ZOS_BrianWheeler wrote: »Remember to get a defense tick, you need to kill a player in the area, and that is distributed across the players in the area, not a flat bonus. That 1500 refers to the value of the player put into the pool when it comes to a defense tick, assuming that player is worth full value, so my apologies if that came out wrong.
SwaminoNowlino wrote: »Not sure I like the increased AP for defense though. It'll be that much more incentive for a zerg to watch the map for a keep to be flagged and run over their with their huge group. Think this may have the exact opposite effect they were going for.
ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
This means there are 54 locations that can give much AP as a single kill for flipping it, or killing a player in defense of it, that most (if not all players) can solo. This should/could entice battles to occur in other locations besides the usual areas of Chalman mine, Alessia Bridge, Nikel fields, etc.
We are aware the capture/defense patterns that can occur with a change like this, and will be monitoring the campaign trends carefully.
Boo, bloodporting is bad. Death should not have any beneficial results that cannot be achieved with Transitus porting. Death is supposed to be a bad thing. But hold on, horse simulator is bad too. Getting into a battle half way across the map is impractical if you can't get at least part of the way towards it.Reintroduce the notion of bloodporting with the old style forward camps. That'll solve another major problem with player crowding.
ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
This means there are 54 locations that can give much AP as a single kill for flipping it, or killing a player in defense of it, that most (if not all players) can solo. This should/could entice battles to occur in other locations besides the usual areas of Chalman mine, Alessia Bridge, Nikel fields, etc.
We are aware the capture/defense patterns that can occur with a change like this, and will be monitoring the campaign trends carefully.
ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
We have some changes going into the next update to help with server performance regarding how much the server needs to keep track of in a given area that we will be monitoring. As Rich has also noted, we are looking into Client performance issues regarding FPS/client lag. This is not just an issue in PvP but also in PvE zones where you may have noticed some FPS drops where many, many, many players are gathered.
ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
cschwingeb14_ESO wrote: »ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
@ZOS_BrianWheeler please tell me that the increased AP is divided by all of the people getting the tick.
Currently the 25 base AP is awarded to all people capping. That's fine. If you start awarding 1500 AP to every member of a 20 man zerg for taking a resource, that is just going to encourage zerging and resource trading.
4 people taking a resource should get more of a reward than 20
Joy_Division wrote: »But can we stop with the "we're checking this," "we're working on that," "we're making some server adjustments," routine?.
ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
This means there are 54 locations that can give much AP as a single kill for flipping it, or killing a player in defense of it, that most (if not all players) can solo. This should/could entice battles to occur in other locations besides the usual areas of Chalman mine, Alessia Bridge, Nikel fields, etc.
Joy_Division wrote: »But can we stop with the "we're checking this," "we're working on that," "we're making some server adjustments," routine?.
But I think Brian should continue observing better performance in BWB. He is very good at it. He has been observing it for years and had time to hone his BWB observing skills. If he stopped his routine now, all the effort would go out of the window.ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
This means there are 54 locations that can give much AP as a single kill for flipping it, or killing a player in defense of it, that most (if not all players) can solo. This should/could entice battles to occur in other locations besides the usual areas of Chalman mine, Alessia Bridge, Nikel fields, etc.
How about making resources of some value and impossible to solo instead? I mean, putting "REWARD" sign on resources might do, players are as braindead as ever, but more of flipping something of no value that already almost flips itself the moment a player looks at it and therefore is even less valuable, over and over, does not seem to be terribly entertaining.
ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
This means there are 54 locations that can give much AP as a single kill for flipping it, or killing a player in defense of it, that most (if not all players) can solo. This should/could entice battles to occur in other locations besides the usual areas of Chalman mine, Alessia Bridge, Nikel fields, etc.
We are aware the capture/defense patterns that can occur with a change like this, and will be monitoring the campaign trends carefully.
ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
We have some changes going into the next update to help with server performance regarding how much the server needs to keep track of in a given area that we will be monitoring. As Rich has also noted, we are looking into Client performance issues regarding FPS/client lag. This is not just an issue in PvP but also in PvE zones where you may have noticed some FPS drops where many, many, many players are gathered.
ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
ZOS_BrianWheeler wrote: ». Let's take an example of a typical armor setup now a days. A player wearing Viper, Velidreth, and Red Mountain.
GreenSoup2HoT wrote: »ZOS_BrianWheeler wrote: ». Let's take an example of a typical armor setup now a days. A player wearing Viper, Velidreth, and Red Mountain.
I like how they know stacking procs is a typical armor setup.
ZOS_BrianWheeler wrote: »A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations.
ZOS_BrianWheeler wrote: »A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much
ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.