ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
- 1/18/2016ZOS_BrianWheeler wrote: »The next incremental patch will have some changes to underlying combat resolutions to speed up calculations on the server, but also some changes to how abilities check their cost per cast. We found many abilities were evaluating their costs when they didn't need to, so we're fixing that.
There are some changes to how abilities are structured coming in the Thieves Guild patch itself. These changes don't effect the ability functionality on the player or their effects against other players, but how the server handles the process of the abilities themselves.
- 4/5/2016ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
You guys ask for updates and then complain when you get one. There is never going to be a magic fix to performance, all we can hope for is exactly what they're doing - chipping away at it step by step, hoping that each step improves performance a bit.
I do agree though that it would be preferable if each step, once ready, could be dropped in an incremental, rather than getting a whole staircase with each update.
ZOS_BrianWheeler wrote: »We have been making incrimental changes to how the server handles abilities and items in combat as well as adjusting some back end work regarding how abilities prioritize their targets. The bulk of these changes will be coming in the next major update.
You guys ask for updates and then complain when you get one. There is never going to be a magic fix to performance, all we can hope for is exactly what they're doing - chipping away at it step by step, hoping that each step improves performance a bit.
I do agree though that it would be preferable if each step, once ready, could be dropped in an incremental, rather than getting a whole staircase with each update.
ZOS_BrianWheeler wrote: »Abilities work on several stages when fired off whether hitting several players in an area, or checking an area to hit just 1 or 2 players. For explaining how this functions in real world terms, let's use Honor the Dead as our example because its a single target ability that has an Area (Radius) of 28 meters.
1 - Upon casting Honor the Dead, the server checks the radius around the Templar (area) as defined by the ability...in this case 28m Radius (an Area of 2463 meters) and gets a list of ALL players in that area (friend or foe).
2 - The server then checks any requirements Honor the Dead has, and begins sorting that list to find the legitimate target to apply the ability to. In this case, the ability needs to find the closest friendly target in that 2463m Area, that is not full health, and apply a heal to that target. This is accomplished by having a unique requirement made specifically for Honor the Dead. The list generated by the server on the Ability cast can be 2 people or 100 people ...it just depends on how many players are in that Area as noted by the ability before it sorts out who to apply the ability effects to.
3 - The server then fires the heal after picking the legitimate target from step number 2 after sorting the list of players according to the ability requirement to apply that heal.
Step number 2 is what we're in the process of changing to be less intensive on the server. Currently each requirement for abilities like Honor the Dead have unique hand crafted requirement lists. The same goes for many other abilities in the game. This includes checking things like lowest health, highest health, distance from target (nearest or furthest), etc. What we are changing is making these requirement not be individually unique, but remaking them as universal server rules which are far less intensive on the server.
As you can imagine, this is no small task to double check abilities in both PVE, PVP both generated from monsters and players. We are working to get all scenarios tested and confirmed that functionality of abilities are not effected and working as fast as we can to get this out to you all and appreciate your patience.