Myth AoE Cap

  • Korah_Eaglecry
    Korah_Eaglecry
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    FENGRUSH wrote: »
    Saying we need AOE caps is pretty much saying I need my ball group to play this game.

    Ultimately I think ZOS is on board at this point - theyve confirmed theyre making a thread about it.

    They really have very little to lose at this point, people are leaving the game.

    According to what statistics? By all means provide numerical evidence.
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  • usmcjdking
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    FENGRUSH wrote: »
    Saying we need AOE caps is pretty much saying I need my ball group to play this game.

    Ultimately I think ZOS is on board at this point - theyve confirmed theyre making a thread about it.

    They really have very little to lose at this point, people are leaving the game.
    FENGRUSH wrote: »
    Saying we need AOE caps is pretty much saying I need my ball group to play this game.

    Ultimately I think ZOS is on board at this point - theyve confirmed theyre making a thread about it.

    They really have very little to lose at this point, people are leaving the game.

    According to what statistics? By all means provide numerical evidence.

    This is all this dude talks about. Don't get it twisted - people that say they don't want to be able to 1vX want to 1vX.
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  • sadownik
    sadownik
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    FENGRUSH wrote: »
    Saying we need AOE caps is pretty much saying I need my ball group to play this game.

    Ultimately I think ZOS is on board at this point - theyve confirmed theyre making a thread about it.

    They really have very little to lose at this point, people are leaving the game.

    According to what statistics? By all means provide numerical evidence.

    http://steamcharts.com/app/306130#All


    Ofc its just steam users, but there are 330 k. copies sold on Steam supposedly so it makes a good testing group.
  • KewaG
    KewaG
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    sadownik wrote: »
    FENGRUSH wrote: »
    Saying we need AOE caps is pretty much saying I need my ball group to play this game.

    Ultimately I think ZOS is on board at this point - theyve confirmed theyre making a thread about it.

    They really have very little to lose at this point, people are leaving the game.

    According to what statistics? By all means provide numerical evidence.

    http://steamcharts.com/app/306130#All


    Ofc its just steam users, but there are 330 k. copies sold on Steam supposedly so it makes a good testing group.

    This is a bad example seeing as most steam users, me included, never did or no longer use steam to launch ESO due to Steam being so buggy. I still play everyday, I just don't launch it with steam and I'm not alone. Most people I talk to on the steam forums say the same thing.

    ***EDIT***
    Also, the Steam Fall Sale is starting this week so I can guarantee that, if ESO goes on sale, the numbers will skew in the other direction for sales but numbers will still stay low for people playing.

    Edited by KewaG on 23 November 2015 18:44
    Nerf RNG! Nerf BoP! Buff Everything else!
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  • Tors
    Tors
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    This is off topic, and I think the OP's post is worthy of staying on topic, but I dont see numbers droping, My friends list is a steady 20 (not a massive number to base anything on, but an indicator to me)

    This is an indicator of how good the game is that people stick with it even after all the login times and other annoyances
    Better late Than Pregnant....
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  • Sublime
    Sublime
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    I don't know about other players, but I know that most of my PvP-minded friends are staying because there's no good PvP MMO around atm. Time will tell I guess.
    Edited by Sublime on 23 November 2015 20:04
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  • Korah_Eaglecry
    Korah_Eaglecry
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    usmcjdking wrote: »
    FENGRUSH wrote: »
    Saying we need AOE caps is pretty much saying I need my ball group to play this game.

    Ultimately I think ZOS is on board at this point - theyve confirmed theyre making a thread about it.

    They really have very little to lose at this point, people are leaving the game.
    FENGRUSH wrote: »
    Saying we need AOE caps is pretty much saying I need my ball group to play this game.

    Ultimately I think ZOS is on board at this point - theyve confirmed theyre making a thread about it.

    They really have very little to lose at this point, people are leaving the game.

    According to what statistics? By all means provide numerical evidence.

    This is all this dude talks about. Don't get it twisted - people that say they don't want to be able to 1vX want to 1vX.

    Im well aware. Ive confronted some of his minions before on this and he came rushing in to attack me. The point Im making is he cant back up any of what he says and only rides the wave of supporters that he gathers during his Live Streams.
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • Taonnor
    Taonnor
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    I picked for all 2 typical examples of DAoC pvp.


    Typical Zerg vs. Zerg. Did you see players they blob intentionally?
    https://www.youtube.com/watch?v=U0agMq8hEcA


    Typical bomb group (Zerg buster!) Did you know the weakness of a bomb group?
    https://www.youtube.com/watch?v=mI250gU4Ct8


    There are 2 mechanics they make interest fights:
    1. Rupting: If you hit by damage or rupting skill (like a root) your current cast will be rupted and you are not able to cast for 2 seconds, you can only do instant casts in that time. Instant casts was very rare in the game. For example the bomb cast have a base cast time of 2 seconds.
    2. No AoE Caps: All damage AoE in DAoC have no caps. The strongest damage AoE spells where the bombs. If you stay close to the "bomber" caster you get the most damage.

    These mechanics had several effects on the fight. For example 3-4 "bomber" caster can kill a large zerg. BUT! If the "bomber" caster will be rupted, they cannot kill you. Melee characters can rupt the casters with a simple light attack, because they cannot be rupted.

    So you have 2 counter-rotating mechanics. One against the blobs and one against the bombs. (I hope you understand this. :smile: )


    What ESO needs are one against blobs. One way are definitely no aoe caps. But what will you do against the bombs if you have no aoe cap? There needs ESO a cool counter-rotating mechanic. Have anyone an idea?
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    Myth AoE Cap: DE Mythos AoE Cap // EN Myth AoE Cap

    What should i change in ESO: DE [DGR] Was würde ich an ESO verändern - "Der große Rundumschlag" // EN [TWS] What should i change in ESO – „The sweeping statement“

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  • Tankqull
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    Taonnor wrote: »
    ...


    What ESO needs are one against blobs. One way are definitely no aoe caps. But what will you do against the bombs if you have no aoe cap? There needs ESO a cool counter-rotating mechanic. Have anyone an idea?

    well you allready smentioned it... all pbaes should have an actual casting time of atleast one second and beeing ruptable.

    but you are right the current situation makes one thing obvious the complete lack of ZOS to develop a combat system. they just picked parts from different systems and lumped them together hoping for the best and miserably failed.
    the best example is the "ruptsystem" of eso its so watered down that only 5 ruptable abilities are left one has a instant proc, two are FGchanneled abilities, and the two other (+one slightly bugged instant ability) are densed into one class who simply dont use them anymore as they perform mediocre at best anyway.
    Edited by Tankqull on 24 November 2015 11:10
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Jitterbug
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    I can confirm that Rich read it. :)

    I came here for the Z and I was not disappointed!

    Well, it's a Kai Schober Z - those rarely dissapoint
  • Sharakor
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    Wait there's actually people that said "without AOE caps small groups beat larger ones", so translated skilled players beat unskilled players? OMG THAT MAKES NO SENSE MUST NERF

    Remove AOE caps, we all know the lag situation was much better without them.
  • Korah_Eaglecry
    Korah_Eaglecry
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    sadownik wrote: »
    FENGRUSH wrote: »
    Saying we need AOE caps is pretty much saying I need my ball group to play this game.

    Ultimately I think ZOS is on board at this point - theyve confirmed theyre making a thread about it.

    They really have very little to lose at this point, people are leaving the game.

    According to what statistics? By all means provide numerical evidence.

    http://steamcharts.com/app/306130#All


    Ofc its just steam users, but there are 330 k. copies sold on Steam supposedly so it makes a good testing group.

    Which doesnt provide context to who they are and why they left. The average gamer is between 18-30 years old. And the timing of the drop off can easily be explained by the fact that school starts up in late August - mid September. I wont disagree that PvP has taken a hit due to IC but that has more to do with the fact that its a gankers paradise at its core completely surrounded by PvEer incentives to come in and get themselves ganked and adds objectively nothing new to the experience for the average PvPer. But theres nothing in those statistics to show who is a PvPer, who is a PvEer or both. And it doesnt reflect why they left. Are they gone for good, are they refusing to play until changes are made, are they taking a break because of school, are they taking a break for any number of financial or personal issues? The list indicates very much that the issue is more than likely tied to school than the DLCs since the Fall of 2014 has similar drop offs. And completely nulifies the argument that this is all due to AOE Caps.

    I definitely could of asked that question better. But statistics alone without context to whom youre gathering data on is quite useless.
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • phillyboy7897
    phillyboy7897
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    Bump ZoS you can read this again if you care about server lag.
  • Volkodav
    Volkodav
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    Taonnor wrote: »
    First i will apologize for my broken english. If you do not understand some sentence, try to see in the german thread and translate itself or ask me directly!

    Here are the german counterpart. -> forums.elderscrollsonline.com/de/discussion/224992/mythos-aoe-cap

    Now the post in english

    Again and again we talks about this and there is always a point of contention. Some say "AoE Cap is good, because the server cannot handle it without". The other saying "Without AoE Cap the server has less load". Some say that "Without AoE Cap, small groups beat big". Others say, "With or without AoE Cap does not matter, large groups are always too strong." The discussions can go on like this forever.

    Again we discussed about the aoe cap in our TS. After that discussion the idea came to me to search for founded arguments. Maybe I'm crazy to put so much effort into finding the answers, but I have fun at such things. :smile: With common sense, I already was able to get much of what is now thinking, but I had not evidence.

    OK. What have I done? I've come up with a first theoretical situation (a scenario).


    1. The Scenario

    It is described as a "simple" situation. We have 2 groups of a certain size. First Group A attack with AoE's (e.g. steeltornado), then group B attacks. Each round lasts 1 second. Group A and Group B are completely in the radii of AoE attacks. Simply Imagine a battle for a flag in a keep. In the past, these were the most common lag situations.

    But my scenario still has some weaknesses. For example, i ignore the fact that not every player every second is spamming a steeltornadoe. Besides, I did not treat the chain with active / reactive procs. So it can not accurately simulate the reality, but hopefully I can recognize a trend.

    The scenario can be interpreted in various ways. For this I've created scenario setups, such as the AoE Cap type.


    2. Scenario Setups


    AoE Cap Type

    The main setup is the AoE Cap type. Here there are three options.
    1. 6 targets
    2. 60 targets with damage reduction
    3. No cap


    Group Size

    Again and again on the argument that you can not kill large groups with an AoE Cap. Is that so? And how small can be a group to kill larger groups?


    AoE Damage (Average Damage)

    The average AoE damage refers to the AoE damage to an enemy per second.

    Especially with 2.1. the damage was reduced to 50%. This also reduces the average AoE damage. How does this affect the outcome of the group fight?


    Healing (Heal simulation)

    If healing simulation is active, an AoE Heal is simulated (75% of the AoE damage) to each player action. Imagine the healing circles of healing stick. The AoE Heal is fix limited to 6 targets. I have confined myself to healing circles, as they are the same legislation subjected as an AoE damage skill.


    Impact? (Impact simulation)

    One of the game philosophies and secrets of Lux Dei’s success is putting a so-called "Impact". We coordinate our attacks and try to attack at the same time. We create a damage peak and can overwhelm opponents frequently.

    If no impact is set a random number of players attack per round. This simulates a fight without coordinated attack.


    AoE Damage distribution (Randomize target hitting)

    Currently the AoE hits the 6 closest targets with 100% damage. But often enemies run around and you hit sometimes the one and sometimes the other one. How much influence has it that you always hit the same peoples or random peoples?

    If this setup is active, the AoE will randomly hits targets.


    Barriers

    If this setup is active, both groups gets a barrier.

    In short barriers or other shields makes the fight longer. So I only need to adjust the length of the fight. I have made myself easy here. I simply doubled HP to double the fight duration and simuate barriers.


    Cyrodiil Zone Splitting

    I can only observe from outside how Zenimax LOS checks implemented. Fact is, the server needs to know which enemy players are at the time of AoE damage in range of that AoE. Now the question is how we get this infornation?

    Suppose Cyrodiil is a single instance, then the server must determine which enemy players were at the time of AoE's from player A in the reach of that AoE. Gets the server now the position of all enemy players in Cyrodiil and checks it? Or is there another method?

    If zone splitting is not active, then the server searches completely Cyrodiil. In my simulation I have set the value to 500 objects.

    If zone splitting is active, then Cyrodiil is divided into small boxes (zones). Thus, the server does not need to search complete Cyrodiil. The server only needs to search the objects in the zone of the AoE damage occurred. If the AoE reaches over zone boundaries all bordering areas are searched. So I would do it. In the simulation, which has the consequence that only the enemies of the other group to be searched.

    Depending on how large the zones are, the number of LOS checks can be massively reduced (theoretically) on a filled Cyrodiil server. That's like saying a process that I would apply. But what system implemented that only knows Zenimax itself.


    3. Simulation of scenarios

    I'm not a math genius that can create formulas from all scenarios and setups. But i can write programs they do it for me. So I simply created a simulator (ESO Lag Simulator) with which you can simulate the scenarios.

    LagSimulator.png


    What results provides the simulation?

    The simulator provides four values of each simulation.
    1. The fight duration
    2. The number of actions (Ticks) in the fight per second
    3. Total number of actions (Ticks)
    4. Winner of the fight


    The fight duration

    Every second of the fight will be recorded and used as the X-axis of the graphic.


    The number of actions (Ticks) in the fight per second

    The simulator determines every second the actions (ticks) in combat. For example, an action is a LOS check of a player's AoE. The actions are used as the Y-axis of the graphic. About the ticks in a given second you can see quite well how much server load which setup generates.


    Winner of the fight

    When will be a victory against a larger group possible? Which setup is this needed? How much influence do the AoE Cap Types? These questions should be answered with the winner of the fight.


    4. Structure of the simulation

    Now it's getting difficult. How could a LOS check look like? How many ticks (the server does) produces this? I have no idea per se. I can only bring my experience here. Finally, the simulation has no real LOS check. The simulation simulates how much "ticks" are required for a LOS check. The same applies to the calculation of AOE damage and healing.


    Determine the actions in the fight

    I visualized the necessary actions for you via a simple Activity Chart. The left tree for AoE damage, the right tree for AoE healing circles.

    StateChart.png

    The first two actions "GetInside" and "GetVisible" form the LOS check. First one determines all enemy players inside the AoE radius. As second all visible targets will be determined from this list. The number of LOS checks does not vary based on the AoE caps, but is dependent on the available objects in the zone.

    The actions "DoDmg" and "DeathCheck" are more complicated because there are several sub-actions here. For example, the 6 densest objects mentioned must be determined with an active AoE Cap. On the other side these step can be ignorde if no AoE cap is set. With activated "Randomize target hitting" can be simulated, that is not always the same 6 targets are met. Last you need here the Dropoff calculation and a death check that the enemy was killed by the damage.

    Healing is designed to be immediately damage the tree. The only peculiarity is that here the AoE Cap is limited to 6 fixed targets.


    Calculation of damage & combat end

    If the target that get the damage is determined (Surprisingly ,i have found that the way is quite long. :smile: ), the damage must be inflicted to the target now. I believe that this calculation is not so simple, because the damage must be mitigated and additionally any procs are calculated. That's why I estimated 5 ticks for each damage calculation. I think this is the correct weight for the whole process.

    The end of the fight is pretty easy to identify. Once all players of a group have reached 0 HP, the battle is over.


    5. Results / evaluation

    With my simulator I've tried different setups. Some I want to introduce bullet points here. I have tried to answer the typical questions.


    Small groups vs. Large Groups. How is this possible?

    I have played through the various AoE Cap Types with activated Heal simulation and an average AoE damage of 2000.

    40v60.png

    With the solid "6 targets cap" was it already at a 50(A)vs60(B) almost impossible to win for Group A. With activated Impact on Group A the chance of victory could be increased. But group B has still won in most cases.

    With "60 targets + dropoff" (It is currently implemented in ESO) was at 20(A)vs60(B) for Group A only a very small chance to win. Again, with activated impact group A had higher chances of winning.

    With "No Limit" (No AoE Cap) even had 6 players a small chance to kill a group of 60 players. With 4(A)vs60(B) was it not possible.

    Interesting to note is the point from when you with a small group to ensure a win against a bigger group. Since group A always attack I take this as reference. Here are the results:
    • "6 targets cap" with no impact: 70(A)vs60(B) -> You need even more players and B won from anyway and
    • "6 targets cap" with Impact: 46(A)vs60(B) -> With Impact you still need almost the same number of players
    • "60 targets + dropoff": 60(A)vs60(B) -> The same picture
    • "60 targets + dropoff" with Impact: 32(A)vs60(B) -> Here you can see a big difference. So Impacts have a pretty big influence in this AoE Cap type
    • "No Limit" (No AoE Cap): 40(A)vs60(B) -> You can win with a smaller group, but you need already 1/3 of the opponent group
    • "No Limit" (No AoE Cap) with Impact: 12(A)vs60(B) -> Here is also a big difference to see. Impacts also have a major influence here

    I summarize the results. The clear winner in the theme is "No Limit" (No AoE Cap). However, the success of the small group depends on several factors. If two non-coordinated groups attacks each other (Zerg vs Zerg), it still requires about 66% of the opponents strength of the other group. But if here some good players inside the zerg, they could make a difference and win the fight for their zerg. If the own group additionally organized and manages to put an Impact (Call it skill), you can even wipe 60 or more enemy players with only 12 players.

    With the current implementation "60 targets + dropoff" is this point for organized groups (With Impact) at around 50% of the enemy strength (30v60, 12v24, etc.). If not organized groups clash, the bigger zerg wins. Individual good players can not stand out in unorganized groups (Zergs).


    Setup with the highest server load. What's the worst that can happen?

    Clear negative winner here is the "6 targets cap" with sometimes up to 2 million overall ticks. Conditions are also that the opponents run around and barriers are thrown. We know this picture all, and that was not realy good for the servers.

    MaxLoad.png

    In second place is "60 targets + dropoff". The overall value of ticks is only around 10% as large as the "6 targets cap".

    MaxLoad2.png

    Some peoples ask now: Why was there still lags with 2.0? The only explanation I have is the peak of ticks in both types of AoE. Both are at about 120000-150000 ticks at the highest value. If the server can only process 30000 ticks per second it comes to a server lag. Because the server requires 4 seconds for only one second in the game to calculate.


    Setup with the lowest Server Load. What is the best AoE Anti-Lag solution?

    As described above, I have installed a so-called Cyrodiil zone splitting method in the simulation. If zone splitting is not active, the server looks completely Cyrodiil whether the target can be hit with the AoE. In my simulation, the value is set to 500 objects. That are 250 players at two opposing factions. If zone splitting is active, the server does not have to completely browse the Cyrodiil population. The server only search in the current zone the AoE was carried. In the simulation is this the number of the enemy group. Suppose the final simulation example.

    MinLoad.png

    The result is impressive. The Peak is down to 50000, or about 33% to the previous result. Suppose with 30000 ticks per second required by the server just under 2 seconds instead of 4 seconds for the previous calculation.

    I can not help but I have to remark this! I think Zenimax has implemented the global variant without zone splitting or has made the zones too large. I hope you can still remind the removing of deer? Deer can also meet with an AoE. Like guards or other animals. Against all these objects a LOS check has to be done, because you do not want to hit the wolf on the other side of Cyrodiil with an AoE. So i found the myth reason of the deer removings!? :wink:@ZOS_GinaBruno If anyone would like to have explained the zone splitting in detail, I can write you via pm, because I do not want to explain in more detail here.

    Now the winner that generates least server load. This is clearly "No Limit" (No AoE Cap). With a peak at the worst case scenario of 28000 with a reasonable zone splitting one is less than 30,000 ticks. With Impact you would even land only at 15000. I believe these values speak for themselves.

    MinLoad2.png

    Why is "No Limit" (No AoE cap) so low? This is due to several factors:
    1. The opponents die faster
    2. The fights are much shorter
    3. It saves ballast in the calculation
      • Determine the densest 6 targets falls away
      • The complete dropoff falls away


    Influence of AoE damage (Average Damage) on the result. Is more damage than good?

    Finally, I would like to mention the average AoE damage. The results were for all types always the same. The more damage, the faster the opponents die and the shorter are the fights. The one who first handing out high damage wins the fight, even with a smaller group, regardless of their AoE Cap type. For comparison.

    "60 targets + dropoff" with Impact: 32(A)vs60(B) with 2000 damage

    against

    "60 targets + dropoff" with Impact: 16(A)vs60(B) with 4000 damage

    Dmg.png


    6. Conclusion

    The analysis of the results showed me clearly what AoE type I would prefer. No matter how I turn it and turn I land always with that "No Limit" (No AoE Cap) is the best solution. Without an AoE Cap the individual is still important in Zerg vs Zerg and Zerg vs Zerg is still possible and fun. However, we must be careful that we do not get into situations in which a single player against 60 wins without problems. I think that is too extreme and a risk of that AoE cap type. What can I do here? Zenimax has a good remedy here. The average AoE damage.

    Currently I think the average AoE damage somewhat too low. The 50% damage reduction is for me a piece too high. I would prefer 40%. Currently, players are at around 2000-3000 average AoE damage, best case would be 4000. With an average AoE damage of 4000 points and no AoE Cap can 6 players sometimes wipe a group of 60 peoples (If they are skilled).

    Even with the theoretically server load is "No Limit" (No AoE Cap) although the best solution. Contrary to some opinions, that "6 targets Cap" generated the least server load (It even produces by far the most). Likewise, the current solution ("60 targets + dropoff") simply produces too much server load. Therefore my request.

    „Keep-It-Simple“, No AoE Cap.

    With simple i mean simple. No special dropoff mechanics or other issues. Simple no Cap on AoE.

    I personally would like to see these two changes in the next patch:
    1. Repeal of AoE Caps and no drop off, because:
      • It generates fun for small groups against large groups
      • It does not affect Zerg vs Zerg gameplay
      • It generates by far the lowest server lag
    2. Damage reduction reduced to 40%


    On the following LINK you can download the ESO Lag Simulator and play yourself own scenarios: ESO Lag Simulator 1.0


    That was my personal opinion on the subject. I would like to hear your views. What do you say?

    Wow.Just WOW!
    I dotnt even know what to say.I am sitting here just utterly amazed at what you have put together.
    I too hope ZOS pays attention.I'm sending a link to Gina and hope she'll pass it on.
  • rfennell_ESO
    rfennell_ESO
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    If they were to remove AOE caps they would also have to reduce aoe damage by probably 50% or so.

    Unless, of course, your goal is everyone in every fight dying in 3 seconds or less.
  • Joy_Division
    Joy_Division
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    If they were to remove AOE caps they would also have to reduce aoe damage by probably 50% or so.

    Unless, of course, your goal is everyone in every fight dying in 3 seconds or less.

    Have fun next patch!
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • rfennell_ESO
    rfennell_ESO
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    Have fun next patch!

    Did I miss something?

    In truth I only small group/solo so there is little to no change in it for me whatever they do.

  • Reb
    Reb
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    interesting reading ....really is something they should at least trial on the pts and see how it runs ...surely thats what a test server is for :)
  • Katahdin
    Katahdin
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    Very impressive effort on this project. It really shows the passion some players have for this game to put this much work into it. Seriously, hire this guy.

    I sincerely hope the devs don't just read it, but analyze and test it for themselves. I really hope the give us their thoughts on this analysis and how it compares to how the game works.
    Beta tester November 2013
  • sadownik
    sadownik
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    I hope that you guys get at least ESO t - shirts. Seems guy on reddit got one for some miniscule issue.
  • pmn100b16_ESO
    pmn100b16_ESO
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    The Dev's response to this:

    mind_blown.gif

    splode.gif

    agtmbomg.gif
  • rfennell_ESO
    rfennell_ESO
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    Katahdin wrote: »
    Very impressive effort on this project. It really shows the passion some players have for this game to put this much work into it. Seriously, hire this guy.

    I sincerely hope the devs don't just read it, but analyze and test it for themselves. I really hope the give us their thoughts on this analysis and how it compares to how the game works.

    My guess is even though @Taonnor put a lot of work into it and it's impressive, he started from point 6 of his presentation and worked backward.
  • Taonnor
    Taonnor
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    My guess is even though @Taonnor put a lot of work into it and it's impressive, he started from point 6 of his presentation and worked backward.

    I started with the implementation of the simulator and the logic. After that i was caugth off that for example 60 cap with dropoff will have not realy better performance.
    Guild

    Gildenleiter von Lux Dei (EU/AD). Offizieller Gildenspotlight für ESOTU!
    Guild leader of Lux Dei (EU/AD). Official Guild Spotlight for ESOTU!

    Addons & Guides

    ESOUI Author Portal: Taonnor
    Addons: Taos AP Session, Taos Group Tools

    Myth AoE Cap: DE Mythos AoE Cap // EN Myth AoE Cap

    What should i change in ESO: DE [DGR] Was würde ich an ESO verändern - "Der große Rundumschlag" // EN [TWS] What should i change in ESO – „The sweeping statement“

    Charakters

    Taonnor Annare, Sorcerer
    Thao Annare, Nightblade
  • Inarre
    Inarre
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    Interesting work and while i dont think 30 second zerg fights are interesting i think it gives insight into what positive changes could be made.
  • Enraged_Tiki_Torch
    Enraged_Tiki_Torch
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    Wow... zenimax needs to hire you
    My solution to Champion Point System here
  • frozywozy
    frozywozy
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    Does your simulator take into consideration the vicious circle that server lag creates on unresponsive abilities and game mechanics which make the fight lasts much longer?
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Danksta
    Danksta
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    frozywozy wrote: »
    Does your simulator take into consideration the vicious circle that server lag creates on unresponsive abilities and game mechanics which make the fight lasts much longer?

    Did you take into consideration that this thread was made three years ago and the OP likely doesn't even play ESO anymore?
    BawKinTackWarDs PS4/NA

  • Facefister
    Facefister
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    OP worked for free
  • Taonnor
    Taonnor
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    I'm still there. @frozywozy no the simulator does not consider the lag. He only calculates in a very theoretical way possible "calculations" for several situations.
    Guild

    Gildenleiter von Lux Dei (EU/AD). Offizieller Gildenspotlight für ESOTU!
    Guild leader of Lux Dei (EU/AD). Official Guild Spotlight for ESOTU!

    Addons & Guides

    ESOUI Author Portal: Taonnor
    Addons: Taos AP Session, Taos Group Tools

    Myth AoE Cap: DE Mythos AoE Cap // EN Myth AoE Cap

    What should i change in ESO: DE [DGR] Was würde ich an ESO verändern - "Der große Rundumschlag" // EN [TWS] What should i change in ESO – „The sweeping statement“

    Charakters

    Taonnor Annare, Sorcerer
    Thao Annare, Nightblade
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Danksta wrote: »
    frozywozy wrote: »
    Does your simulator take into consideration the vicious circle that server lag creates on unresponsive abilities and game mechanics which make the fight lasts much longer?

    Did you take into consideration that this thread was made three years ago and the OP likely doesn't even play ESO anymore?

    The OP made several very constructive posts recently where he linked this thread as part of the main conversation there. Why does it matter to you anyway? Just move on and ignore this if it doesn't concern you.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
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