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

Reduce server calculations by removing fort/bridge/gate upgrades/downgrades ?

CSose
CSose
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If the goal is to reduce server calculations in cyrodil, why not go ahead and remove the upgrading/downgrading of forts and take away the ability to destroy and rebuild gates and bridges? These things don't add much to the game play, so it's it's just extra calculations that don't add much to the game.

I mean, the upgrades/downgrades based on which resources are owned is a great concept, but if it means smoother game play in every other way, it seems like a good trade off to me.

How about we at least test this and see?
  • alterfenixeb17_ESO
    alterfenixeb17_ESO
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    Simple. Upgrades/downgrades coming for instance from resources can happen only if not under siege - 1 check for instance per minute followed by eventual upgrade.

    Proc set is one check if trigger attack and then number of checks following it. I.e. attack hitting 6 targets means at least 6 more calculation processes like for how much I can hit target taking into account my current stats, by how much target can reduce this damage taking all needed factors into account again, if it is a writ or not and so on. For fight of 20 vs 20 it easily means a few hundreds of conditional checks / extra calculations per second.

    Those upgrades may reduce load indeed but unlikely by anything significant.
  • Sahidom
    Sahidom
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    Hm. All stand in a room filled with flags and no terrain THAN "Go!" This will reduce all sorts of server overhead and be right up the ally for those who often ignore BG objectives since they just want to roll dice against other players.
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