Mojomonkeyman wrote: »@Gaettusk
I paly on AD Eu server, I couldn`t care less who`s zerging more on your NA campaign. I never got the impression that Xsorus` post was following a hidden agenda to discriminate another faction.
This topic is about stacked zergs causing lag whatever faction, nationality or gender they might belong to. He even chose a video where his side was obviously zerging as well. Keep it real, dude.
Please keep that stuff out of this thread. Thank you very much.
xsorusb14_ESO wrote: »
/facepalm
A. Yes these groups cause lag, whenever you stand on top of each other spamming abilities like that, and not dying, You're causing lag.
B. You're aware I can't actually take video of fights if i'm not actually there right? I'm sure DC zerg was lagging everyone..But unless i'm specifically there to take the video of the fight, I can't actually show that..But then again I guess I did show that because you can clearly see DC in my video standing in the same spot at EP doing the same thing as EP clearly causing Lag..
C. You can blame it on the 20 man or not..If you're upset i'm lumping them in don't consider them part of the lag for all I care.
In closing, Your amount of butthurt is staggering.
A. Hitchen's Razor applies here- you cannot make a claim without justifying it with actual evidence. You need to definitively prove that the group of 20 using AoE is lagging you. Where's the video of only them around without that group of 100+ DC spamming AoE? You don't have one? Oh, so you don't have proof of them causing your "lag".
B. C um hoc ergo propter hoc applies here- you cannot assert that correlation implies causation. Your video isn't good evidence whatsoever of that group of 20 causing your "lag".
C. If you don't care, then part of your initial argument is disproved. If you concede part of your argument to your apathy, then why should the community take your other claims seriously? If you don't care about proving your claims, then why should the community care to hear them?
In closing, your amount of ad hominem is staggering.
Edit: Censoring Latin due to urban slang is quite daft.
xsorusb14_ESO wrote: »
Please by all means, point out where I misquote you.
xsorusb14_ESO wrote: »All 3 sides do it, both sides there were doing it..and it was causing the lag.
xsorusb14_ESO wrote: »Please point out where i'm claiming that only 20 people there from EP side are causing the lag....and not the huge groups of players (including my side) standing on top of each other AOEing.
Mojomonkeyman wrote: »I honestly got the impression, he just wants to blame the lag caused by balling up, his own faction for sure had part in causing the delay. Because it happened when everybody was engaging in the fight and skills were fired regardless of the faction he has been in.
Faction pride is completely unrelated to the topic, please have mercy with innocent readers who just want to take part in the discussion on the actual topic.
Best regards
quakedawg_ESO wrote: »I think we can all get along!
I don't feel the OP intended to call out a group or a faction. I did suggest he get a video of the ginormous blueberry zerg though and capture how much server lag they cause. I really only experienced issues when they roll in.
Sounds like Gaettusk was just defending his faction. It does appear to be the same guild from your first video no? I could be wrong. It would seem easier to capture footage of the giant zerg on your own doorstep though.
Let's not turn this thread into a cesspool of idiocy like the OP guildie does so well. He has a decent argument and, intentions aside, should be respected.
Just my .02
Have a great day!
quakedawg_ESO wrote: »xsorusb14_ESO wrote: »[...]quakedawg_ESO wrote: »[...]
Guilt by association is ... starting .......to ........fit...
kidding (sorta ...)
You do make some solid points in your original post. Not everyone will agree but that is fine. Again, I haven't experienced this issue unless I'm around a much larger body count
lol i wonder how many threads about this they will go thru before one of their mods mentions to our community manager that "hey uhhh i think the community is upset about ae caps, maybe you should address it."
'The community' isn't upset about AoE caps at all. The <1% of the community that is upset is also the same <1% that keeps making threads like this in an attempt to make it look like something 'the community' is upset about."hey uhhh i think the community is upset about ae caps, maybe you should address it."
Lava_Croft wrote: »'The community' isn't upset about AoE caps at all. The <1% of the community that is upset is also the same <1% that keeps making threads like this in an attempt to make it look like something 'the community' is upset about."hey uhhh i think the community is upset about ae caps, maybe you should address it."
majestic862_ESO wrote: »After watching that video and having experienced similar situations, all I can say is that removing AoE caps won't solve anything but make that lag worse. ZoS really just needs to optimize the game and it's servers more.
Luvsfuzzybunnies wrote: »I agree here. I dont know what makes people think removing aoe caps is gonna stop zerg balling.
frosth.darkomenb16_ESO wrote: »Luvsfuzzybunnies wrote: »I agree here. I dont know what makes people think removing aoe caps is gonna stop zerg balling.
Quick answer: maths, more specifically, game theory.
Long answer:
To facilitate the readability, let's assume that each player has 2000hp and can dish out 200 damage per attack spread over 6 targets.
Take a case study of three group size: 30 players, 20 players and 10 players.
WIth AoE cap, if zerg balling:
The effective hp of each group is: large group 60 000hp, medium group 40 000hp, small group 20 000hp
Large group does 30 x 6 x 200=> 36 000 damage per attack:
60% to large, 90% to medium, 180% to small.
Medium group does 20 x 6 x 200=> 24 000 damage per attack:
40% to large, 60% to medium, 120% to small.
Small group does 10 x 6 x 200=> 12 000 damage per attack:
20% to large, 30% to medium, 60% to small
Conclusion: A larger group gains both an innate damage resistance and damage buff that increases with the size difference. It gives a mechanical advantage to zergs and this makes it an optimum choice in game theory terms.
Without AoE cap, if zerg balling:
No need to calculate total damage. 10 players are enough to one shot a blob no matter its size, but the larger the group difference, the more damage the smaller group causes to the enemy faction, risking 10 to kill 20-30+.
Conclusion: No AoE cap benefit smaller groups against larger groups that zerg ball, making zerg balling a non viable choice. Hence stoping zerg balling
Bonus round without AoE cap, if not zerg balling:
In choke points situations like keep/bridges, the larger group offers an higher density of targets per area, giving each coordinated attacks of the small group more weight, up to potential wipe.
In open field battle, the large group occupies more space than the smaller one, so the player density for the large group is either equal or lower than the small group. But due to that the smaller group can create local contexts where it is effectively fighting equal numbers or smaller.
In both those situations, the larger group is more likely to win, higher numbers remain an organic advantage. However, the larger group cannot win with mechanical invulnerability. The zerg will lose members to the smaller groups, and it will create attrition rather than infinite momentum.
This is the framework in which a skilled group can shine by taking more than their pound of flesh.
xsorusb14_ESO wrote: »The way DAOC handled diminishing returns was the best method, the further you got away from the center of the PBAE, the less damage you took
This rewarded not being bad... It also kept things like stacking out of the game.
At no point is AOE caps a fix for powerful aoe
Holycannoli wrote: »xsorusb14_ESO wrote: »The way DAOC handled diminishing returns was the best method, the further you got away from the center of the PBAE, the less damage you took
This rewarded not being bad... It also kept things like stacking out of the game.
At no point is AOE caps a fix for powerful aoe
I'm in total agreement. AOE and PBAOE are two different things but the point remains that eliminating the cap eliminates this cheeseballing we predicted since we first heard of the caps.
Although didn't they say most AOE already had a cap and that they were just fixing the few skills that didn't? Supposedly we've been playing with caps since beta but nobody knew so we would spread out.
Has the video been sent to the devs via feedback or anything?
frosth.darkomenb16_ESO wrote: »Luvsfuzzybunnies wrote: »I agree here. I dont know what makes people think removing aoe caps is gonna stop zerg balling.
Quick answer: maths, more specifically, game theory.
Long answer:
To facilitate the readability, let's assume that each player has 2000hp and can dish out 200 damage per attack spread over 6 targets.
Take a case study of three group size: 30 players, 20 players and 10 players.
WIth AoE cap, if zerg balling:
The effective hp of each group is: large group 60 000hp, medium group 40 000hp, small group 20 000hp
Large group does 30 x 6 x 200=> 36 000 damage per attack:
60% to large, 90% to medium, 180% to small.
Medium group does 20 x 6 x 200=> 24 000 damage per attack:
40% to large, 60% to medium, 120% to small.
Small group does 10 x 6 x 200=> 12 000 damage per attack:
20% to large, 30% to medium, 60% to small
Conclusion: A larger group gains both an innate damage resistance and damage buff that increases with the size difference. It gives a mechanical advantage to zergs and this makes it an optimum choice in game theory terms.
Without AoE cap, if zerg balling:
No need to calculate total damage. 10 players are enough to one shot a blob no matter its size, but the larger the group difference, the more damage the smaller group causes to the enemy faction, risking 10 to kill 20-30+.
Conclusion: No AoE cap benefit smaller groups against larger groups that zerg ball, making zerg balling a non viable choice. Hence stoping zerg balling
Bonus round without AoE cap, if not zerg balling:
In choke points situations like keep/bridges, the larger group offers an higher density of targets per area, giving each coordinated attacks of the small group more weight, up to potential wipe.
In open field battle, the large group occupies more space than the smaller one, so the player density for the large group is either equal or lower than the small group. But due to that the smaller group can create local contexts where it is effectively fighting equal numbers or smaller.
In both those situations, the larger group is more likely to win, higher numbers remain an organic advantage. However, the larger group cannot win with mechanical invulnerability. The zerg will lose members to the smaller groups, and it will create attrition rather than infinite momentum.
This is the framework in which a skilled group can shine by taking more than their pound of flesh.
thats unfortunate. i thought this was a AAA mmo?
they should get one