It doesn't break them up, because if it takes 60+ pugs to wipe an optimized 12-man, guess what the pugs are gonna do. The floor/ceiling gap for large scale PvP is out of control, not because of AoE bombs but because an optimized 12-man can become functionally invincible when facing only the random noise damage of disorganized pugs.Greasytengu wrote: »there was literally no change in performance, if anything it got worse since more people are stacking up into ever growing zergs now that VD isn't there to break them up.
xylena_lazarow wrote: »It doesn't break them up, because if it takes 60+ pugs to wipe an optimized 12-man, guess what the pugs are gonna do. The floor/ceiling gap for large scale PvP is out of control, not because of AoE bombs but because an optimized 12-man can become functionally invincible when facing only the random noise damage of disorganized pugs.Greasytengu wrote: »there was literally no change in performance, if anything it got worse since more people are stacking up into ever growing zergs now that VD isn't there to break them up.
You wanna stop the stacking? PvP healing gets gutted. No more 12 guys each with 12 stacks of RR, no more insta healing from execute to full, no more incidental ally healing stapled to your self heals... players gotta die.
It would also mean fights end before the server melts down, and there can be other battles on the map. There's way too much damn healing at every level and scale of PvP.Izanagi.Xiiib16_ESO wrote: »This would actually make players stack more as the more numbers you have the easier it is to kill enemies and recover from being killed.
Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »It doesn't break them up, because if it takes 60+ pugs to wipe an optimized 12-man, guess what the pugs are gonna do. The floor/ceiling gap for large scale PvP is out of control, not because of AoE bombs but because an optimized 12-man can become functionally invincible when facing only the random noise damage of disorganized pugs.Greasytengu wrote: »there was literally no change in performance, if anything it got worse since more people are stacking up into ever growing zergs now that VD isn't there to break them up.
You wanna stop the stacking? PvP healing gets gutted. No more 12 guys each with 12 stacks of RR, no more insta healing from execute to full, no more incidental ally healing stapled to your self heals... players gotta die.
This would actually make players stack more as the more numbers you have the easier it is to kill enemies and recover from being killed.
Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »It doesn't break them up, because if it takes 60+ pugs to wipe an optimized 12-man, guess what the pugs are gonna do. The floor/ceiling gap for large scale PvP is out of control, not because of AoE bombs but because an optimized 12-man can become functionally invincible when facing only the random noise damage of disorganized pugs.Greasytengu wrote: »there was literally no change in performance, if anything it got worse since more people are stacking up into ever growing zergs now that VD isn't there to break them up.
You wanna stop the stacking? PvP healing gets gutted. No more 12 guys each with 12 stacks of RR, no more insta healing from execute to full, no more incidental ally healing stapled to your self heals... players gotta die.
This would actually make players stack more as the more numbers you have the easier it is to kill enemies and recover from being killed.
If healing didn't stack, bombers would kill those groups. People would quickly learn to avoid standing to close to allies. Groups would become smaller and more spread out. With groups spread out there (might) would be less lag.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »It doesn't break them up, because if it takes 60+ pugs to wipe an optimized 12-man, guess what the pugs are gonna do. The floor/ceiling gap for large scale PvP is out of control, not because of AoE bombs but because an optimized 12-man can become functionally invincible when facing only the random noise damage of disorganized pugs.Greasytengu wrote: »there was literally no change in performance, if anything it got worse since more people are stacking up into ever growing zergs now that VD isn't there to break them up.
You wanna stop the stacking? PvP healing gets gutted. No more 12 guys each with 12 stacks of RR, no more insta healing from execute to full, no more incidental ally healing stapled to your self heals... players gotta die.
This would actually make players stack more as the more numbers you have the easier it is to kill enemies and recover from being killed.
If healing didn't stack, bombers would kill those groups. People would quickly learn to avoid standing to close to allies. Groups would become smaller and more spread out. With groups spread out there (might) would be less lag.
We perhaps have different ideas of stack. I'm referring to 'Faction Stacks' bombers cannot simply kill a faction stack unless they are all together on a transit after having already captured the keep.
The lag caused by Faction Stacks is what causes 90% of all server issues so encouraging them isn't something which should be acceptable by anyone.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »It doesn't break them up, because if it takes 60+ pugs to wipe an optimized 12-man, guess what the pugs are gonna do. The floor/ceiling gap for large scale PvP is out of control, not because of AoE bombs but because an optimized 12-man can become functionally invincible when facing only the random noise damage of disorganized pugs.Greasytengu wrote: »there was literally no change in performance, if anything it got worse since more people are stacking up into ever growing zergs now that VD isn't there to break them up.
You wanna stop the stacking? PvP healing gets gutted. No more 12 guys each with 12 stacks of RR, no more insta healing from execute to full, no more incidental ally healing stapled to your self heals... players gotta die.
This would actually make players stack more as the more numbers you have the easier it is to kill enemies and recover from being killed.
If healing didn't stack, bombers would kill those groups. People would quickly learn to avoid standing to close to allies. Groups would become smaller and more spread out. With groups spread out there (might) would be less lag.
We perhaps have different ideas of stack. I'm referring to 'Faction Stacks' bombers cannot simply kill a faction stack unless they are all together on a transit after having already captured the keep.
The lag caused by Faction Stacks is what causes 90% of all server issues so encouraging them isn't something which should be acceptable by anyone.
And yet, in a ball group, I hope for a faction stack. I take back keeps to draw a zerg. They are two sides of the same coin, the zerg and the ball group.
DTStormfox wrote: »Wait for that patch where they scale proc sets from stats.
Which will require even more calculations on both client-side and serverside. Which in turn will make the performance even worse for you if it already is bad.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »It doesn't break them up, because if it takes 60+ pugs to wipe an optimized 12-man, guess what the pugs are gonna do. The floor/ceiling gap for large scale PvP is out of control, not because of AoE bombs but because an optimized 12-man can become functionally invincible when facing only the random noise damage of disorganized pugs.Greasytengu wrote: »there was literally no change in performance, if anything it got worse since more people are stacking up into ever growing zergs now that VD isn't there to break them up.
You wanna stop the stacking? PvP healing gets gutted. No more 12 guys each with 12 stacks of RR, no more insta healing from execute to full, no more incidental ally healing stapled to your self heals... players gotta die.
This would actually make players stack more as the more numbers you have the easier it is to kill enemies and recover from being killed.
If healing didn't stack, bombers would kill those groups. People would quickly learn to avoid standing to close to allies. Groups would become smaller and more spread out. With groups spread out there (might) would be less lag.
We perhaps have different ideas of stack. I'm referring to 'Faction Stacks' bombers cannot simply kill a faction stack unless they are all together on a transit after having already captured the keep.
The lag caused by Faction Stacks is what causes 90% of all server issues so encouraging them isn't something which should be acceptable by anyone.
And yet, in a ball group, I hope for a faction stack. I take back keeps to draw a zerg. They are two sides of the same coin, the zerg and the ball group.
It doesn't really feel like you play in ball groups recently if thats what you think.
The aim is to split up the enemy faction to reduce lag on the server. Sure you still want a sizable enemy force to fight but if you fight a faction stack you will just lag out and die unless the situation is extremely favourable or the enemies are VVery bad. (or ofc if one is in your own faction stack as an organised group)
40v40 doesn't end, you need to lag the server out 80v40 to actually win (because of all the damn healing), plus the fact that casual PvPers have zero chance if they dare leave the faction zerg.if a 40 vs 40 fight is happening somewhere on the map while you're in that fight, you're screwed. Those types of fights were reserved for an emp dethrone or scroll defense - i.e. less common events. Now, that's just how you defend your frontline.
Izanagi.Xiiib16_ESO wrote: »The lag caused by Faction Stacks is what causes 90% of all server issues so encouraging them isn't something which should be acceptable by anyone.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »It doesn't break them up, because if it takes 60+ pugs to wipe an optimized 12-man, guess what the pugs are gonna do. The floor/ceiling gap for large scale PvP is out of control, not because of AoE bombs but because an optimized 12-man can become functionally invincible when facing only the random noise damage of disorganized pugs.Greasytengu wrote: »there was literally no change in performance, if anything it got worse since more people are stacking up into ever growing zergs now that VD isn't there to break them up.
You wanna stop the stacking? PvP healing gets gutted. No more 12 guys each with 12 stacks of RR, no more insta healing from execute to full, no more incidental ally healing stapled to your self heals... players gotta die.
This would actually make players stack more as the more numbers you have the easier it is to kill enemies and recover from being killed.
If healing didn't stack, bombers would kill those groups. People would quickly learn to avoid standing to close to allies. Groups would become smaller and more spread out. With groups spread out there (might) would be less lag.
We perhaps have different ideas of stack. I'm referring to 'Faction Stacks' bombers cannot simply kill a faction stack unless they are all together on a transit after having already captured the keep.
The lag caused by Faction Stacks is what causes 90% of all server issues so encouraging them isn't something which should be acceptable by anyone.
And yet, in a ball group, I hope for a faction stack. I take back keeps to draw a zerg. They are two sides of the same coin, the zerg and the ball group.
It doesn't really feel like you play in ball groups recently if thats what you think.
The aim is to split up the enemy faction to reduce lag on the server. Sure you still want a sizable enemy force to fight but if you fight a faction stack you will just lag out and die unless the situation is extremely favourable or the enemies are VVery bad. (or ofc if one is in your own faction stack as an organised group)
Izzy I have nothing but respect for you, and the way you express yourself on the forums. So many things you say are for the betterment of the game as a whole, and not driven by a desire for personal gain. At the same time I am part of the anti-ball crowd, not to the point of obliterating the playstyle, but to the point of reeling in the aggregate power that ball groups can achieve. On this topic we disagree.
While the aim may be to split up the enemy faction, which may happen for a short while, the end result because of how hard groups like yours are to dispatch, is to draw the faction stack to you over time. The longer you hold a point of interest the more the stack comes to you. If groups like yours could be dealt with by 30 unorganized people what you are saying might actually work. Unfortunately it takes more like 60 people to get the job done with groups like yours. Drac is the best ball on pcNA so yours is not typical of all ball groups. But the problem remains that the power delta is too wide between ball groups and the unorganized, and in the end the faction stack must come to you in order to deal with you. If we could get to the point that 30 people could take care of ball groups the factions stacks could dwindle, and the server stress could be reduced.
Unfortunately the stack has become a habit, and now will require even more time for that playstyle to fade away, if and when ball group power is reeled in.
xylena_lazarow wrote: »It would also mean fights end before the server melts down, and there can be other battles on the map. There's way too much damn healing at every level and scale of PvP.Izanagi.Xiiib16_ESO wrote: »This would actually make players stack more as the more numbers you have the easier it is to kill enemies and recover from being killed.
Shortly after the no proc change, I was in some really big zergy keep fights and the lag was non-existent. The server performance was the best it had been in 2 years without a doubt. As the ball grps returned, the performance got worse when they were on. There is a big difference in performance when there is a huge fight as opposed to a huge fight where one ball grp is present. If there is two, it's completely unplayable.
Look I don't know why this is the case but personally, the performance is way better when they are not on. It's been proven to me over and over. They need to fix their game, obviously because these cheeseball players aren't going to stop their cheeseball ways.
NotTaylorSwift wrote: »Shortly after the no proc change, I was in some really big zergy keep fights and the lag was non-existent. The server performance was the best it had been in 2 years without a doubt. As the ball grps returned, the performance got worse when they were on. There is a big difference in performance when there is a huge fight as opposed to a huge fight where one ball grp is present. If there is two, it's completely unplayable.
Look I don't know why this is the case but personally, the performance is way better when they are not on. It's been proven to me over and over. They need to fix their game, obviously because these cheeseball players aren't going to stop their cheeseball ways.
Performance is literally no different when ball groups are raiding and when they are not...
We raided today (a ballgroup) on Ravenwatch eu from around 19:30-20:30 Cest. Performance was mostly perfect, probably because the population was low. Ep locked, Ad 2 bar, Dc 3 bar. But there was still a ballgroup active and it wasn't laggy at all so it's clearly not the main problem.
Your last sentence just shows that you have something personal against ballgroups and ballgroup players, so you choose to blame them. Like most people who blame them.
CrustyCroco wrote: »Your D-Swing example is completely missing one of the main problems for online games. Location checks, which are made by the server by some server fps rate. If it runs on 100fps for example, it sends updates every 10ms to the players (=10 per second), which is A LOT, especially if it has to deal with multiple players.
I don't know that much about it, but the game basically asks for the player's position in a constant matter, so that you can see the other player running around fluently. To make that possible, these checks are made SO often within a second, that the used skill from an individual player doesn't produce so many calculations in relation to the location checks, than you might think.
These also help to measure, how far those players are from your position etc, no matter what skill you are using. These checks play a big role within the "smart targetting" combat system that eso has. You don't really have to aim anything 100% correctly, it's the game doing it for you, but for that it has to always ask, who is closest/farthest/lowest health etc etc and since it has to find out who is the closest, it asks EVERYONE around, even if you just use a single target skill.
It probably gets worse, if the 3rd faction joins the fight, cause then all these range and location checks are going to the next level.
Lag in 1v1 tournaments is more or less confirming this. With quite a crowd watching, the lag is still existent, even tho noone uses a lot of skills, AoEs or other stuff. Just by being there and moving around, the server is put on a lot of stress.
Of course it gets worse, if many people are fighting on top of that, but i can't hear all this "ball group cause the lag" anymore, when there is so much more behind it and people just try to find the best possible scapegoat for what is mainly a multiplayer game mechanic issue.
CrustyCroco wrote: »Your D-Swing example is completely missing one of the main problems for online games. Location checks, which are made by the server by some server fps rate. If it runs on 100fps for example, it sends updates every 10ms to the players (=10 per second), which is A LOT, especially if it has to deal with multiple players.
I don't know that much about it, but the game basically asks for the player's position in a constant matter, so that you can see the other player running around fluently. To make that possible, these checks are made SO often within a second, that the used skill from an individual player doesn't produce so many calculations in relation to the location checks, than you might think.
These also help to measure, how far those players are from your position etc, no matter what skill you are using. These checks play a big role within the "smart targetting" combat system that eso has. You don't really have to aim anything 100% correctly, it's the game doing it for you, but for that it has to always ask, who is closest/farthest/lowest health etc etc and since it has to find out who is the closest, it asks EVERYONE around, even if you just use a single target skill.
It probably gets worse, if the 3rd faction joins the fight, cause then all these range and location checks are going to the next level.
Lag in 1v1 tournaments is more or less confirming this. With quite a crowd watching, the lag is still existent, even tho noone uses a lot of skills, AoEs or other stuff. Just by being there and moving around, the server is put on a lot of stress.
Of course it gets worse, if many people are fighting on top of that, but i can't hear all this "ball group cause the lag" anymore, when there is so much more behind it and people just try to find the best possible scapegoat for what is mainly a multiplayer game mechanic issue.
I've never heard of lag in 1v1 tournaments until now so I can't speak much to that. But the fact that when there are no ball groups even with a pop locked server, which has happened ping never gets all that high. By your reasoning then cyrodiil should ALWAYS be very laggy. If it is simply the number of people on a server regardless if they are pvping or not, then we wouldn't have lag spikes at all. And more telling is just how high they spike.