kyle.wilson wrote: »ZOS needs to deliver the performance they promised in PVP. They described combat that would be multiple times larger than the largest fights that currently occur on a pop locked campaigns.
We should stop giving zos the easy way out when it comes to fixing the server performance.
dwemer_paleologist wrote: »lowering the cap will help
ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
So ZOS could leave the server alone and still improve Cyrodiil via gameplay changes. If it's bad for Cyrodiil performance, disable it in Cyrodiil.ZOS_BrianWheeler wrote: »@Neoakropolis is correct in that the less CP you have, the less passives you have, therefore the less the server needs to calculate per combat action. This can also be said about armor set procs, player passives and active abilities that have to hit multiple players or sort through multiple players before firing off their abilities to a specific or sub-set of targets.
dwemer_paleologist wrote: »lowering the cap will help
Except:ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
On the other hand:So ZOS could leave the server alone and still improve Cyrodiil via gameplay changes. If it's bad for Cyrodiil performance, disable it in Cyrodiil.ZOS_BrianWheeler wrote: »@Neoakropolis is correct in that the less CP you have, the less passives you have, therefore the less the server needs to calculate per combat action. This can also be said about armor set procs, player passives and active abilities that have to hit multiple players or sort through multiple players before firing off their abilities to a specific or sub-set of targets.
ZOS should drop its ideology of one ruleset for all game modes and create a subset of the rules optimized for AvA. This is totally achievable if they had the will to do it.
dwemer_paleologist wrote: »lowering the cap will help
Except:ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
On the other hand:So ZOS could leave the server alone and still improve Cyrodiil via gameplay changes. If it's bad for Cyrodiil performance, disable it in Cyrodiil.ZOS_BrianWheeler wrote: »@Neoakropolis is correct in that the less CP you have, the less passives you have, therefore the less the server needs to calculate per combat action. This can also be said about armor set procs, player passives and active abilities that have to hit multiple players or sort through multiple players before firing off their abilities to a specific or sub-set of targets.
ZOS should drop its ideology of one ruleset for all game modes and create a subset of the rules optimized for AvA. This is totally achievable if they had the will to do it.
That second quite is interesting. As still proc sets are introduced and CP grows to get more passives...
So remove CP, remove proc sets?
This is by far the best solution to fix the campaigns.
ZOS_BrianWheeler wrote: »
Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
This is by far the best solution to fix the campaigns.
I find it odd that people think this is the best solution when most of us have no idea how the servers work.
Zos has already reduced the pop caps several times since the game launched and our lag is as bad if not worse then before they reduced it the first time.
Further, as Zyk pointed out Zos has even stated reducing the population cap is not the answer as the issue is more relevant to the number of players in a given area.ZOS_BrianWheeler wrote: »
Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
There is much more to this, as to why all this occurs but Zos has actually made it worse over the years. Better management of the combat systems is what is needed. Not a continued reduction of population and crossing our fingers it will eventually work. Heck, most avoid shore because they want to have enough players in a campaign to have actual PvP. We do not need to force Vivek to be like Shor.
dwemer_paleologist wrote: »lowering the cap will help
Except:ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
On the other hand:So ZOS could leave the server alone and still improve Cyrodiil via gameplay changes. If it's bad for Cyrodiil performance, disable it in Cyrodiil.ZOS_BrianWheeler wrote: »@Neoakropolis is correct in that the less CP you have, the less passives you have, therefore the less the server needs to calculate per combat action. This can also be said about armor set procs, player passives and active abilities that have to hit multiple players or sort through multiple players before firing off their abilities to a specific or sub-set of targets.
ZOS should drop its ideology of one ruleset for all game modes and create a subset of the rules optimized for AvA. This is totally achievable if they had the will to do it.
That second quite is interesting. As still proc sets are introduced and CP grows to get more passives...
So remove CP, remove proc sets?
CP still has the same number of passives and slots to put points since the CP was launched.
But yes, they keep adding proc sets and have added buffs/debuffs as well.