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PVP Solutions: Dead Players = No Calculations = Lag Fixed

Skoomah
Skoomah
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PVP Solutions: Dead Players = No Calculations = Lag Fixed

Just saying... if we just increased damage, lowered healing, lowered sustain, people would die more in PVP. Dead players don't calculate. Can't lag the server if there aren't calculations.
  • colossalvoids
    colossalvoids
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    Fight against the gankers/bombers and catering to 1vX/ball would always prevail so extensive calculations would be always present, players won't be dying and that's how community and devs decided priorities here. It's easier to cut whole mechanics right away instead of changing players behaviour or perception of what Cyro is.
  • Skoomah
    Skoomah
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    Fight against the gankers/bombers and catering to 1vX/ball would always prevail so extensive calculations would be always present, players won't be dying and that's how community and devs decided priorities here. It's easier to cut whole mechanics right away instead of changing players behaviour or perception of what Cyro is.

    It boils down to the volume and complexity of calculations the server can process each second. So why not just tone down what’s keeping all players alive (solo and groups alike) which includes nearly infinite sustain, unlimited streaking, unlimited cloak, unlimited cross healing, and big fat shields which effectively give people permanently exorbitant hit points you gotta damage through to kill the enemy.

    If the server can only handle X amount of players at one time, why not make it so players are dying left and right, so the server ends up only having to calculate only X amount of players at one time because the game is designed around reasonable Time to Kill.
    Edited by Skoomah on 28 January 2025 11:10
  • colossalvoids
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    Skoomah wrote: »
    Fight against the gankers/bombers and catering to 1vX/ball would always prevail so extensive calculations would be always present, players won't be dying and that's how community and devs decided priorities here. It's easier to cut whole mechanics right away instead of changing players behaviour or perception of what Cyro is.

    It boils down to the volume and complexity of calculations the server can process each second. So why not just tone down what’s keeping all players alive (solo and groups alike) which includes nearly infinite sustain, unlimited streaking, unlimited cloak, unlimited cross healing, and big fat shields which effectively give people permanently exorbitant hit points you gotta damage through to kill the enemy.

    If the server can only handle X amount of players at one time, why not make it so players are dying left and right, so the server ends up only having to calculate only X amount of players at one time because the game is designed around reasonable Time to Kill.

    That's what I personally prefer also, but I don't see the larger community really in favour of shorter ttk and less defensive capabilities, as balancing boils down to duel tests or psychological impact of high burst combos as being "unfair play". Also I'm pretty sure there might be some hidden calculations that multiply on a never dying fellas like we can observe with 4936353828 minutes burn status effects and such, which aren't really affecting anything character wise but they're having a count on a character sheet and hell knows how many such effects can be going simultaneously or how they're interacting.

    Doubt that their lag issue is that simple but taking players out by another players AND discouraged stacking can be surely of help there. Cross healing disabled test was one of the best PvP times I remember of recent.
  • MincMincMinc
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    Funny, one of the points made is that they cater to 1vX. However part of the problem is that 1vX skills dont really exist in the game. They hard limited sources of population scaling skills. Like master 2h or proxy det are really the only 2 left. These used to be key in deflating larger clumps of players that bog the server down. Not only that, but it gave newer players the confidence to stop sitting in large groups and solo.

    Without newer players leaving the flock, the flock only grows in size. It seems counter intuitive, but you need the skills/mechanics that help level the playing field when outnumbered. Think old ball of lightning, or wings reflect, or Annulment, or sunshield, cloak, sap essence. We can go more into detail on this if you dont remember the glory days versions of these skills.

    Its almost a necessary evil in a way, because you will always have those few players that no matter what will pop off.
    The other big issue is that general power creep breaks down diversity and stat tensions. Inevitably as everyone gets every buff in the game instead of the trinity of tank/heal/dps existing now you start gettting tank healers with 50khp perma blocking bgs. Or you have heal bots with crazy damage. When stats had more tension and less power creep buffs, players who were healers wore light armor and had to be peeled for. The only tanks that really were used were trolls or guard utility tanks for those healers. Dps were just that.

    The amount of buffs handed out on everything should be no surprise the servers are getting worse and worse. Many skills were only 1-2 effects, but now every skill interacts with 5+ passives and up to 4 proc sets and 5 CP and enchants, poisons, etc
    We should use the insightful and awesome buttons more
  • Remathilis
    Remathilis
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    Skoomah wrote: »
    PVP Solutions: Dead Players = No Calculations = Lag Fixed

    Just saying... if we just increased damage, lowered healing, lowered sustain, people would die more in PVP. Dead players don't calculate. Can't lag the server if there aren't calculations.

    Nice elegant solution: decrease the health of every character in a group by the number of people they are grouped with. A solo player is at full health. Two players are reduced by x%. Twelve players are reduced by (11)X%.
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