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https://forums.elderscrollsonline.com/en/discussion/668861

Get rid of class group buffs to help with lag.

bowmanz607
bowmanz607
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On ESO live Wheeler explained to the community what was a big issue causing lag and what they are trying to do to address the issue. From my understanding, he seemed to be explaining (via his white board) that when abilities such as detonation or class group buffs are used, that the server has to basically read and react to those abilities and apply the buffs and damage and all of that good stuff to the appropriate people in the area that is affected. Therefore, we have seen an increase in lag because now we have ball groups dropping 20 detonations at one time along with things like class skill group buff passives being applied. Now we not only have all these detonations the server needs to calculate, read and react to, but also the server has to calculate read and react to the class group buff passives and apply them appropriately. Now add in the fact that you have 80 people on screen in one tiny square (on wheelers white board) the server is working too hard to keep up with all that is happening. Am I off base here? @ZOS_BrianWheeler

Now if this is the case, then why not just get rid of the class group buffs to help alleviate lag? This solution combined with removal of aoe caps and increased siege damage should drastically combat the problem. I also feel like it would free up some more resources to devote to other projects rather than having to deal with peeling through issues layer by layer. Not saying there wont be issue, but hopefully minimal.

By erasing these passives you not only help alleviate the lag issues, but also free up open passives to help balance the game. I know the group passives are nice, but fellow memebers of the community, would it not be better to remove the passives if it means the lag is going to be diminished? THoughts, questions, comments, other angles, is my understanding wrong etc... ?

Now I know that skills are not your area @ZOS_BrianWheeler, but if I am right about it playing a decent role in alleviating the lag issues and perhaps free up resources, then perhaps you can pass this along to wrobbles team to get their thoughts on it.
Edited by bowmanz607 on 13 December 2015 22:16
  • TheDarkShadow
    TheDarkShadow
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    I don't like the idea. Its like strip everything from players, no gear, no skill, no buff, no effects, and just give each of them a stick to fight each other in pvp so everything would be simple and equal. Different skills effects is what make each skill, each class, each build different. Make they work in group only would be more aceptable.
    Edited by TheDarkShadow on 14 December 2015 06:14
  • Cathexis
    Cathexis
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    They are intending to make area buffs into group buffs. Which I think is a horrible plan since ungrouped players will essentially get shafted.
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  • Essiaga
    Essiaga
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    bowmanz607 wrote: »
    On ESO live Wheeler explained to the community what was a big issue causing lag and what they are trying to do to address the issue. From my understanding, he seemed to be explaining (via his white board) that when abilities such as detonation or class group buffs are used, that the server has to basically read and react to those abilities and apply the buffs and damage and all of that good stuff to the appropriate people in the area that is affected. Therefore, we have seen an increase in lag because now we have ball groups dropping 20 detonations at one time along with things like class skill group buff passives being applied. Now we not only have all these detonations the server needs to calculate, read and react to, but also the server has to calculate read and react to the class group buff passives and apply them appropriately. Now add in the fact that you have 80 people on screen in one tiny square (on wheelers white board) the server is working too hard to keep up with all that is happening. Am I off base here? @ZOS_BrianWheeler

    Now if this is the case, then why not just get rid of the class group buffs to help alleviate lag? This solution combined with removal of aoe caps and increased siege damage should drastically combat the problem. I also feel like it would free up some more resources to devote to other projects rather than having to deal with peeling through issues layer by layer. Not saying there wont be issue, but hopefully minimal.

    By erasing these passives you not only help alleviate the lag issues, but also free up open passives to help balance the game. I know the group passives are nice, but fellow memebers of the community, would it not be better to remove the passives if it means the lag is going to be diminished? THoughts, questions, comments, other angles, is my understanding wrong etc... ?

    Now I know that skills are not your area @ZOS_BrianWheeler, but if I am right about it playing a decent role in alleviating the lag issues and perhaps free up resources, then perhaps you can pass this along to wrobbles team to get their thoughts on it.

    Alliance skills are the bigger issue. Do you think class passives empower ball groups more so then Allaince skills? They are ALL AOE as well.

    Don't touch anything that has to do with Classes. Disable Alliance Skills, then Guild and World skills. Classes should be LAST thing touched. The already made changes in the name of Server lag that has hurt the classes. DoTs tick less ... then the have less chance to prot Burning light (Templar) and Disintegrate (Sorc).
  • Rune_Relic
    Rune_Relic
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    bowmanz607 wrote: »
    On ESO live Wheeler explained to the community what was a big issue causing lag and what they are trying to do to address the issue. From my understanding, he seemed to be explaining (via his white board) that when abilities such as detonation or class group buffs are used, that the server has to basically read and react to those abilities and apply the buffs and damage and all of that good stuff to the appropriate people in the area that is affected. Therefore, we have seen an increase in lag because now we have ball groups dropping 20 detonations at one time along with things like class skill group buff passives being applied. Now we not only have all these detonations the server needs to calculate, read and react to, but also the server has to calculate read and react to the class group buff passives and apply them appropriately. Now add in the fact that you have >>>80 people on screen in one tiny square<<< (on wheelers white board) the >>>server is working too hard<<< to keep up with all that is happening. Am I off base here? @ZOS_BrianWheeler

    Now if this is the case, then why not just get rid of the class group buffs to help alleviate lag? This solution combined with removal of aoe caps (hit more people) and increased siege damage should drastically combat the problem. I also feel like it would free up some more resources to devote to other projects rather than having to deal with peeling through issues layer by layer. Not saying there wont be issue, but hopefully minimal.

    By erasing these passives you not only help alleviate the lag issues, but also free up open passives to help balance the game. I know the group passives are nice, but fellow memebers of the community, would it not be better to remove the passives if it means the lag is going to be diminished? THoughts, questions, comments, other angles, is my understanding wrong etc... ?

    Now I know that skills are not your area @ZOS_BrianWheeler, but if I am right about it playing a decent role in alleviating the lag issues and perhaps free up resources, then perhaps you can pass this along to wrobbles team to get their thoughts on it.

    Edited by Rune_Relic on 14 December 2015 10:51
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  • bowmanz607
    bowmanz607
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    Rune_Relic wrote: »
    bowmanz607 wrote: »
    On ESO live Wheeler explained to the community what was a big issue causing lag and what they are trying to do to address the issue. From my understanding, he seemed to be explaining (via his white board) that when abilities such as detonation or class group buffs are used, that the server has to basically read and react to those abilities and apply the buffs and damage and all of that good stuff to the appropriate people in the area that is affected. Therefore, we have seen an increase in lag because now we have ball groups dropping 20 detonations at one time along with things like class skill group buff passives being applied. Now we not only have all these detonations the server needs to calculate, read and react to, but also the server has to calculate read and react to the class group buff passives and apply them appropriately. Now add in the fact that you have >>>80 people on screen in one tiny square<<< (on wheelers white board) the >>>server is working too hard<<< to keep up with all that is happening. Am I off base here? @ZOS_BrianWheeler

    Now if this is the case, then why not just get rid of the class group buffs to help alleviate lag? This solution combined with removal of aoe caps (hit more people) and increased siege damage should drastically combat the problem. I also feel like it would free up some more resources to devote to other projects rather than having to deal with peeling through issues layer by layer. Not saying there wont be issue, but hopefully minimal.

    By erasing these passives you not only help alleviate the lag issues, but also free up open passives to help balance the game. I know the group passives are nice, but fellow memebers of the community, would it not be better to remove the passives if it means the lag is going to be diminished? THoughts, questions, comments, other angles, is my understanding wrong etc... ?

    Now I know that skills are not your area @ZOS_BrianWheeler, but if I am right about it playing a decent role in alleviating the lag issues and perhaps free up resources, then perhaps you can pass this along to wrobbles team to get their thoughts on it.

    currently the calculations for aoe caps cause more work on the server. Currently, it has to read which people to apply full damage to, which one to apply half damage to etc. Now combine that with 80 abilities going off. Removing aoe caps makes it so the server only has to calculate who to do full amount of damage to. Additionally, people will die quicker which reduces the amount of players the server needs to register effects to.
  • bowmanz607
    bowmanz607
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    Essiaga wrote: »
    bowmanz607 wrote: »
    On ESO live Wheeler explained to the community what was a big issue causing lag and what they are trying to do to address the issue. From my understanding, he seemed to be explaining (via his white board) that when abilities such as detonation or class group buffs are used, that the server has to basically read and react to those abilities and apply the buffs and damage and all of that good stuff to the appropriate people in the area that is affected. Therefore, we have seen an increase in lag because now we have ball groups dropping 20 detonations at one time along with things like class skill group buff passives being applied. Now we not only have all these detonations the server needs to calculate, read and react to, but also the server has to calculate read and react to the class group buff passives and apply them appropriately. Now add in the fact that you have 80 people on screen in one tiny square (on wheelers white board) the server is working too hard to keep up with all that is happening. Am I off base here? @ZOS_BrianWheeler

    Now if this is the case, then why not just get rid of the class group buffs to help alleviate lag? This solution combined with removal of aoe caps and increased siege damage should drastically combat the problem. I also feel like it would free up some more resources to devote to other projects rather than having to deal with peeling through issues layer by layer. Not saying there wont be issue, but hopefully minimal.

    By erasing these passives you not only help alleviate the lag issues, but also free up open passives to help balance the game. I know the group passives are nice, but fellow memebers of the community, would it not be better to remove the passives if it means the lag is going to be diminished? THoughts, questions, comments, other angles, is my understanding wrong etc... ?

    Now I know that skills are not your area @ZOS_BrianWheeler, but if I am right about it playing a decent role in alleviating the lag issues and perhaps free up resources, then perhaps you can pass this along to wrobbles team to get their thoughts on it.

    Alliance skills are the bigger issue. Do you think class passives empower ball groups more so then Allaince skills? They are ALL AOE as well.

    Don't touch anything that has to do with Classes. Disable Alliance Skills, then Guild and World skills. Classes should be LAST thing touched. The already made changes in the name of Server lag that has hurt the classes. DoTs tick less ... then the have less chance to prot Burning light (Templar) and Disintegrate (Sorc).

    I am not talking about SKILLS. I am talking about PASSIVES in the class. For instance, the nb passive that giver crit to anyone in the area when you use certain class abilities. I am saying removing those passives will reduce the amount of lag because the the server will not have to calaculate who to apply the crit buff to in that area. That is less the server has to read and react to. Additionally, skills like purge and barrier should be looked and and adjusted with a cap. This will also decrease what the server has to read and react to further decreasing lag.

    Do not be confused everyone in this thread. I am not saying this is it and solves everything. I am suggesting this as a piece to the puzzle to help reduce lag. I dont care about getting 5%crit from another player using a skill or 5% weaopn or spel power etc. Not if it means it will reduce the lag. I would rather rely on my individual gear and stats combined with coordination from group leaders to win any way. However, if it is not going to help reduce lag in a meaningful way, then dont do it.

    Again, i am not saying to change class SKILLS but class PASSIVES.
  • 1Grumpy_dunmer1
    I think it's a good idea although I am a solo player. I don't think people on console like myself even notice those passives with our vanilla ui.
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  • cschwingeb14_ESO
    cschwingeb14_ESO
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    It's not just class passives, it's all proc-on-hit (also proc on crit) buffs/debuff. Things like the NB proc on crit (includes heals) buff is probably the worst one, but even night mothers armor debuff proc, SPC, maelstrom resto, etc can load the server down.

    Change those to something slightly less interesting, but much more server friendly

    IMO the smartest way to deal with the AE cap is to just have to 100% to x targets, where x is 12-24. Secondary effects still capped
  • bowmanz607
    bowmanz607
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    It's not just class passives, it's all proc-on-hit (also proc on crit) buffs/debuff. Things like the NB proc on crit (includes heals) buff is probably the worst one, but even night mothers armor debuff proc, SPC, maelstrom resto, etc can load the server down.

    Change those to something slightly less interesting, but much more server friendly

    IMO the smartest way to deal with the AE cap is to just have to 100% to x targets, where x is 12-24. Secondary effects still capped

    I am completely aware it is not the only issue. I just think it should be considered by the dev team if it will help.

    Your idea about the AOE caps is counterproductive. Currently, AOE caps make it so the server needs to read and react more for large group fights because it needs to calculate who gets what amount of damage and all that good stuff. If you get rid of AOE caps, but then add effects to large groups. That does effectively the same things to the server because now it needs to read and react to which players get the extra effects and which dont etc.
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