Quote Originally Posted by Polantaris View Post
At least for PC, it has to do with connection speed, not PC speed. It's simply unreasonable to expect a connection to be able to transfer that many packets at once (location of EVERYTHING, data of EVERY PLAYER, every companion, minion, etc., AND monster data). Guild Wars 2 had the same issue in large scale WvWvW fights. There's too many people, too many things for the game to keep track of over a network connection, and as a result it loses data. A lot of it. The problem is that the game isn't putting priority on the packets that pertain to monsters, but instead companions and minions..
Yea... it's not a data issue. It's a design issue. EVE online can render 3000+ ships together all shooting lasers and missiles at each other yet it's still playable client side. GW2 no longer has this issue because they got rid of it when they made optimization to fix their shitty design.