Nemesis7884 wrote: »At some portions during this fight you just take massive amounts of damage despite not being near the boss and not standing in any red field for no apparent reason - open when everyon dies without knowing why...??
spartaxoxo wrote: »spartaxoxo wrote: »I don't think there should be because the dungeons weren't designed for it. It is great that some people can do it, but the purpose of dungeons is to be group content. All the best stuff should come from running it as a group.
Well, maybe they're designed for group play, but if I can play solo, why can't I get something for it? That means they're poorly designed.
But okay, I'll explain. I usually play solo for mask styles, leads, and other things. It's simple, we runing for the Scoria mask yesterday. It was a 4 DD run. Two regulars, me for fake heall and fake tank. Basically, I run the dungeon with a fake tank, and two regular DDs runs behind us. The fake tank didn't enable HM, so I didn't get the mask. He didn't whant wipe to enter HM. I don't run dungeons with a group anymore. So, if I have to run the dungeon solo to complete it the way I want, why not get an achievement for it?
for the last its situation with belharza lead. i run it in vet, why not get achive for els if i need do that?
They should minimize how rewarding it is to play solo to protect queue times, IMO.
GPT can do it in a couple of minutes. The new GPT can code it in the same amount of time.
A while ago I made a thread, asking for pretty much the same, but merely limited to forum accounts. The resonance was overwhelmingly negative. Forgiveness is a virtue that is preached, not practised these days - even if the crime is as minute as poor expression on a video game forum. In the age of safe spaces it is more helpful to know how and when to be offended than it is to manage ones own emotional reaction to written words.
The Mod response was that they would consider appeals if enough time has passed, which is technically fair enough. But from my limited interactions with CS I would not be too optimistic.
MincMincMinc wrote: »SeaGtGruff wrote: »I have a hot take on Cyrodiil performance.
If deer were removed from Cyrodiil in an effort to improve performance-- presumably to little or no effect; it was long before my time, so I don't know whether it had any effect-- then maybe it would actually be more effective to remove wolves and all other wildlife that can become aggroed by our characters? That way, the server wouldn't need to keep track of whether or not we'd aggroed a dozen wolves and tigers while riding to a battle, keep up with moving those critters after us as they chase us down, keep up with how far outside of their normal territorial areas they've chased us, and how long they've chased us, etc.
I mean, how much processing might be reduced by eliminating wolves and tigers and such from Cyrodiil? /rubschin
I don't remember-- how were wolves and tigers handled during the first and second Vengeance tests?
The thing is we all know that's not what is causing lag. It lags when large groups, especially ballgroups, are in a small area fighting one-another. It happens every time and there is absolutely no way they don't have recorded metrics that show what is causing it and why.
It doesnt even require groups to be fighting. It begins lagging the moment groups dismount and begin buffing up. It happens all the time. I would follow an ep group in while they pvdoor and sit on the walls since there are only zerg guilds running around and 1vX is few and far between. The server is running perfectly fine until a 12 man dc group starts buffing up outside to back cap.
Its no secret, we know it involves groups stacking every effect in the game with no limiting mechanics like the game used to have before the pve changes for things like stacking the same dots and hots. Power creep and design bloat has only gotten worse and is only going to continue to get worse. People love power creep though and will adamantly defend it with their dying breath.CatoUnchained wrote: »MincMincMinc wrote: »They have already gone over and upgraded the hardware with really no difference. If the issue is terrible code, new hardware won't fix things. Well, sure maybe if we leap forward to quantum computing it could handle the shear volume of calculations. The game is just too bloated after 15-20 years of the code being worked on by different employees. It probably doesn't help that zos keeps adding in bloat and putting new layers ontop of new layers every other patch.
Having no control or not putting their foot down when it comes to power creep is only going to make things worse. We already have skills and set bonuses that are multiple paragraphs long. At what point will we have short novels for tooltips? We already have to look and compare multiple out of game Wiki's to understand status effects and offbalance.
The stat and combat system is just not clear and concise to any degree.
Patently false.
The only time in the history of Cyrodiil that we had near flawless performance for months, with a pop cap of 200-300 players/faction at the time, was the three months after they replaced the server hardware.
When they did the 12 man groups in like 2020 they cut pop caps down to like 100 players and then as many expect when they did the server hardware changes they reduced it further to around 64 players. Go on live today and try to get a player count. Typically GH will have one zerg guild on your faction of 20-24 players. Then it will have 2 ball groups of 12 players. Then just add up the remaining floaters and afk at spawn players and you end up around 64 players.
Zos had quoted early day numbers of around 200+ per faction which seems to match up with the vengeance test where they are saying we were able to 4x the population. People still like to think cyrodil is big, but in reality there are more people sitting in que than there are likely even in the server. Granted the graphs they showed on stream only showed a 2x player count so I am not sure what metric they were showing.....MincMincMinc wrote: »They have already gone over and upgraded the hardware with really no difference.
For about 6-9 months post-hardware upgrade, the game ran at a level I'd never seen in it's history up till that point (and since!). I was streaming often during this time and would frequently be in keeps where there were 50+ players present and on screen at once with zero ability delay whatsoever.
I wish they would explain why the performance suddenly degraded back to pre-upgrade levels just a short 6 months later. It was like someone had flipped a switch - they released a patch and suddenly the ability delay was back during prime time. Since they never bothered to offer any explanation for this series of events, we're just left to speculate on what occurred. Whether the sudden drop was related to the return of ball groups en masse, the spaghetti code compounding the issues further each consecutive patch, or a straight up reduction in server capacity for a reason not given to us.
But to say there was no difference at all is just untrue - the upgrade was genuinely the one single thing they've done in the history of the game that actually made a difference, and a massive one at that.
I only did a lot of 1vX back then, but as far as I remember we had a good week or so where everything seemed good. Granted we all know it only takes a different dilution of the playerbase to have a performance impact so those few good days could have just been some event or influx in playerbase. This dilution effect is probably the main reason why previous more popular MyM events were so much better.....the ballgroups and guild groups actually split off to different servers and were diluted by light attacking pugs. (EDIT: honestly this is a big issue I see with the vengeance testing since zos alienated and did not support the pvp players. The vengeance tests were likely diluted with more pve quester players that only light attacked in combat vs hardcore groups stacking aoe hots as efficiently as possible.)
There are just as many people and forum posts in those 2-3 weeks after where people still experienced performance issues. Even you claimed you were still having ability delay and how there was still lag and ability delay. (not to fault you with a gotcha it was multiple years ago. I wish there was a silver bullet too, but It just doesn't seem to be the case.) Not to mention Matt had made a post about the hardware change likely would not affect performance at all and were only for stability and maintenance avoidance.