@Gabriel_H I’ve seen you go round for round in other threads that never stopped, I assume you might still be typing in them. Anyway, I do not agree with you, and I don’t believe your opinion or assessment (whatever you wanna call it) is fact. I do consider myself patient, but not enough to keep answering these questions that have nothing to do with the fact that performance is supposedly top priority above anything else but only in a specific part of ESO.
Romilly
MorallyBipolar wrote: »Finedaible wrote: »ESO 2 is even more unlikely after MS just axed Zeni's only other MMO project with the people (from ESO) who were working on it..
The people working on the new MMO were either new hires or people transferred over from ESO. When the layoffs happened around 25 people were transferred back from the new MMO to ESO. So staffing for ESO actually increased.
You're expecting us to believe you have access to inside information that's never been reported publicly. You can't possibly expect us to believe you're a ZOS employee, so please try to limit your claims to actual known facts.
*sigh*
Just because you don't know something, doesn't mean it isn't public: https://aftermath.site/zenimax-unions-microsoft-layoffs-mmo-elder-scrolls/
Izanagi.Xiiib16_ESO wrote: »Unfortunately there are various speed hack tools out there and it's very hard to prove if people use it.
Also you can simply sprint let go of sprint for a split second, cast and re-sprint.
Players will also do this around the resource tick timer so sprinting doesnt impact their resource gain. ZOS could fix this by ensuring that if a player was sprinting at any time between the last tick being calculated and the new tick calculation the resources are adjusted but that requires a code change. (same with blocking).
How do they know when the resource tick timer is up, is that an addon?
I have heard about speed hacks. I have also heard that controller users have an input device that can automate things like heals, breakfree and light attack /skill/bash weaving. Although this device has been named on this board, I will not name it because I suspect that is frowned upon. But if you see people who are constantly running top speed, immediately break all CC, perfectly heal, and on recap perfectly execute their weaving, that may be why.
(a perfect weave is when light attack, skill and bash all land within .1 seconds. In combat with the chaos and movement and defense this is hard to achieve every time for human players. In other words the standard deviation of the time between light attack and skill firing is much higher than if a controller device with a macro does it. People who say this is no advantage in Pvp, due to lag, are not correct. The lag affects the human and the macro equally, but the macro will still do more damage per unit time due to perfect weaving)
Turtle_Bot wrote: »Well, it looks like they have made a start on what I said needed to happen regarding Vengeance:
- Lastly for Vengeance, a few things here.
- ZOS needs to confirm (and stick to this) that vengeance is just tests and won't be "the final product" or at most will be an option for cyrodiil (ideally a "learner" cyrodiil for new players to learn PvP basics).
- ZOS needs to speed up these tests so they don't drag on too long.
- ZOS needs to do balancing for live Cyrodiil in the meantime so PvP doesn't die completely while waiting for the results of these tests to produce outcomes.
Forum Link below:
https://forums.elderscrollsonline.com/en/discussion/685603/community-update-vengeance-testing-cyrodiil/p1
They have confirmed that Vengeance is (as per their stated goals) now going to be (ideally) an option at most, to be ran alongside Greyhost (and apparently a new "mini-cyrodiil" mode that is like a mix of BGs and Cyrodiil but with full greyhost ruleset). They definitely need to stick with this though and ideally not let greyhost (or vengeance) just rot balance wise.
They also acknowledged the tests dragging on too long and have stated their plans regarding future tests for next year (including healing vs damage tests). They have also shared a few results of the previous tests and the actual population caps in Cyrodiil (360 total/120 per faction for live, 900 total/300 per faction for vengeance) with us too which was really nice to see.
The last thing that remains unaddressed is my third point: Balancing Live alongside the tests/vengeance so that the tests aren't in vain.
This is still up in the air since it seems most of the combat balance team is tied up with vengeance currently (and less people available due to microsofts recent layoffs).
Also note that the above linked forum thread is stated (by ZOS themselves) to be in addition to the 3rd PvP FAQ update, not a replacement for it. So that FAQ should still be coming soon (tm).
Honestly (cynicism/skepticism aside), as much as ZOS has messed up over the years, these early signs/communications under the new leadership (open and honest communication about the writhing wall event mess up, and now this for vengeance including sharing some of the results/data graphs) have been a really nice step in the right direction so kudos to ZOS where it is due. Hopefully it continues and is built upon, even though it will take a lot of time and rolling with the punches to push through the cynicism/skepticism of the player base that has built up through the years as a result of the many decisions made in the past.
MincMincMinc wrote: »Rogue_Coyote wrote: »Maybe it's just my experience and my groups experience, but for some odd reason we are finding that 9/10 times, serious game breaking lag (to the point of rubber banding and skills not working) only seems to happen when certain DC ballgroups show up, or certain small scale DC tower humpers appear. It can be seen at keep fights easily. AD could be faction fighting EP at Lessy no problem, skills work fine both sides are doing well then all of a sudden the fps drops to 15 and lookie here, here comes the DC ball.
Raid lead actually caught on and now we actively watch for it. It's a tell tale sign they are arriving, or in the keep we are looking to defend. Daily. Nightly.
Its just ticks per second, ball groups create the most ticks and are actually incentivized to do so. Do we really think its smart to have all these group sets that demand you spam aoe over time effects as much as possible? Really think about the proc conditions for sets like rallying cry or transmutation.
a single target heal ticks once
an aoe heal could tick once per player = 12 ticks
an aoe over time heal could tick once per player per tick so imagine 10 ticks and we are at 120 ticks
Slap on just 10 procs that could trigger off of said event each skill cast (enchants, CC, set bonuses, etc)
1 tick becomes 10
12 ticks become 120
120 ticks become 1200
Its not rocket science. If you keep making game design choices that favor the worst contributors to lag, you will get lag. Why does the game lag less during MyM.....the servers are full of noobs that only do a few ticks per cast instead of the servers being full of veteran pvp ball groups doing 1200 ticks per second.