As I am a regular PvP player (Azura's Star, NA), I am fully aware of the server responsiveness problems that can result when too many players fight in one area and use too many AoE abilities. This is a problem that needs many fixes - but the main challenge we face is that we can only test these fixes on the live servers, as it is impossible to simulate live conditions on our test servers. As we obviously cannot risk introducing new problems and side-effect issues on the live servers, we need to do these changes incrementally. We have introduced many tweaks over the last two months, including recent experiments with some server physics changes. These have helped, but not enough to alleviate the problem. Our next round of changes is going in shortly, so stay tuned for details. We will continue working on this problem until it is resolved.
Sallington wrote: »Is there anything in the MMO market right now that I might not know about? Looking for greener pastures.
Sallington wrote: »Is there anything in the MMO market right now that I might not know about? Looking for greener pastures.
Camelot Unchained
You're regurgitating this misconceived notion that increasing server stress during battle, à la AOE vs AOE, will have a satisfactory effect, but you fail to realize that it is during battle that lag is so detrimental, not after, when there is no enemy. We need server stress reduced and removing the AOE caps will do the exact opposite.
Clearly, patience is wearing thin as there has been no obvious improvement, but they've already stated that they are gradually tweaking the live server. We'll get there, but a lot of these abilities with proliferating effects will likely have to be managed one way... (queue ominous music ) or another.
Yes, AOE caps unfairly safeguard larger groups, but there is no way removing them will end lag.
You're regurgitating this misconceived notion that increasing server stress during battle, à la AOE vs AOE, will have a satisfactory effect, but you fail to realize that it is during battle that lag is so detrimental, not after, when there is no enemy. We need server stress reduced and removing the AOE caps will do the exact opposite.
Clearly, patience is wearing thin as there has been no obvious improvement, but they've already stated that they are gradually tweaking the live server. We'll get there, but a lot of these abilities with proliferating effects will likely have to be managed one way... (queue ominous music ) or another.
Yes, AOE caps unfairly safeguard larger groups, but there is no way removing them will end lag.
There's no way it can cause more lag like you imply, either. You're not hitting 60 people (the current cap) with every attack anyway. Thus, the only thing removing it could possibly do is remove the extra calculations from deciding who gets hit by what % of the original damage. Derp... logic.
You're regurgitating this misconceived notion that increasing server stress during battle, à la AOE vs AOE, will have a satisfactory effect, but you fail to realize that it is during battle that lag is so detrimental, not after, when there is no enemy. We need server stress reduced and removing the AOE caps will do the exact opposite.
Clearly, patience is wearing thin as there has been no obvious improvement, but they've already stated that they are gradually tweaking the live server. We'll get there, but a lot of these abilities with proliferating effects will likely have to be managed one way... (queue ominous music ) or another.
Yes, AOE caps unfairly safeguard larger groups, but there is no way removing them will end lag.
You're regurgitating this misconceived notion that increasing server stress during battle, à la AOE vs AOE, will have a satisfactory effect, but you fail to realize that it is during battle that lag is so detrimental, not after, when there is no enemy. We need server stress reduced and removing the AOE caps will do the exact opposite.
Clearly, patience is wearing thin as there has been no obvious improvement, but they've already stated that they are gradually tweaking the live server. We'll get there, but a lot of these abilities with proliferating effects will likely have to be managed one way... (queue ominous music ) or another.
Yes, AOE caps unfairly safeguard larger groups, but there is no way removing them will end lag.
There's no way it can cause more lag like you imply, either. You're not hitting 60 people (the current cap) with every attack anyway. Thus, the only thing removing it could possibly do is remove the extra calculations from deciding who gets hit by what % of the original damage. Derp... logic.
And removing them would (not even could here - it would and i´m 100% sure of this) end battles faster.
Enemies dead = no more calculations at all.
MisterBigglesworth wrote: »1. Removing the 60 target cap would worsen performance.
2. Getting rid of the calculations for the 6/34/30 target damage would slightly improve performance.
3. The real, underlying issue here is the anti-botting logic/netcode introduced in patch 1.2.3 and if this change were reverted would significantly improve performance.
You're regurgitating this misconceived notion that increasing server stress during battle, à la AOE vs AOE, will have a satisfactory effect, but you fail to realize that it is during battle that lag is so detrimental, not after, when there is no enemy. We need server stress reduced and removing the AOE caps will do the exact opposite.
Clearly, patience is wearing thin as there has been no obvious improvement, but they've already stated that they are gradually tweaking the live server. We'll get there, but a lot of these abilities with proliferating effects will likely have to be managed one way... (queue ominous music ) or another.
Yes, AOE caps unfairly safeguard larger groups, but there is no way removing them will end lag.
There's no way it can cause more lag like you imply, either. You're not hitting 60 people (the current cap) with every attack anyway. Thus, the only thing removing it could possibly do is remove the extra calculations from deciding who gets hit by what % of the original damage. Derp... logic.
Then the issue isn't the cap, now is it? It's the damage mitigation granted to larger groups. Remove that and you have 60 targets per AOE at 100% damage vs 100% damage to "everyone," which may be more or less than 60.You're regurgitating this misconceived notion that increasing server stress during battle, à la AOE vs AOE, will have a satisfactory effect, but you fail to realize that it is during battle that lag is so detrimental, not after, when there is no enemy. We need server stress reduced and removing the AOE caps will do the exact opposite.
Clearly, patience is wearing thin as there has been no obvious improvement, but they've already stated that they are gradually tweaking the live server. We'll get there, but a lot of these abilities with proliferating effects will likely have to be managed one way... (queue ominous music ) or another.
Yes, AOE caps unfairly safeguard larger groups, but there is no way removing them will end lag.
@Sykotical please explain how you conclude that assigning; 6 people 100% damage, 18 people 50% damage and 30 people 25% damage, at random, for every skill activated, is less stressful on the server than just assigining 100% damage to everyone?
Since I can work out how much damage each player in a 6m radius will take, in my head, much faster than I can pick 6 at random for 100% damage each time I cast, im damned sure that a computer can do the '100% for all' faster too.
and per my other point
try it for a week
if they try it and there is no change to lag then I will eat humble pie.You're regurgitating this misconceived notion that increasing server stress during battle, à la AOE vs AOE, will have a satisfactory effect, but you fail to realize that it is during battle that lag is so detrimental, not after, when there is no enemy. We need server stress reduced and removing the AOE caps will do the exact opposite.
Clearly, patience is wearing thin as there has been no obvious improvement, but they've already stated that they are gradually tweaking the live server. We'll get there, but a lot of these abilities with proliferating effects will likely have to be managed one way... (queue ominous music ) or another.
Yes, AOE caps unfairly safeguard larger groups, but there is no way removing them will end lag.
There's no way it can cause more lag like you imply, either. You're not hitting 60 people (the current cap) with every attack anyway. Thus, the only thing removing it could possibly do is remove the extra calculations from deciding who gets hit by what % of the original damage. Derp... logic.
And removing them would (not even could here - it would and i´m 100% sure of this) end battles faster.
Enemies dead = no more calculations at all.
THIS
thing is, with no aoe caps, 2 or 3 x dragon leap onto a bunch of players = mass dead and game over before the lag can even begin.
Same with countless other burst ultimates.
The CAP prevents quick wipes.
Also, I should add, by 'cap' i dont mean the 60 limit, I mean the 50% and 25% reductions too. Those must both go.
everyone should just be hit for full damage if in range.
try for a week and see whether it improves it.
Lag doesn't kick in automatically when lots of players are around. On EU, Azura is generally worse than the others.
I put this down to there being more organised trains. So, when you have 100 people all using proxy det and ult in a well - timed burst, I am sure that this situation slows down the server more than the normal fights. This because it has to calculatr, for each aoe, who gets 100% damage, who gets 50, who gets 25 and who gets zero.
Therefore, if 1 side were to die quicker then these fights would end faster and the lag would be less overall, or, at least, die down faster.
themdogesbite wrote: »Lag doesn't kick in automatically when lots of players are around. On EU, Azura is generally worse than the others.
I put this down to there being more organised trains. So, when you have 100 people all using proxy det and ult in a well - timed burst, I am sure that this situation slows down the server more than the normal fights. This because it has to calculatr, for each aoe, who gets 100% damage, who gets 50, who gets 25 and who gets zero.
Therefore, if 1 side were to die quicker then these fights would end faster and the lag would be less overall, or, at least, die down faster.
Or people can try to avoid makeing unresonably lare groups on Azuras Star EU, that'd help a lot too.
I think pretty much all of those who want damage AoE caps removed want 6 targets cap on heal to remain, and maybe even reduce the cap of purge and barrier. Thus people would have to spread out moreIn my opinion, the misconception of the AoE-cap-removal people is their ignorance of healing mechanics. Let me elaborate a bit.
I do agree to a certain extent that removal of the *** damage scaling will reduce the server load, but I seriously doubt that even combined with LoS fixes and group-only targets for certain buffs it will be enough to eliminate the fps/pr tanking we see in large battles.
I also know from ofttime personal experience that player density has a significant effect, meaning that balling does have an exponentially worse effect as opposed to spread out groups.
In summary, AoE cap removal proponents argue that it will eliminate balls and thus have a very positive effect. I disagree to that assumption, since balling has two parts: damage mitigation (through caps) and damage rectification (through healing). Healing springs is by far the most economic (cost-effective) means of healing in the game. BoL suffers from sustainability issues, healing ritual from cast-time and mobility issues, mutagen/rapids from stackability limits, Vigor from sustainability and effectivity.
The bread and butter healing spell of a large group has severely limited range, thus forcing zergs to ball up. Since any non-zerg opponent is still free AP for a suitably led zerg, it is a matter of bilancing: how many enemies, on average, will we kill balled and how many spread out?
Even without caps, balls will remain balls and they will just train to disperse when and if an opponent (group) pops up that will endanger survival/victory. Which in turn means that removal of caps alone might have neligible effects on performance issues.
In that context, @Frawr and @MisterBigglesworth, removal of the "bot code" is a bad idea. It was implemented because the hacks were becoming common knowledge, and as such it would not have been "a few bots" but an overwhelming majority of players using them as well, completely destroying the game. I know that of course "no one" on forums would ever have used these hacks, but rest assured, it would have spread faster than boners on a p*ssy riot concert.
Apples and Oranges. I was not talking about the 6-target-cap of springs, i was talking about the radius of effect.I think pretty much all of those who want damage AoE caps removed want 6 targets cap on heal to remain, and maybe even reduce the cap of purge and barrier. Thus people would have to spread out moreIn my opinion, the misconception of the AoE-cap-removal people is their ignorance of healing mechanics. Let me elaborate a bit.
I do agree to a certain extent that removal of the *** damage scaling will reduce the server load, but I seriously doubt that even combined with LoS fixes and group-only targets for certain buffs it will be enough to eliminate the fps/pr tanking we see in large battles.
I also know from ofttime personal experience that player density has a significant effect, meaning that balling does have an exponentially worse effect as opposed to spread out groups.
In summary, AoE cap removal proponents argue that it will eliminate balls and thus have a very positive effect. I disagree to that assumption, since balling has two parts: damage mitigation (through caps) and damage rectification (through healing). Healing springs is by far the most economic (cost-effective) means of healing in the game. BoL suffers from sustainability issues, healing ritual from cast-time and mobility issues, mutagen/rapids from stackability limits, Vigor from sustainability and effectivity.
The bread and butter healing spell of a large group has severely limited range, thus forcing zergs to ball up. Since any non-zerg opponent is still free AP for a suitably led zerg, it is a matter of bilancing: how many enemies, on average, will we kill balled and how many spread out?
Even without caps, balls will remain balls and they will just train to disperse when and if an opponent (group) pops up that will endanger survival/victory. Which in turn means that removal of caps alone might have neligible effects on performance issues.
In that context, @Frawr and @MisterBigglesworth, removal of the "bot code" is a bad idea. It was implemented because the hacks were becoming common knowledge, and as such it would not have been "a few bots" but an overwhelming majority of players using them as well, completely destroying the game. I know that of course "no one" on forums would ever have used these hacks, but rest assured, it would have spread faster than boners on a p*ssy riot concert.
In my opinion, the misconception of the AoE-cap-removal people is their ignorance of healing mechanics. Let me elaborate a bit.
I do agree to a certain extent that removal of the *** damage scaling will reduce the server load, but I seriously doubt that even combined with LoS fixes and group-only targets for certain buffs it will be enough to eliminate the fps/pr tanking we see in large battles.
I also know from ofttime personal experience that player density has a significant effect, meaning that balling does have an exponentially worse effect as opposed to spread out groups.
In summary, AoE cap removal proponents argue that it will eliminate balls and thus have a very positive effect. I disagree to that assumption, since balling has two parts: damage mitigation (through caps) and damage rectification (through healing). Healing springs is by far the most economic (cost-effective) means of healing in the game. BoL suffers from sustainability issues, healing ritual from cast-time and mobility issues, mutagen/rapids from stackability limits, Vigor from sustainability and effectivity.
The bread and butter healing spell of a large group has severely limited range, thus forcing zergs to ball up. Since any non-zerg opponent is still free AP for a suitably led zerg, it is a matter of bilancing: how many enemies, on average, will we kill balled and how many spread out?
Even without caps, balls will remain balls and they will just train to disperse when and if an opponent (group) pops up that will endanger survival/victory. Which in turn means that removal of caps alone might have neligible effects on performance issues.
In that context, @Frawr and @MisterBigglesworth, removal of the "bot code" is a bad idea. It was implemented because the hacks were becoming common knowledge, and as such it would not have been "a few bots" but an overwhelming majority of players using them as well, completely destroying the game. I know that of course "no one" on forums would ever have used these hacks, but rest assured, it would have spread faster than boners on a p*ssy riot concert.
In my opinion, the misconception of the AoE-cap-removal people is their ignorance of healing mechanics. Let me elaborate a bit.
I do agree to a certain extent that removal of the *** damage scaling will reduce the server load, but I seriously doubt that even combined with LoS fixes and group-only targets for certain buffs it will be enough to eliminate the fps/pr tanking we see in large battles.
I also know from ofttime personal experience that player density has a significant effect, meaning that balling does have an exponentially worse effect as opposed to spread out groups.
In summary, AoE cap removal proponents argue that it will eliminate balls and thus have a very positive effect. I disagree to that assumption, since balling has two parts: damage mitigation (through caps) and damage rectification (through healing). Healing springs is by far the most economic (cost-effective) means of healing in the game. BoL suffers from sustainability issues, healing ritual from cast-time and mobility issues, mutagen/rapids from stackability limits, Vigor from sustainability and effectivity.
The bread and butter healing spell of a large group has severely limited range, thus forcing zergs to ball up. Since any non-zerg opponent is still free AP for a suitably led zerg, it is a matter of bilancing: how many enemies, on average, will we kill balled and how many spread out?
Even without caps, balls will remain balls and they will just train to disperse when and if an opponent (group) pops up that will endanger survival/victory. Which in turn means that removal of caps alone might have neligible effects on performance issues.
In that context, @Frawr and @MisterBigglesworth, removal of the "bot code" is a bad idea. It was implemented because the hacks were becoming common knowledge, and as such it would not have been "a few bots" but an overwhelming majority of players using them as well, completely destroying the game. I know that of course "no one" on forums would ever have used these hacks, but rest assured, it would have spread faster than boners on a p*ssy riot concert.
@Leandor I think that most proponents of the aoe cap removal are refering to changes to the damage cap.
Allowing everyone to take 100% damage will wipe balls fast because the burst will be that much more effective.
For example, 3 or 4 x dragon leap (as is the current meta) will wipe all but the hardiest of players if timed properly.
It is this sort of situation that I believe will reduce the lag. Those players will simply be dead before they force the server to calc another 100 x aoe skills.
I know and I did as well. The fact that I brought in healing mechanics does not change this and as said before, it's not target limits of healing that I base my assumptions upon, but the comparison of range vs. sustainability vs. effectivity of the different healing abilities.In my opinion, the misconception of the AoE-cap-removal people is their ignorance of healing mechanics. Let me elaborate a bit.
I do agree to a certain extent that removal of the *** damage scaling will reduce the server load, but I seriously doubt that even combined with LoS fixes and group-only targets for certain buffs it will be enough to eliminate the fps/pr tanking we see in large battles.
I also know from ofttime personal experience that player density has a significant effect, meaning that balling does have an exponentially worse effect as opposed to spread out groups.
In summary, AoE cap removal proponents argue that it will eliminate balls and thus have a very positive effect. I disagree to that assumption, since balling has two parts: damage mitigation (through caps) and damage rectification (through healing). Healing springs is by far the most economic (cost-effective) means of healing in the game. BoL suffers from sustainability issues, healing ritual from cast-time and mobility issues, mutagen/rapids from stackability limits, Vigor from sustainability and effectivity.
The bread and butter healing spell of a large group has severely limited range, thus forcing zergs to ball up. Since any non-zerg opponent is still free AP for a suitably led zerg, it is a matter of bilancing: how many enemies, on average, will we kill balled and how many spread out?
Even without caps, balls will remain balls and they will just train to disperse when and if an opponent (group) pops up that will endanger survival/victory. Which in turn means that removal of caps alone might have neligible effects on performance issues.
In that context, @Frawr and @MisterBigglesworth, removal of the "bot code" is a bad idea. It was implemented because the hacks were becoming common knowledge, and as such it would not have been "a few bots" but an overwhelming majority of players using them as well, completely destroying the game. I know that of course "no one" on forums would ever have used these hacks, but rest assured, it would have spread faster than boners on a p*ssy riot concert.
@Leandor I think that most proponents of the aoe cap removal are refering to changes to the damage cap.
Allowing everyone to take 100% damage will wipe balls fast because the burst will be that much more effective.
For example, 3 or 4 x dragon leap (as is the current meta) will wipe all but the hardiest of players if timed properly.
It is this sort of situation that I believe will reduce the lag. Those players will simply be dead before they force the server to calc another 100 x aoe skills.
Sallington wrote: »Sallington wrote: »Is there anything in the MMO market right now that I might not know about? Looking for greener pastures.
Camelot Unchained
Well that's the obvious one. Still a ways off though.