emilyhyoyeon wrote: »Akaviri dragonguard, where the 5 pieces reduces the costs of ults by 15%
Oh, I understand the explanation of why they consider it a proc. I was just surprised that they coded it that way.Anything that required a check was considered a proc. For the ring, the bonus is different for in combat or out, so there was a check.
silvereyes wrote: »
Chilly-McFreeze wrote: »I was running around with pelinal's for a while. Thought it's the rust after returning. But to my surprise Pelinal's won't even work. Always thought of it as a stat set since it doesn't directly proc on certain events but works constantly.
Dagoth_Rac wrote: »Chilly-McFreeze wrote: »I was running around with pelinal's for a while. Thought it's the rust after returning. But to my surprise Pelinal's won't even work. Always thought of it as a stat set since it doesn't directly proc on certain events but works constantly.
It is checking to see which of weapon/spell damage is higher, then adjusting the other. Since lots of things like buffs and debuffs and passives and potions and poisons and glyphs and bar swapping can make your weapon/spell damage change, it has to keep checking which is higher, how high it is at this moment, and adjust the other to match. Pelinal's has 100% uptime, but the exact stats you are getting can be constantly changing.
Was it stated somewhere that sets like that *are* in fact checking every second? If so, I agree that would not be a scalable solution for a game with many players. However, unless it was specifically stated, I'd be more likely to believe such checks would only occur when the stats in question change, causing an event to be raised to which the set would then react.The fact that 18 sets in the game are the only sets that are not classed as procs go's to show how bad the coding has been for everything that was added on top of the original base game.
Sets that have to ask the server EVERY SECOND if you still have a drink buff active etc show that ZOS have just been throwing crap code at the game engine and if it sticks, they leave it.
Add this to moving a ton of calculations server side (in update 25) to cut down on the number of cheaters they have to deal with and it's very very obvious where our performance went in the last few years, but yet ZOS are seemingly only willing to invent daft tests that they force onto live servers to try and claw back some performance, rather than actually undo the stupid decision that lead to all that code being moved server side in the first place as well as rewriting all of the awful code they have shoehorned into the original engine instead of writing it properly first time or even rewriting systems to properly support the new skills/abilities etc.
Clearly these decisions are more about getting more profit to shareholders rather than a better experience for paying players.
RinaldoGandolphi wrote: »The solution to most of these issues are:
1. Write netcode in udp and abandon the tcp net idea they are now using.
Or
2. Move the calculations back to the client side and invest in an anti-cheat software like punkbuster/vanguard/Valve Anti cheat/etc.
Two makes the most sense financially and would fix performance considerably. Question why have they not attempted this yet?
Is there any anti-cheat software that plays nicely on Mac, PC, Stadia, XBox and PS? That sounds like a huge can of worms.RinaldoGandolphi wrote: »The solution to most of these issues are:
1. Write netcode in udp and abandon the tcp net idea they are now using.
Or
2. Move the calculations back to the client side and invest in an anti-cheat software like punkbuster/vanguard/Valve Anti cheat/etc.
Two makes the most sense financially and would fix performance considerably. Question why have they not attempted this yet?
Was it stated somewhere that sets like that *are* in fact checking every second? If so, I agree that would not be a scalable solution for a game with many players. However, unless it was specifically stated, I'd be more likely to believe such checks would only occur when the stats in question change, causing an event to be raised to which the set would then react.The fact that 18 sets in the game are the only sets that are not classed as procs go's to show how bad the coding has been for everything that was added on top of the original base game.
Sets that have to ask the server EVERY SECOND if you still have a drink buff active etc show that ZOS have just been throwing crap code at the game engine and if it sticks, they leave it.
Add this to moving a ton of calculations server side (in update 25) to cut down on the number of cheaters they have to deal with and it's very very obvious where our performance went in the last few years, but yet ZOS are seemingly only willing to invent daft tests that they force onto live servers to try and claw back some performance, rather than actually undo the stupid decision that lead to all that code being moved server side in the first place as well as rewriting all of the awful code they have shoehorned into the original engine instead of writing it properly first time or even rewriting systems to properly support the new skills/abilities etc.
Clearly these decisions are more about getting more profit to shareholders rather than a better experience for paying players.
Was it stated somewhere that sets like that *are* in fact checking every second? If so, I agree that would not be a scalable solution for a game with many players. However, unless it was specifically stated, I'd be more likely to believe such checks would only occur when the stats in question change, causing an event to be raised to which the set would then react.The fact that 18 sets in the game are the only sets that are not classed as procs go's to show how bad the coding has been for everything that was added on top of the original base game.
Sets that have to ask the server EVERY SECOND if you still have a drink buff active etc show that ZOS have just been throwing crap code at the game engine and if it sticks, they leave it.
Add this to moving a ton of calculations server side (in update 25) to cut down on the number of cheaters they have to deal with and it's very very obvious where our performance went in the last few years, but yet ZOS are seemingly only willing to invent daft tests that they force onto live servers to try and claw back some performance, rather than actually undo the stupid decision that lead to all that code being moved server side in the first place as well as rewriting all of the awful code they have shoehorned into the original engine instead of writing it properly first time or even rewriting systems to properly support the new skills/abilities etc.
Clearly these decisions are more about getting more profit to shareholders rather than a better experience for paying players.
silvereyes wrote: »Is there any anti-cheat software that plays nicely on Mac, PC, Stadia, XBox and PS? That sounds like a huge can of worms.RinaldoGandolphi wrote: »The solution to most of these issues are:
1. Write netcode in udp and abandon the tcp net idea they are now using.
Or
2. Move the calculations back to the client side and invest in an anti-cheat software like punkbuster/vanguard/Valve Anti cheat/etc.
Two makes the most sense financially and would fix performance considerably. Question why have they not attempted this yet?
dang, this is crazy...by any chance- does anyone have a list of what still works?