bowmanz607 wrote: »Hey guys why not try out the new 8mplementations before you knock it. I mean seriously, stop complaining about changes you know nothing about. You can't say you have tested them because there is zero way to replicate the live server. There is simply not enough people on pts to test this out. If you still have complaints before dark brotherhood then fine. [sinp]
bowmanz607 wrote: »Hey guys why not try out the new 8mplementations before you knock it. I mean seriously, stop complaining about changes you know nothing about. You can't say you have tested them because there is zero way to replicate the live server. There is simply not enough people on pts to test this out. If you still have complaints before dark brotherhood then fine. [snip]
There usually is an update about every 3 months. If we are not to complain before one, then when ever? Also I am pretty sure there is enough evidence the players aren't (if even) the only ones who know nothing about how changes will play out.
bowmanz607 wrote: »bowmanz607 wrote: »Hey guys why not try out the new 8mplementations before you knock it. I mean seriously, stop complaining about changes you know nothing about. You can't say you have tested them because there is zero way to replicate the live server. There is simply not enough people on pts to test this out. If you still have complaints before dark brotherhood then fine. [snip]
There usually is an update about every 3 months. If we are not to complain before one, then when ever? Also I am pretty sure there is enough evidence the players aren't (if even) the only ones who know nothing about how changes will play out.
You have every right to complain. But how can you complain about something we have no idea about. Ure I'm skeptical myself. We can theorize all day about what may or may not happen, but that is all they are, theories. If the players PROVE it doesn't work and more has to be so be it. Spouting theories about what will happen without proof convinces no one. To be fair no aoe caps was a bit op at times in case people don't remember. Although the current system is obviously flawed. I think these cages are a step in the right direction without over stepping. Sure the players may have a better understanding of mechanics etc, but we still have zero idea what will actually happen until it does. Instead of yelling about things that have not been properly tested yet, go out, test it, then come back with wvidence.
themdogesbite wrote: »I guess you never saw PvP pre 1.6 Wrobel. 5 man groups could put up very strong fights against 20 people.. IF you will change healing you need to chnage it in a way that isnt punishing smaller sized groups. Keep heal cap on 6 but completely REMOVE the damage cap, that solves all problems. Numbers shouldnt matter, Skill howeever, should.
The reason healing can outscale damage is AOE caps and turteling.......
@Wrobel
The simplest fix from a game stand point and probably the harder fix from a coding stand point is to bring some reality into the game:
Players (and horses) should take up space and block LoS and AoE abilities should be affected by LoS.
(Goodness knows NPCs can certainly take up space and block LoS.)
Zergs are less of a problem when they cannot stand on top of each other anymore.
I can hide behind a tree and not get hit with a single target ability, the same should be true of an AoE.
If I am standing behind someone when a grenade goes off on the other side of them, I will have some protection. If an AoE goes off it should be mitigated (or eliminated) by the person in front of me. The same is true for healing. If that magic beam of healing goodness can't get to me because someone is between me and it, then the healing I receive should be mitigated (or eliminated).
This change also would make "Tanks" relevant in PvP as they could block entryways (think 300) and protect those behind them.
Skills that operate differently may not be affected by this LoS change. Caltrops should affect everyone in the AoE equally, but only when they attempt to move. Fire Rune (and it's morphs) seem to blast upward, so anyone standing on it should probably get hit the same. There are probably other examples.
I really hate Proxy Detonation, but if you want it to be a Zerg buster, then maybe it damages all enemies equally, but is mitigated by allies in between me and the enemies (to prevent 5 guys running through a crowd and vaporizing them, though again, if they CANNOT run THROUGH the enemy players, only the people in the front get hit).
Adjusting AoEs to be affected by LoS may be challenging, but making players take up space is the easier piece to this and I think everyone would be pleasantly surprised how well a tiny dose of reality fixes a lot of things.
@Wrobel
The simplest fix from a game stand point and probably the harder fix from a coding stand point is to bring some reality into the game:
Players (and horses) should take up space and block LoS and AoE abilities should be affected by LoS.
(Goodness knows NPCs can certainly take up space and block LoS.)
Zergs are less of a problem when they cannot stand on top of each other anymore.
I can hide behind a tree and not get hit with a single target ability, the same should be true of an AoE.
If I am standing behind someone when a grenade goes off on the other side of them, I will have some protection. If an AoE goes off it should be mitigated (or eliminated) by the person in front of me. The same is true for healing. If that magic beam of healing goodness can't get to me because someone is between me and it, then the healing I receive should be mitigated (or eliminated).
This change also would make "Tanks" relevant in PvP as they could block entryways (think 300) and protect those behind them.
Skills that operate differently may not be affected by this LoS change. Caltrops should affect everyone in the AoE equally, but only when they attempt to move. Fire Rune (and it's morphs) seem to blast upward, so anyone standing on it should probably get hit the same. There are probably other examples.
I really hate Proxy Detonation, but if you want it to be a Zerg buster, then maybe it damages all enemies equally, but is mitigated by allies in between me and the enemies (to prevent 5 guys running through a crowd and vaporizing them, though again, if they CANNOT run THROUGH the enemy players, only the people in the front get hit).
Adjusting AoEs to be affected by LoS may be challenging, but making players take up space is the easier piece to this and I think everyone would be pleasantly surprised how well a tiny dose of reality fixes a lot of things.
(less computing, just one IF more in code)
Branching problem was more or less "solved" (diminished to nearly irrelevant state), by introducing branch predictors like 20 years+ ago. And modern processors, have little-to-none problem with branching.
Also I don't think, that potential benefit of 5 (at most) lost cycles is relevant enough to use less clear design. I'd say even that code optimalization is nowhere close to point for such things to be relevant.
But thank you for rising technical point in discussion
Branching problem was more or less "solved" (diminished to nearly irrelevant state), by introducing branch predictors like 20 years+ ago.
Branching problem was more or less "solved" (diminished to nearly irrelevant state), by introducing branch predictors like 20 years+ ago.
Sure, but for the suggested "IF distance < X", I don't think there'd be a predictable pattern (depends on X as well as player behaviour), so the prediction might fail pretty often. Anyway, I just felt like nitpicking, as the post was a bit too extensive to react to as a whole so early in the morningTotally agree with the rest of your reply.
BTW
If ESO can crack the lag fundamentally in a smart way with still:
- enabling a multitude players close to each other
- complex features from sets, abilities and passives
- high feeling of responsiveness
- working rotations including weapon swapping
ESO will own.... will have a very important competitive edge
I don't know if the scale size of the staff of ESO will allow to invest for some time in a small A.I. team to crack it.
Or cooperate with a leading University on this, picking the right brains to edevelop that IP.
But it would be tremendous
BTW
If ESO can crack the lag fundamentally in a smart way with still:
- enabling a multitude players close to each other
- complex features from sets, abilities and passives
- high feeling of responsiveness
- working rotations including weapon swapping
ESO will own.... will have a very important competitive edge
I don't know if the scale size of the staff of ESO will allow to invest for some time in a small A.I. team to crack it.
Or cooperate with a leading University on this, picking the right brains to edevelop that IP.
But it would be tremendous
Point 1,3,4 can be easily* achived by thick(er) client, thin(er) server approach.
Main problem is with proper data security and validation (i.e. anti-cheat algorithms) both on server and client side. And potential anti-cheat solution with more than 99.99% success rate (it means 1 per 10 000 players will be falsely accused of cheating, or cheater would not register as such) should have much less strain on server than current counting logic. But it can be achieved.
Point 2 is to achieve by different team, and optimistically it should be only amount of time, by analizing raw data and taking to account player feedback (not only top, but also bottom of ladder).
*It's easy, but only from design/theory point. There are many difficult and non-trival errors, cases and issues based on architecture, code structure, chosen tools and so on, to take into account, which is not EASY task, and it's TONS of workhours. In fact i'm more than 99% sure that this solution would never be done, because it's too expensive and requires quite team of experienced developers solely dedicated to this issue for really good time. Realistically if ZoS would start such work in april (not counting recruiting new people), we would have chances to see it on halloween. 3 months of development 1 month of inner QA, up to 0.5 month of fixing, 0.5-1 open beta, rest of time to polish. Maybe shorter dev time, but not less than 2 months.
It's impossible to reach 100%. Every software bugs, glitches and so on can cause false alarms even for legit players.BTW
If ESO can crack the lag fundamentally in a smart way with still:
- enabling a multitude players close to each other
- complex features from sets, abilities and passives
- high feeling of responsiveness
- working rotations including weapon swapping
ESO will own.... will have a very important competitive edge
I don't know if the scale size of the staff of ESO will allow to invest for some time in a small A.I. team to crack it.
Or cooperate with a leading University on this, picking the right brains to edevelop that IP.
But it would be tremendous
Point 1,3,4 can be easily* achived by thick(er) client, thin(er) server approach.
Main problem is with proper data security and validation (i.e. anti-cheat algorithms) both on server and client side. And potential anti-cheat solution with more than 99.99% success rate (it means 1 per 10 000 players will be falsely accused of cheating, or cheater would not register as such) should have much less strain on server than current counting logic. But it can be achieved.
Point 2 is to achieve by different team, and optimistically it should be only amount of time, by analizing raw data and taking to account player feedback (not only top, but also bottom of ladder).
*It's easy, but only from design/theory point. There are many difficult and non-trival errors, cases and issues based on architecture, code structure, chosen tools and so on, to take into account, which is not EASY task, and it's TONS of workhours. In fact i'm more than 99% sure that this solution would never be done, because it's too expensive and requires quite team of experienced developers solely dedicated to this issue for really good time. Realistically if ZoS would start such work in april (not counting recruiting new people), we would have chances to see it on halloween. 3 months of development 1 month of inner QA, up to 0.5 month of fixing, 0.5-1 open beta, rest of time to polish. Maybe shorter dev time, but not less than 2 months.
Thanks @vontariel , for your explanation
You say also:
"Main problem is with proper data security and validation (i.e. anti-cheat algorithms) both on server and client side. And potential anti-cheat solution with more than 99.99% success rate (it means 1 per 10 000 players will be falsely accused of cheating, or cheater would not register as such) should have much less strain on server than current counting logic".
IF, I don't know,.... but IF ESO does a 100% check on cheating by some algorithm....
My first target to adress would be that 100% check....
It is like having a police officer per citizen to control no crime is committed.
Why not a 1% check per global cooldown of 1 second and cycle around all players in a 100 second cycle !
Once you spotted a player, you tag him for 100% control and if abuse is certain you ban.
This would lessen the server load to close to 1% compared to actual.
There is no real harm done when a player can abuse for 100 seconds only.
You could even use several algorithms with differing costs (in time) and effectiveness to optimise.
have some heuristic approach on odd performances as well to escalate
Or are ZOS already doing something like this ?