Not just the lag. Everyone complained about the limited build system with only vanilla sets. So it was the worst of both worlds, the lag of GH, the limited builds of Vengeance.MincMincMinc wrote: »People always bring up the noproc didnt work
MincMincMinc wrote: »Condensing the queue to only GH and Vengeance shows investment in GH. Vengeance wasn't competing for Blackreach players, so this effectively adds to the GH player pool.Players keep underestimating technical limitations every time the devs address this subject. They even said that build system calculations were the main cause of lag. We don't know how even simple sets like Hunding's Rage are actually coded, so I'm gonna trust the devs on this.MincMincMinc wrote: »Then start adding the less server intensive proc sets.
Also: they did No Proc Cyro for a whole patch and it did NOT solve the lag, it was boring one build Beekeeper tank meta. I don't know why so many players forget this.
People always bring up the noproc didnt work.......well for one zos said it was not significant enough to backtrack on all the procs and designs in the game. We never got numbers on the issue because it wasnt a silver bullet, maybe it helped 5%, 10% but we simply were never shown any data. When the data was insignificant it was the people in charge of finance to decide to overhaul the game or live with the inefficiency and focus on pushing profit content. (they went with the obvious choice)
Why wasnt it a silver bullet though? Now I dont know how the ESO game engine handles things, but I have played with unreal engine enough where in there I think item sets, skills, and other proc effect would be handled very similarly. So what are other possible proc effects that happen in the game?
- Weapon enchants proc off light attacks and have timers and following procs with things like status effects >>
- status effects have their own calculations and side effects like aoe or dots with debuffs not to mention the whole chance mechanics
- Each tick has a crit chance effect
- Passives like burning light are a proc effect
- Potions are a proc effect
- even racials have procs in them like orc's healing, redguard stam
- Skills like critsurge proccing off every crit or just general bloated 5 paragraph description skills that do 20 things
- Half the CP in the game probably do proc like effects.
- then there are the item sets of course where you can distinguish stat proc sets and proc effect sets or proc buff sets if we'd like
Point is that with all the above a build maybe has upwards of 50+ proc conditions waiting to trigger. Removing the item sets that contribute maybe 4-5 of those is a drop in the hat. The whole game is bloated, you either trim the fat or reduce your expectations for player capacity. Veng atleast showed us that if all the above is removed it goes back to the expected server capacity. Zos decided to reduce expectations and just lower the player capacity thus we are getting GH shoved into a one keep campaign.
CalamityCat wrote: »The DK refresh does make me concerned about warden, given that DKs are now focused on fire and the poison was removed. I have never liked the frost side of warden, so if that becomes the main aesthetic, it's going to break the whole way I play the class. I think there are different options in all classes, and I value all of them. Even the ones I don't use or like. If they all start merging into one it's going to annoy a lot of players.
For Templars they are mostly light focused, with just a few skills being "lightless". If lightlessness was a theme in more of the abilities, I would say a "dark Templar" is a potential subset. But there just isn't enough for that to be currently true, and so I can't think of a current subset within Templar other than stamina vs magicka.

MincMincMinc wrote: »As we saw in the livestreams zos is designing a one keep campaign. Where we have three spawn zones surrounding a single keep with a river going around it. There are bridges for bridge fights, and outside the river are resource nodes to contest. We know to solve the pvp lag issues they are simply reducing the player population again to account for the ballooning game code.
The real question is whether zos is going to take this mini keep campaign and go further with it. Theoretically they could distribute the playerbase across multiple mini zones each controlled by their own server to distribute the lag. Imagine if we took cyrodil and made a hex grid across the map. Then every hex was its own server where you could run between and swap to. Thus they could cut down the lag of a server in half or more depending how many keep fights are going on. If they were really smart they would probably disband the 3 faction concept and find ways to prevent massive singularity events where everyone in the campaign winds up at a single keep.
Lagzee