Thudunblundur wrote: »Question from a computing ignoramus: If one of the main reasons for lag is the number of calculations some bit of electronic machinery has to do, won't the removal of AoE caps massively increase the number of calculation required and so actually increase the lag, especially in breaches and on flags?
I'm sort of assuming this can't be the case, because so many computer savvy people can't have missed it can they? Anyway, I'm curious.
david271749 wrote: »Thudunblundur wrote: »Question from a computing ignoramus: If one of the main reasons for lag is the number of calculations some bit of electronic machinery has to do, won't the removal of AoE caps massively increase the number of calculation required and so actually increase the lag, especially in breaches and on flags?
I'm sort of assuming this can't be the case, because so many computer savvy people can't have missed it can they? Anyway, I'm curious.
That's what I was thinking. Zos has already said they're going to make aoe damage scale on number of targets hit. Seems like a lot more calculations to me.
eventide03b14a_ESO wrote: »Wouldn't a simple solution to spamming AoE's simply be to give it the Bolt Escape treatment? If AoE's cost more and hindered your magicka/stamina regeneration after casting wouldn't people use them more judiciously? Yes I am well aware that people still can and do spam BE, but when they do they are moving away from their target. If the same restrictions were in place with AoE's then presumably they would be sitting ducks after getting only 2 or 3 off.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
What about the calculations with the caps... which 6 targets it has to hit. There's just as much calculating which targets to hit and not to hit than no caps at all.
eventide03b14a_ESO wrote: »Wouldn't a simple solution to spamming AoE's simply be to give it the Bolt Escape treatment? If AoE's cost more and hindered your magicka/stamina regeneration after casting wouldn't people use them more judiciously? Yes I am well aware that people still can and do spam BE, but when they do they are moving away from their target. If the same restrictions were in place with AoE's then presumably they would be sitting ducks after getting only 2 or 3 off.
Thrymbauld wrote: »What DOES become more difficult is a keep take. Odds are good that a single breach isn't going to be the norm anymore because a single breach can simply be coated in AE's and pinned down. In the cases of an enormous defense force, it's conceivable that half the wall will have to come down before actual entry can be made to happen, rather than pounding away at a singular breach until the blob "blobs up" enough to soak the AE into nonexistence. Sounds like fun, to be honest.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
Rune_Relic wrote: »Take a zergball of 20.
My aoe only hits x6 (I know some vary) at present so 6 calcs.
Now the caps gone I can hit all 20 people.
So now I have 20x cals to do......per person.
So if there is 20 people hitting the zergball,
where before I only had 20x6 calculations....I now have 20x20 calculations.
Am I really being stupid because that's the only way I can see it going down.
Even worse lag.
Rune_Relic wrote: »
unfortunately without aoe caps that fight would be over really really fast, I don't know what the solution is... but super fast aoe smackdown fights don't sound fun either.
Here is why they added the AOE cap welcome the return of the infinity tank!
http://www.youtube.com/watch?v=gymCpN0Pcsk
just watched this video - duringt the entire 13min he was not once effecting more than 4 players with his aoe´s so what exactly is your point again? (he once fought 5 npc guards)
Rune_Relic wrote: »Why you you waste cycles on calculations you don't need to do ?
That's just bad coding.
I don't believe anything I said was "haughty" - I'm sorry if it came across that way. There have been many posts where people have suggested the complexity of the target cap and/or damage calculations themselves are a cause of lag, and I don't believe that to be the case. I do admit that the "madness" resulting from AoE caps may very well be a cause of lag:frosth.darkomenb16_ESO wrote: »@smacx250
If you had paid attention to the thread and discussions, perhaps you wouldn't be so haughty and would know what we mean by "target caps cause lag".
<snip>
I don't believe anything I said was "haughty" - I'm sorry if it came across that way. There have been many posts where people have suggested the complexity of the target cap and/or damage calculations themselves are a cause of lag, and I don't believe that to be the case. I do admit that the "madness" resulting from AoE caps may very well be a cause of lag:frosth.darkomenb16_ESO wrote: »@smacx250
If you had paid attention to the thread and discussions, perhaps you wouldn't be so haughty and would know what we mean by "target caps cause lag".
<snip>
I am NOT saying all this madness isn't responsible for lag - but it certainly isn't the computational complexity of determining the caps that is at issue.
Are you agreeing or disagreeing with me? Or was your reply to my post an opportunity to rehash what you posted earlier, and really had nothing to do with what I was saying?
frosth.darkomenb16_ESO wrote: »@smacx250
If you had paid attention to the thread and discussions, perhaps you wouldn't be so haughty and would know what we mean by "target caps cause lag".
There is an observable drop in performances with different player behavior.
Meaning that for equivalent amount of players and activity, one case timesout the servers, the other doesn't.
And that change in behavior, stacking, is caused by target caps.
That is the reality.
Now as to why this causes lag, there could be multiple bottlenecks.
First, having to update so often so many players could cause a bandwidth bottleneck.
Which is very likely why recent f2p fpses devolved into 4v4 or 8v8 at most.
Stacking and the target caps ensure more survivability for groups and the random repartition make characters not die until the group's "effective hp tank" breaks. So you have 24 people requiring in the the best case scenario 4 times more attacks than necessary. But the odds of that hapening are extremely low, so it is always way more than that.
Then there is the second culprit: smart healing.
It may be affecting only 6 targets, but it does so by sorting out all targets available in its area.
Instead of affecting X targets, it has to sort X targets, and due to player behaviors is multiple times per seconds per player.
Sorting is always multiple times more costly than just iterating once in the list. (usually between N iterations up to N cube, but it depends on the algorithm)
I assume Zos engineers are smart, so their infrastructures are probably good enough for the amount of players the campaigns are caped at +20-40%.
But those kind of calculations due to anormal player behavior blows through that "just in case" budget.
And finaly, still on the smart healing front, if you want accurate results in this dynamic environment, you have to lock the state of hitpoints until the sort is done and targets selected.
Which means that the next heals and damages effects including one of these targets would need the previous one to be resolved.
This causes latency unrelated to computational power but due to concurrency.
I suspect that the state we see in those videos is due to this. After a while, there are so many characters being locked that it ends up in a deadlock.
Players keep trying to attack, and that causes the server to crash due to memory getting thin.
Sure they could just fix the deadlock issue and upgrade server capacity, but it would be an ongoing waste of money when they could simply change the game design to remove the source of the bug without having to fix it and improve both the gameplay and the performances in one go.
Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »@smacx250
If you had paid attention to the thread and discussions, perhaps you wouldn't be so haughty and would know what we mean by "target caps cause lag".
There is an observable drop in performances with different player behavior.
Meaning that for equivalent amount of players and activity, one case timesout the servers, the other doesn't.
And that change in behavior, stacking, is caused by target caps.
That is the reality.
Now as to why this causes lag, there could be multiple bottlenecks.
First, having to update so often so many players could cause a bandwidth bottleneck.
Which is very likely why recent f2p fpses devolved into 4v4 or 8v8 at most.
Stacking and the target caps ensure more survivability for groups and the random repartition make characters not die until the group's "effective hp tank" breaks. So you have 24 people requiring in the the best case scenario 4 times more attacks than necessary. But the odds of that hapening are extremely low, so it is always way more than that.
Then there is the second culprit: smart healing.
It may be affecting only 6 targets, but it does so by sorting out all targets available in its area.
Instead of affecting X targets, it has to sort X targets, and due to player behaviors is multiple times per seconds per player.
Sorting is always multiple times more costly than just iterating once in the list. (usually between N iterations up to N cube, but it depends on the algorithm)
I assume Zos engineers are smart, so their infrastructures are probably good enough for the amount of players the campaigns are caped at +20-40%.
But those kind of calculations due to anormal player behavior blows through that "just in case" budget.
And finaly, still on the smart healing front, if you want accurate results in this dynamic environment, you have to lock the state of hitpoints until the sort is done and targets selected.
Which means that the next heals and damages effects including one of these targets would need the previous one to be resolved.
This causes latency unrelated to computational power but due to concurrency.
I suspect that the state we see in those videos is due to this. After a while, there are so many characters being locked that it ends up in a deadlock.
Players keep trying to attack, and that causes the server to crash due to memory getting thin.
Sure they could just fix the deadlock issue and upgrade server capacity, but it would be an ongoing waste of money when they could simply change the game design to remove the source of the bug without having to fix it and improve both the gameplay and the performances in one go.
I take it you mean dump smart heal ?
Thank you for clarifying that.frosth.darkomenb16_ESO wrote: »I don't believe anything I said was "haughty" - I'm sorry if it came across that way. There have been many posts where people have suggested the complexity of the target cap and/or damage calculations themselves are a cause of lag, and I don't believe that to be the case. I do admit that the "madness" resulting from AoE caps may very well be a cause of lag:frosth.darkomenb16_ESO wrote: »@smacx250
If you had paid attention to the thread and discussions, perhaps you wouldn't be so haughty and would know what we mean by "target caps cause lag".
<snip>
I am NOT saying all this madness isn't responsible for lag - but it certainly isn't the computational complexity of determining the caps that is at issue.
Are you agreeing or disagreeing with me? Or was your reply to my post an opportunity to rehash what you posted earlier, and really had nothing to do with what I was saying?
My post was me disagreeing directly with what you were saying.
It wasn't a rehash, I actually went in more details than I ever did on the technical aspect of the issue. (for me, the lag is secundary to the bad gameplay it causes)
While you aren't wrong that calculating the caps isn't heavy in a vacuum, it is an order of complexity higher than not having them. (n to n x n)
See the part on the sorting necessary for smart healing.
It also needs to be a single process in order to get accurate results.
If there were no caps, you could treat targets as they are getting discovered rather than wait for a complete list to be formed.
And each of those individual targets would be locked individually and treated faster than if the entire list had to be locked, sorted and treated before getting released.
See the part on the deadlock.
Those two are reasons why the cap themselves are a source of lag.
Of course, perhaps the issue here is smart healing rather than target caps. But the game's only sustainably spammable heal is an aoe that is capped like damage aoes are, and wouldn't be smart if it wasn't for the target caps.
In any case, the cap impacts player behavior, which is also a matter of engineering in my opinion. It is the context in which the software has to be developped and any solution has to take that into account.
Thank you for clarifying that.frosth.darkomenb16_ESO wrote: »I don't believe anything I said was "haughty" - I'm sorry if it came across that way. There have been many posts where people have suggested the complexity of the target cap and/or damage calculations themselves are a cause of lag, and I don't believe that to be the case. I do admit that the "madness" resulting from AoE caps may very well be a cause of lag:frosth.darkomenb16_ESO wrote: »@smacx250
If you had paid attention to the thread and discussions, perhaps you wouldn't be so haughty and would know what we mean by "target caps cause lag".
<snip>
I am NOT saying all this madness isn't responsible for lag - but it certainly isn't the computational complexity of determining the caps that is at issue.
Are you agreeing or disagreeing with me? Or was your reply to my post an opportunity to rehash what you posted earlier, and really had nothing to do with what I was saying?
My post was me disagreeing directly with what you were saying.
It wasn't a rehash, I actually went in more details than I ever did on the technical aspect of the issue. (for me, the lag is secundary to the bad gameplay it causes)
While you aren't wrong that calculating the caps isn't heavy in a vacuum, it is an order of complexity higher than not having them. (n to n x n)
See the part on the sorting necessary for smart healing.
It also needs to be a single process in order to get accurate results.
If there were no caps, you could treat targets as they are getting discovered rather than wait for a complete list to be formed.
And each of those individual targets would be locked individually and treated faster than if the entire list had to be locked, sorted and treated before getting released.
See the part on the deadlock.
Those two are reasons why the cap themselves are a source of lag.
Of course, perhaps the issue here is smart healing rather than target caps. But the game's only sustainably spammable heal is an aoe that is capped like damage aoes are, and wouldn't be smart if it wasn't for the target caps.
In any case, the cap impacts player behavior, which is also a matter of engineering in my opinion. It is the context in which the software has to be developped and any solution has to take that into account.
Note that if what you surmise is true, we should expect lag to increase when ZOS implements their proposed AoE target cap "removal", as for large numbers of targets it will actually increase the calculations that are required (count all targets as they are found, calculate damage modifier, apply modified damage to all the targets) over what the AoE target cap does now (RNG weight each target as it is found, keep pointers to the six top weight targets, and apply damage to only those six targets).
Also note that there is no need for sorting to process smart healing - all one needs to do is keep track of the "X" lowest health players as the targets are traversed, which is much less compute intensive than a true sort.
xsorusb14_ESO wrote: »
maxilaub17_ESO wrote: »xsorusb14_ESO wrote: »
WRONG!!!! THAT'S NOT AN AOE CAP ISSUE, server side you are not where your client is showing and the players on your screen are out of sync with your client too. What a bunch of BS.
The only thing I feel about AOE caps is these zerg ball AOE spams have to go period they ruin real skill based PvP.
maxilaub17_ESO wrote: »WRONG!!!! THAT'S NOT AN AOE CAP ISSUE, server side you are not where your client is showing and the players on your screen are out of sync with your client too. What a bunch of BS.
Your deadlock theory is an interesting one - though I wonder if it is more rightly a livelock issue. If there are multiple threads going after a common set of lockable resources, deadlock avoidance mechanisms in the code (e.g., not holding one lock while waiting for another) can actually lead to livelock. Livelock can manifest itself much in the way the video shows - long periods of time where seemingly no progress (damage) is made, but once in a while some progress (damage) occurs, and then things stop again. Basically, a number of threads are spinning around each other trying to get access to common resources, but only rarely (or never) can any one thread get all the resources it needs, as some resources are almost always held by other threads. It also tends to be harder to debug than deadlock (deadlock is usually a hard fail). But without any clue of how the server implements any of this stuff - it's pretty wild speculation!frosth.darkomenb16_ESO wrote: »Thank you for clarifying that.frosth.darkomenb16_ESO wrote: »I don't believe anything I said was "haughty" - I'm sorry if it came across that way. There have been many posts where people have suggested the complexity of the target cap and/or damage calculations themselves are a cause of lag, and I don't believe that to be the case. I do admit that the "madness" resulting from AoE caps may very well be a cause of lag:frosth.darkomenb16_ESO wrote: »@smacx250
If you had paid attention to the thread and discussions, perhaps you wouldn't be so haughty and would know what we mean by "target caps cause lag".
<snip>
I am NOT saying all this madness isn't responsible for lag - but it certainly isn't the computational complexity of determining the caps that is at issue.
Are you agreeing or disagreeing with me? Or was your reply to my post an opportunity to rehash what you posted earlier, and really had nothing to do with what I was saying?
My post was me disagreeing directly with what you were saying.
It wasn't a rehash, I actually went in more details than I ever did on the technical aspect of the issue. (for me, the lag is secundary to the bad gameplay it causes)
While you aren't wrong that calculating the caps isn't heavy in a vacuum, it is an order of complexity higher than not having them. (n to n x n)
See the part on the sorting necessary for smart healing.
It also needs to be a single process in order to get accurate results.
If there were no caps, you could treat targets as they are getting discovered rather than wait for a complete list to be formed.
And each of those individual targets would be locked individually and treated faster than if the entire list had to be locked, sorted and treated before getting released.
See the part on the deadlock.
Those two are reasons why the cap themselves are a source of lag.
Of course, perhaps the issue here is smart healing rather than target caps. But the game's only sustainably spammable heal is an aoe that is capped like damage aoes are, and wouldn't be smart if it wasn't for the target caps.
In any case, the cap impacts player behavior, which is also a matter of engineering in my opinion. It is the context in which the software has to be developped and any solution has to take that into account.
Note that if what you surmise is true, we should expect lag to increase when ZOS implements their proposed AoE target cap "removal", as for large numbers of targets it will actually increase the calculations that are required (count all targets as they are found, calculate damage modifier, apply modified damage to all the targets) over what the AoE target cap does now (RNG weight each target as it is found, keep pointers to the six top weight targets, and apply damage to only those six targets).
Also note that there is no need for sorting to process smart healing - all one needs to do is keep track of the "X" lowest health players as the targets are traversed, which is much less compute intensive than a true sort.
Agreed on the first point. That's why I'm against that change.
Their considered solution is a small step in the right direction, but it doesn't change much. It isn't really a removal of the caps.
Gameplay wise, it just changes a hard cap for a soft cap and there may still be an incentive to stack depending on how steep the fall off is.
And it doesn't really improve anything on the computation side.
On the sorting ,you're correct. There is no need to sort the entire list. Your proposed implementation would only have a small overhead for assignations, but nothing drastic.
It's still slightly higher than no caps, but it isn't a valid argument anymore.
Thanks for pointing that out.
There is still noticeable lag increased by the usage of this tactic.
Do you think it can be attributed a bit to concurency issues (since it ends up in a deadlock) or to player behavior only?
While you do have a valid point about individual calculations being lightweight, the "madness" this mechanic causes is a source of lag the servers can't handle.
It is interesting to discuss why it happens but, as I said bebore, the gameplay is the primary issue.