    Feedback after 6 hours straight pvp in Cyro - NO LAG?!
    Server: PC-EU
    Campaign: Trueflame last night with all pop locked. (19:00 GMT to 01:00 GMT)

    A huge fight at Bleakers and Chalman
    I can only estimate about the total numbers of players in the same area, but it was a minimum of 50 players, (2 groups) from each alliance.
    The battle went back and forth from Bleakers and Chalman for a good 2-3 hours. Including a huge mesh at Bleakers where it seamed everyone on the whole server was there. At least 2 camps from Pact was up and got replaced several times.
    I only saw one DC camp location, right at Bleakers, and at least 2 spots for AD camps towards Aleswell.

    DC had Bleakers the whole time, and it reminded us of 300. A Small army of Sparta against huge armies that never stopped.

    No lag what so ever! Why? Even Pact zonechat had comments about the lack of lag.
    My Ping went up and down, but skills fired as they should.
    My only addons are S'reidarr that shows active buffs and debuffs. And killcounter, that shows various kill/Killed status.
    My FPS was steady around 40-60, depending where on the MAP I was.

    It's normal for me to lag a bit during primetime, when millions of pact are chasing enemies around keeps.
    The lag was always temporary, around a few seconds, and then "stabilized" itself.

    The problems I had was:
    • The door "bug", when you click a door and it wount let you enter. Or I click several times and get ported in then out again.
    • Resing. From time to time, the res button didn't "Fire". I had to move around the target and try several angles before I could res.
    • Resing 2. Even if I had resed a player who had it pending, I could start the res on player nr 2, only to get the message "You already have a pending res by your soul stone" (Or something). Before this update, I could not start the res of player nr 2 if player nr 1 was still pending.
    • Action skills "stacking". When I smash several hotkeys for skills that are not instant cast, the second skill seams to "que" and fires when the first is done. Even if I press escape, the second skill Fired as on que. This happen when I use Bow Snipe, a lot. "Locking" me until the skill is finished.
    • Weapon swap. This did not always fire around large groups when I tried to enter a door.
    • DK skill "Dragon scales" did not always seam to reflect the attack on me and I am not sure if I got the protection, even if the buff status showed it.
    • Dodge seams "odd". I dodged less overall, but almost everything when using "Medium armor: Evasion".
    • Group chat seamed to not work 100%, even if you see your own text. This was random, but several group members was asking "Do you see this?". Wondering why no one responded to something. This happened a bit to much to be a fluke.
    • Resto Staff healing springs and Alliance war Vigor did not always hit teammates who was above me in a hill or below a slope. We noticed this around the hillside at Bleakers and the slope around North chalman. Intended?
    • My bow damage was much higher without any changes by me. I use poisons from alchemy. Poison arrow and Barrage was higher overall, while snipe was like it used to. Why is the damage increased on bow? Or is it the poison?

    I do have a very good system and are lucky with a great connection. But this update did improve lag in Cyro during prime time. Whatever you did, more of the same please!

    I would be happy to stream my performance if it would help anything.

    @Cogo Not sure if you're serious because AD and even DC zonechats as well as 2 of my guilds all the conversations were about the lagg (other than the conversations about how ZOS *** up salvation set).
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    My observations during large fights :

    - Sometimes I'll write two sentences in a row in chat and they won't show up in the correct order.
    - 75% of the time the Negate Magic ultimate will be invisible (should have one color for friendly and one color for enemy).
    - The famous door bug (even without lag, sometimes it takes 2-3attempts to get inside - this should be improved).
    - Some abilities become invisible (Radiant Destruction) from both the attacker and other players.
    - Infinite Loading screens when inner posterns get repaired.

    On a different note :

    - Mounts tripping on terrain.
    - Using gap closer on an enemy on an elevated surface and getting stuck underground.
    - Losing your running speed whenever you jump with your weapon sheated (works if your weapon is unsheated).
    - Sometimes when I die while holding block, I respawn with the block symbol permanently until I relog.
    - I still see double procs of enchants in my combat log/death recaps. Especially from gankers who open from stealth.
    - If I hold shift while mounting up, I cannot use any morph of Rapid Maneuvers. I have to mount again.
    - It is extremely hard sometimes to target corpses to resurrect - this should be improved.
    Edited by frozywozy on August 5, 2016 6:25PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • pmn100b16_ESO
    pmn100b16_ESO
    ✭✭✭✭✭
    About once every half an hour everything freezes and I evetually get thrown to login screen. No crash report. Then endless loading screen to get back in only to find I'm back in pve land.

    Uninstall imminent
  • forzajuve212
    forzajuve212
    ✭✭✭✭✭
    Forget I said anything, there are probably 150 DC and EP combined at fare, about 3 pact militia raids and 2 DC raids + pugs, ping spiked to 1500. Great job people, you know who you are. This isnt pugs meeting in one emp keep, there are organized guilds here that are fine with bringing 200 people to a non-emp keep with no fight elsewhere on the map and are completely fine with changing the 100-200 ping TF this week to good jolly old days of 1500+ ping. Cheers, gents. So pathetic.

  • Darnathian
    Darnathian
    ✭✭✭✭✭
    Lol. For anyone in this thread falling for the same old bs as usual.
  • forzajuve212
    forzajuve212
    ✭✭✭✭✭
    Darnathian wrote: »
    Lol. For anyone in this thread falling for the same old bs as usual.

    Got my hopes up and forgot there are raid groups and leaders who willingly bring 3 raids to a keep with 60 people already there.
  • Cogo
    Cogo
    ✭✭✭✭✭
    Ok, who is messing with me? Yesterday I had the complete opposite performance in Cyro as just 2 days earlier.
    Lag, skills not firing, crashes, weapon swap not working and misc minor bugs. Around 23:00 GMT performance seamed ok again, still with locked pop and large battles around keeps.

    You have gremlins in your servers!
    Edited by Cogo on August 6, 2016 7:57AM
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    Lag and client issues are as bad if not worse, and honestly sometimes you don't know if something is because of actual latency or coding or some combination of both.
    • Ground textures don't fully load so I run into the "edge" and start running in place, unable to change direction or to do anything.
    • I run into invisible objects while trying to evade pursuers because I don't have every inch of the map memorized (the objects render after I die).
    • Ping hits 999+ and the game locks up.
    • Abilities are frequently delayed but it varies by individual (i.e. it doesn't affect everyone equally and consistently).
    • FPS is regularly in the toilet doing laps.
    • And so on.

    Performance isn't 100% bad 24/7 so there are always good spots, but dying repeatedly do to poor performance has spiked for me since Update 11 hit. And this is all while I've been loading right back into Cyro when I enter the game each night from startup between 6:30-8:00PM Eastern on Trueflame/PC-NA, even last night (Friday). So the pop queues haven't been that heavy. Basically, you might be doing just fine then <boom>, the stupid starts with no warning, which makes it even more ragey.
    Edited by tinythinker on August 6, 2016 1:22PM
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  • rendolpheb16_ESO
    rendolpheb16_ESO
    ✭✭✭
    Lag is back.
    For Templar PvP video check my youtube channel
    https://www.youtube.com/RendolpheGamer
  • zyk
    zyk
    ✭✭✭✭✭
    ✭✭✭✭✭
    IMO, the key to improving server performance has always been changes to gameplay design.

    With the way the game is designed, improved server performance will always result in larger zergs that negate the improvements.
  • Sugaroverdose
    Sugaroverdose
    ✭✭✭✭✭
    The big thing we're looking for is combat responsiveness in battles. Are you pressing action keys and they're not firing for several seconds? Are abilities "storing up" and unleashing all at once because no inputs from you went through? Is chat not taking message inputs for several seconds? All of these bits of information help us nail down server performance. As you're reporting sometimes that latency meter is acting wonky, so any reports about how combat is going as opposed to "my meter went red" is very helpful!
    Did your developers heard about profiling? Seems like they don't.
    Also maybe it's time to make 'crowdfunded' performance fixes?

    Maybe it's network IRQ which tops at 100% and in result, server cannot handle connections?
    Try then to disable RSS and use RPS instead "echo f > /sys/class/net/${ifname}/queues/rx-0/rps_cpus" if server runs linux of course.
    That's really disappoints that only one interesting part of the game is completely unplayable now.
  • Torbschka
    Torbschka
    ✭✭✭✭
    Wow. This is how all my hopes for console getting detroyed in 3 days.

    Why Why Why xD

    They just need to implement *** smallscale
  • Lettigall
    Lettigall
    ✭✭✭✭✭
    Since this update my performance got worse. More crashes to login screen, ping jumps to +999, even it is not a prime time and getting lot of rubber banding!
    Some men just want to watch the world burn... I just want a cold beer!
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