sunandstars77 wrote: »I'm no tech expert. But i have played other MMO's. Where factions in key battles on the PvP map were using some software to locally cause lag to change the outcome of a fight in their favor. I don't know if this was true or even possible. Maybe someone can say if something like that is even possible.
That has happened in WoW but it was in order to prevent another guild from their raid progress. Won't work if you also want to raid. Aka in this case if they lag the battle, they will lag themselves.
Not happening.
VaranisArano wrote: »The no healing test should of been the control. We see performance before and right after. Now youve switched another variable
All of the other tests were done with healing except for the no cross healing test so no they did not switch another variable, they returned it to default so they can test procs separately. Pretty straight forward way of testing.
Unless you want to go through all of the aoe and skill cool down tests all over again with no healing?
They should of kept it off. now im trying to remember weeks back to when there was healing and I cant. How am I supposed to really tell the difference?
You aren't going to remember. Do you really remember the details of your own performance back to Greymoor before the testing started? How about before Harrowstorm when stuff got moved server-side for Stadia? Did you keep notes about your performance during all past tests to compare? I don't have a perfect memory of it myself! Just a general perception that "Things sure haven't gotten better."
Look, I get it. It's really tempting to think that we are tester and evaluator both. That our experience is what matters most during these tests. So if we can't test a specific variable right now, it doesn't feel right.
Thing is, we as individuals are not tester and evaluator, both. For one thing, the varying experiences people have had with performance from this test and indeed every other test should make that clear. Also, you know, I'm not getting paid to keep detailed notes on my performance issues over the testing, just getting double AP to play. Instead, ZOS is looking at their data, aggregated from the whole playerbase that participates in the tests - and they don't need to "remember". They still have their old data they can directly compare.
In that sense, whether or not you and I "remember" really doesn't matter. Even if we took detailed notes, individual experiences don't mean that much in the grand scheme of things. ZOS should be making their decisions based on their current and saved data from the whole of the playerbase during testing.
And if we want to be really sticklers about "variables", then ZOS should have exempted Cyrodiil from all base game updates since the testing started. That didn't happen because ZOS isn't running a clinical experiment. They are trying to test stuff on a Live server while still keeping the game moving and balancing their need to test certain variables against the knowledge that their playerbase doesn't necessarily have unlimited patience for testing. It's messier than, say, lab testing, but not necessarily inaccurate for ZOS' purposes.
Side note: I don't remember all this hand-wringing about variables when ZOS announced they were changing two things, reducing group size and eliminating cross-heals for "behavioral reasons" rather than performance, but now that they've brought back cross heals, suddenly it's all "You can't change two things, ZOS, how will we know what made the difference in performance?!"
I get the feeling that the proc haters are dismayed by the fact that their removal didn't improve anything performance wise, and are looking for another scapegoat (cross healing) to blame. And ZOS has painted themselves into a corner now, because unless they un-revert the heals change procs will continue to take the blame because of the double variable.
VaranisArano wrote: »The no healing test should of been the control. We see performance before and right after. Now youve switched another variable
All of the other tests were done with healing except for the no cross healing test so no they did not switch another variable, they returned it to default so they can test procs separately. Pretty straight forward way of testing.
Unless you want to go through all of the aoe and skill cool down tests all over again with no healing?
They should of kept it off. now im trying to remember weeks back to when there was healing and I cant. How am I supposed to really tell the difference?
You aren't going to remember. Do you really remember the details of your own performance back to Greymoor before the testing started? How about before Harrowstorm when stuff got moved server-side for Stadia? Did you keep notes about your performance during all past tests to compare? I don't have a perfect memory of it myself! Just a general perception that "Things sure haven't gotten better."
Look, I get it. It's really tempting to think that we are tester and evaluator both. That our experience is what matters most during these tests. So if we can't test a specific variable right now, it doesn't feel right.
Thing is, we as individuals are not tester and evaluator, both. For one thing, the varying experiences people have had with performance from this test and indeed every other test should make that clear. Also, you know, I'm not getting paid to keep detailed notes on my performance issues over the testing, just getting double AP to play. Instead, ZOS is looking at their data, aggregated from the whole playerbase that participates in the tests - and they don't need to "remember". They still have their old data they can directly compare.
In that sense, whether or not you and I "remember" really doesn't matter. Even if we took detailed notes, individual experiences don't mean that much in the grand scheme of things. ZOS should be making their decisions based on their current and saved data from the whole of the playerbase during testing.
And if we want to be really sticklers about "variables", then ZOS should have exempted Cyrodiil from all base game updates since the testing started. That didn't happen because ZOS isn't running a clinical experiment. They are trying to test stuff on a Live server while still keeping the game moving and balancing their need to test certain variables against the knowledge that their playerbase doesn't necessarily have unlimited patience for testing. It's messier than, say, lab testing, but not necessarily inaccurate for ZOS' purposes.
Side note: I don't remember all this hand-wringing about variables when ZOS announced they were changing two things, reducing group size and eliminating cross-heals for "behavioral reasons" rather than performance, but now that they've brought back cross heals, suddenly it's all "You can't change two things, ZOS, how will we know what made the difference in performance?!"
My experience is what matters most. Im paying 15$ a month for a broken game. I want to see the results, and I want to judge my decision of if the game is going to get better or not/worth paying money for on that. I am the tester and I am going to be the evaluator when I make my decision. A forum post here and a forum post there dont count as reliable experiences. If zos just left healing off, thered be an ez comparison. How was it a week ago/how was it now. No potential changes to the game inbetween, no notes required . Im sure ZOS knows what theyre doing, theyve proven that time and time again clearly. But of course, who are we, the players, to have a say in what goes on in the game?
I literally just said like 2 sentence about how they should of left it off, and youre being quite snarky
Dunning_Kruger wrote: »I get the feeling that the proc haters are dismayed by the fact that their removal didn't improve anything performance wise, and are looking for another scapegoat (cross healing) to blame. And ZOS has painted themselves into a corner now, because unless they un-revert the heals change procs will continue to take the blame because of the double variable.
It’s not a scape goat. It’s kind of an easy conclusion to arrive at. Lag is somehow worse then prior to the test when proc calculations were all removed. But one calculation was re introduced.
Slightly off topic. Now that we have the collections feature and have started to try to complete the sets we find most useful I'm now aware of just how many sets are in the game.
Between weapons, armor, and jewelry there are nearly 7000 items, and new ones are added to every patch. Is that sustainable? I know they won't all be in use but who can say just how diverse all our builds are? We don't all run the same cheesy meta after each release
Araneae6537 wrote: »Another thing, stop calling it “cross-healing” — what does that even mean???