EDIT: Quoted by accident
Well there are fundamentally 2 issues with ball groups. 1 is with the actual pvp balance of them, the other is with server performance. While I personally am not a fan of the overall balance of them, my biggest issue is with their impact on server performance. Off hours when there aren't any ball groups the game runs great almost regardless of numbers. Even more concerning is what, if any plans zos has going forward for more tests. In order to reduce the amount of server noise I make as a solo player running all single target abilities to make up for somebody in a ball group making probably at least 5 (but probably more like 10) times the noise; to the point that lag is better is going to be brutal.
That sums it up. Pugs vs ball group is futile, they need to stack ridiculous numbers to get rid of 12 guys. That's where your lag is coming from, not the ball group itself. I'm sure this is good for ball group egos, but is it good for the game?Sandman929 wrote: »the choice has become ignore them or faction stack them.
xylena_lazarow wrote: »That sums it up. Pugs vs ball group is futile, they need to stack ridiculous numbers to get rid of 12 guys. That's where your lag is coming from, not the ball group itself. I'm sure this is good for ball group egos, but is it good for the game?Sandman929 wrote: »the choice has become ignore them or faction stack them.
NotTaylorSwift wrote: »EDIT: Quoted by accident
Well there are fundamentally 2 issues with ball groups. 1 is with the actual pvp balance of them, the other is with server performance. While I personally am not a fan of the overall balance of them, my biggest issue is with their impact on server performance. Off hours when there aren't any ball groups the game runs great almost regardless of numbers. Even more concerning is what, if any plans zos has going forward for more tests. In order to reduce the amount of server noise I make as a solo player running all single target abilities to make up for somebody in a ball group making probably at least 5 (but probably more like 10) times the noise; to the point that lag is better is going to be brutal.
Then how do you explain the abysmal performance at prime time when there are no ballgroups even raiding? Because there are many days when there are none. Yet lag is just as bad as when there are.
(Though today and yesterday performance has been really good compared to the last couple of months)
You're correct that pugs will faction stack whether they are fighting a ball group or not, both due to how disgusting cross-healing is, and due to the insane floor/ceiling gap. Either way, cross-healing needs to be gutted.ResidentContrarian wrote: »The game's overall balance and objective actually drives this play... Just stand on the flags and heal each other while that guy attempts to kill you, when the flags flips the guards will do it for you.
When you went no proc, the ball grps stopped playing for a long time. The performance was really amazing. Lately, they are back and its a laggy, de-sync'd mess when they are on.
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.
1 ball group will not stress the servers much. That was a terrible anecdote. There is still a performance hit no doubt, how much is the question. If there is nobody on the server besides 3 ball groups, guess what, lag won't be bad. By that same anecdotal evidence I can say that I can predict when a ball group on the other side of the map makes contact with enemies with nigh 100% accuracy based on the lag spikes. If ping was at 50 before you guys came and then it spiked up to 80 when you guys are fighting, that is a significant increase in lag for 12 or so people. It does not automatically become laggy with 1 ball group because then the game would just break literally every primetime.
It is abundantly obvious that any players that run alot of aoe's will cause more server issues. Is that even up for debate? Radiating regen is almost 4x more server calculations *than vigor*, not including sanctuary set or the increase in calculations if you are a templar or warden healer. Dswing is literally just my outgoing dmg calculations and your defensive calculations. An aoe that hits 3 people is my outgoing dmg calculations and 3 people's incoming defensive calculations.
Edit: *than vigor*
NotTaylorSwift wrote: »EDIT: Quoted by accident
Well there are fundamentally 2 issues with ball groups. 1 is with the actual pvp balance of them, the other is with server performance. While I personally am not a fan of the overall balance of them, my biggest issue is with their impact on server performance. Off hours when there aren't any ball groups the game runs great almost regardless of numbers. Even more concerning is what, if any plans zos has going forward for more tests. In order to reduce the amount of server noise I make as a solo player running all single target abilities to make up for somebody in a ball group making probably at least 5 (but probably more like 10) times the noise; to the point that lag is better is going to be brutal.
Then how do you explain the abysmal performance at prime time when there are no ballgroups even raiding? Because there are many days when there are none. Yet lag is just as bad as when there are.
(Though today and yesterday performance has been really good compared to the last couple of months)
Then how do you explain that I can predict when a ball group on the other side of the map makes contact with enemies with nigh 100% accuracy based on the lag spikes.