Joy_Division wrote: »Even if they were interested in reforming AoE Caps (which is quite clear they are not), even if they had the manpower/resources to do so (which is quite clear they do not),you are asking them to put more server-side calculations, which is something they very much do not want to do.
We are stuck we AoE caps. And *gasp*, whenever EOTS is flying around, I'd almost argue are a necessary mitigating factor.
leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
Actually @Joy_Division it should be less server load than the current mechanic because it removes multiple functions -
I think it removes an extra filtering layer that the server has to do now to decide whether player objects in the radius are friend or foe.
Additionally, this is a simple function whereas the current uses multiple tiers of damage reduction calculations based on how many targets are hit.
My proposal is significantly less complex and should actually improve server performance.
Actually @Joy_Division it should be less server load than the current mechanic because it removes multiple functions -
I think it removes an extra filtering layer that the server has to do now to decide whether player objects in the radius are friend or foe.
Additionally, this is a simple function whereas the current uses multiple tiers of damage reduction calculations based on how many targets are hit.
My proposal is significantly less complex and should actually improve server performance.
You can't say that with certainty since you don't know how the list of players in PVP is managed. If the game internally tracks the list of players for each faction separate then with your method it would have to do a distance calculation for players in all 3 factions. Instead of 2 of the 3 factions if they are already separately managed lists. Each faction can lock population separately so makes sense they are tracked separately.
What DAoC did which worked pretty well was no aoe cap but damage fall off based on distance from caster. People at the fringe took less, people at the center more. A distance calculation is already performed to determine if you are in the radius so then it is a simple matter of applying that as a direct scale factor to the damage value (1-dist/radius).
As others have said though, they'll do what they want regardless of what we think is best. And honestly the less they change it, the less chance they break it.
nordsavage wrote: »If twenty enemies can hit you at full force should be able to hit twenty enemies back at full force.
Actually @Joy_Division it should be less server load than the current mechanic because it removes multiple functions -
I think it removes an extra filtering layer that the server has to do now to decide whether player objects in the radius are friend or foe.
Additionally, this is a simple function whereas the current uses multiple tiers of damage reduction calculations based on how many targets are hit.
My proposal is significantly less complex and should actually improve server performance.
You can't say that with certainty since you don't know how the list of players in PVP is managed. If the game internally tracks the list of players for each faction separate then with your method it would have to do a distance calculation for players in all 3 factions. Instead of 2 of the 3 factions if they are already separately managed lists. Each faction can lock population separately so makes sense they are tracked separately.
What DAoC did which worked pretty well was no aoe cap but damage fall off based on distance from caster. People at the fringe took less, people at the center more. A distance calculation is already performed to determine if you are in the radius so then it is a simple matter of applying that as a direct scale factor to the damage value (1-dist/radius).
As others have said though, they'll do what they want regardless of what we think is best. And honestly the less they change it, the less chance they break it.
@Hurika I don't know the specifics of how ZOS' server lists are handled, but basing a calculation on all player objects in a radius is less complex than using List A but excluding List B and List C.
I am also pretty confident in my assertion that my single-tiered calculation is much simpler than the current multi-tiered diminishing return.
Actually @Joy_Division it should be less server load than the current mechanic because it removes multiple functions -
I think it removes an extra filtering layer that the server has to do now to decide whether player objects in the radius are friend or foe.
Additionally, this is a simple function whereas the current uses multiple tiers of damage reduction calculations based on how many targets are hit.
My proposal is significantly less complex and should actually improve server performance.
You can't say that with certainty since you don't know how the list of players in PVP is managed. If the game internally tracks the list of players for each faction separate then with your method it would have to do a distance calculation for players in all 3 factions. Instead of 2 of the 3 factions if they are already separately managed lists. Each faction can lock population separately so makes sense they are tracked separately.
What DAoC did which worked pretty well was no aoe cap but damage fall off based on distance from caster. People at the fringe took less, people at the center more. A distance calculation is already performed to determine if you are in the radius so then it is a simple matter of applying that as a direct scale factor to the damage value (1-dist/radius).
As others have said though, they'll do what they want regardless of what we think is best. And honestly the less they change it, the less chance they break it.
@Hurika I don't know the specifics of how ZOS' server lists are handled, but basing a calculation on all player objects in a radius is less complex than using List A but excluding List B and List C.
I am also pretty confident in my assertion that my single-tiered calculation is much simpler than the current multi-tiered diminishing return.
No it's not. If they store players by faction (assume 200 in each faction online).....
- List A + List B + List C = check if 600 other people are the radius
- List A + List B + (not list C since that's your faction) = check if 400 other people are in the radius.
You suggest doing a radius calculation on everyone is somehow quicker than doing a radius calculation on less than everyone.
Even if they were not stored by faction list, checking by faction is probably a simple true/false comparison (if yourFaction != theirFaction) which is quicker than calculating distance in 3d space.
Dump a bag of M&M's on a table and tell me which is faster... measuring the weight of every red and green individually omitting other colors or measuring the weight of every single M&M. You can sort through data quickly and eliminate more costly calculations.
leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
leepalmer95 wrote: »leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
People will learn to spread out.
leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
If a 24 man group squeezes themselves in a 6m radius, they deserve to be wiped.
leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
Rune_Relic wrote: »nordsavage wrote: »If twenty enemies can hit you at full force should be able to hit twenty enemies back at full force.
And if you can hit 20 players at full force...then they must also be able to hit 20x20 players at full force.
How many combat calculations do you think you just induced ?
And ZOS probably dont want you to one shot them.....so how many times are you going to do that before they actually die ?
And will those defending not also get 20x20 heals to balance that 20x20 damage ?
Unless you have a stupid low TTK to go with that massive increase in calcs....the server just imploded.
Do we really want a stupid low TTK so a few players get their 1v10 godmode fantasy rocks off ?
Now reduce aoe to 1 player.
Wheres the lag coming from ?
You would never be able to you know why even with AOE caps removed that group would still have more healing then you do.They would have multiple dedicated healers keeping the groups alive.Removing AOEs won't allow a single player to beat a large group it gives smaller groups a chance.A larger group still have access to more heals,more damage,more damage mitigation.Removing AOE caps will not affect large groups in a negative way just give smallers group a chance.Same casual players would be fine.People defending AOe caps don't know what their talking about and just don't want to be killed by better players than you.leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
You would never be able to you know why even with AOE caps removed that group would still have more healing then you do.They would have multiple dedicated healers keeping the groups alive.Removing AOEs won't allow a single player to beat a large group it gives smaller groups a chance.A larger group still have access to more heals,more damage,more damage mitigation.Removing AOE caps will not affect large groups in a negative way just give smallers group a chance.Same casual players would be fine.People defending AOe caps don't know what their talking about and just don't want to be killed by better players than you.leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
We all know the real reason @Zos won't removed AOE caps @Wrobel told us if they removed it End game trial's groups won't be able to complete trial's because they won't be able to stack to reduce damage.
No @Wrobel said it himself on ESO live dude.So your the one Misinformed buddy,@FENGRUSH even had a ESO react about it.You would never be able to you know why even with AOE caps removed that group would still have more healing then you do.They would have multiple dedicated healers keeping the groups alive.Removing AOEs won't allow a single player to beat a large group it gives smaller groups a chance.A larger group still have access to more heals,more damage,more damage mitigation.Removing AOE caps will not affect large groups in a negative way just give smallers group a chance.Same casual players would be fine.People defending AOe caps don't know what their talking about and just don't want to be killed by better players than you.leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
We all know the real reason @Zos won't removed AOE caps @Wrobel told us if they removed it End game trial's groups won't be able to complete trial's because they won't be able to stack to reduce damage.
Sorry man, you are misinformed, AoE caps do not apply to PvE.
Also, you are dead wrong about one person being able to wipe an entire raid. Check out bomblade builds on YouTube. Other classes can do it too, just not quite as easily. And all of what you find on YouTube is happening WITH AoE caps - now imagine how much easier it would be without the caps.
No @Wrobel said it himself on ESO live dude.So your the one Misinformed buddy,@FENGRUSH even had a ESO react about it.You would never be able to you know why even with AOE caps removed that group would still have more healing then you do.They would have multiple dedicated healers keeping the groups alive.Removing AOEs won't allow a single player to beat a large group it gives smaller groups a chance.A larger group still have access to more heals,more damage,more damage mitigation.Removing AOE caps will not affect large groups in a negative way just give smallers group a chance.Same casual players would be fine.People defending AOe caps don't know what their talking about and just don't want to be killed by better players than you.leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
We all know the real reason @Zos won't removed AOE caps @Wrobel told us if they removed it End game trial's groups won't be able to complete trial's because they won't be able to stack to reduce damage.
Sorry man, you are misinformed, AoE caps do not apply to PvE.
Also, you are dead wrong about one person being able to wipe an entire raid. Check out bomblade builds on YouTube. Other classes can do it too, just not quite as easily. And all of what you find on YouTube is happening WITH AoE caps - now imagine how much easier it would be without the caps.
Yes but you know how many times those bombblades fail?Way more than they win.They don't wipe competent groups because they competent and know how to survive bombers.Removing them doesn't hurt competent groups and players who use their heads it just hurt the average potato who stack to survive everything and know they will have to learn how to play.AOE caps protects bad players it shouldn't every change they have made to make it easy for potato's have made 1 performance worst ,2.Less players actually playing PVP, 3.Give larger groups when more advantages.AOE caps has done nothing good for the game.Removing them would make the game way better
well considering a group of 24 vs a group of 24 = 48 players at even a 2% value that would mean you could only do 4% of your actual tooltip damage. at 4% 25 players would negate all damage. basically your proposed system would only perform 2 functions. encourage zerging. 2. just see 2 full raid zergs camping any place under seige.
Alright man its clearly shows you don't know what your talking about.Its the reason trial's group stack up to reduce damage taken.Like I said @Wrobel himself stated they won't remove aoe caps because of PVE.Its a fact you can't argue against it.No @Wrobel said it himself on ESO live dude.So your the one Misinformed buddy,@FENGRUSH even had a ESO react about it.You would never be able to you know why even with AOE caps removed that group would still have more healing then you do.They would have multiple dedicated healers keeping the groups alive.Removing AOEs won't allow a single player to beat a large group it gives smaller groups a chance.A larger group still have access to more heals,more damage,more damage mitigation.Removing AOE caps will not affect large groups in a negative way just give smallers group a chance.Same casual players would be fine.People defending AOe caps don't know what their talking about and just don't want to be killed by better players than you.leepalmer95 wrote: »Or just remove them like 80% of people said when they made a poll on it.
They'll ignore you idea
I still think removing them entirely is a bad idea. A single player should not be able to easily wipe an entire 24-man ball group with one timed burst. That creates a really dumb gameplay situation.
We all know the real reason @Zos won't removed AOE caps @Wrobel told us if they removed it End game trial's groups won't be able to complete trial's because they won't be able to stack to reduce damage.
Sorry man, you are misinformed, AoE caps do not apply to PvE.
Also, you are dead wrong about one person being able to wipe an entire raid. Check out bomblade builds on YouTube. Other classes can do it too, just not quite as easily. And all of what you find on YouTube is happening WITH AoE caps - now imagine how much easier it would be without the caps.
Yes but you know how many times those bombblades fail?Way more than they win.They don't wipe competent groups because they competent and know how to survive bombers.Removing them doesn't hurt competent groups and players who use their heads it just hurt the average potato who stack to survive everything and know they will have to learn how to play.AOE caps protects bad players it shouldn't every change they have made to make it easy for potato's have made 1 performance worst ,2.Less players actually playing PVP, 3.Give larger groups when more advantages.AOE caps has done nothing good for the game.Removing them would make the game way better
No man, NPC AoE was never ever subject to the cap mechanic.
At this point it's quite safe to say that AoE caps in PvP are never going to be removed. And that's ok with me if they are willing to make the system better and more intelligent. My proposal is one way to do that because while it still somewhat protects the potatoes who stack, it also greatly reduces the AoE output of those stacking in the potato group. Don't you think that's an improvement over what we have??