Cherryblossom wrote: »xsorusb14_ESO wrote: »How have you not been laughed off the forum yet?
You realize we have countless games that show this to be the exact opposite?
With no AOE cap in place the larger group will not always win..It'll be which ever group gets the first strike usually.
O my, a group of 11 people can kill a group of 24 because they cast the same spell at the exact time, it's unlikely they will as they will probably have a least 2 healers so dropping to this to 9 attacking. They are also unlikely to cast all at the same time but be staggered. Where as the group of 24 will have about 5 healers and while their attacks will also be staggered they are more likely to have more people casting at the same time and also have more heals!
Currently I have been in PVP with a group of normally about12 and we successfully wipe much larger Zergs sometime 3 times the size, due to better tactics. Currently IMO removing the AOE Cap or adding diminishing returns favours the Larger Groups.
I fully understand the issue of the random nature of the current AOE damage distribution, but I do not believe removing the AOE Cap will solve the Large Zerg issue
And truly what games have 50 a side battles?
I will assume you were laughing at yourself!
Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »@Rune_Relic
Do you even read what people take time to type to you?
I addressed your answer in my post just above yours.
Even in the rare case where a group is stacked, the spike of one focus fire is inferior to the ongoing sustained activity of the stacking spam we have currently. The real killer is smart healing spamming, and the longer you survive, the more you spam it.
But this will be a rare case as most fights don't occur in choke points.
In a spread out formation you barely hit 4 targets which is less than the caps.
it will both remove most situations where you would spam, and make those that remain cost less than with caps.
Now on to your comment about ttk and camps:
I'm not sure you realize the survivability an individual in a stacking group has compared to what it should have. You either get wiped or you don't lose many members.
It's not just about ttk, but about attrition. If you have members respawning more regulary, then you increase the need for camps.
Removing the stacking also reduces by a lot the Ap gains of larger groups, which in the end also reduces their ability to maintain camps.
This is a two pronged indirect nerf to forward camps usage.
I read what you said. I just disagree with it. Simple as that.
That's why there was no point replying directly to you as we will just go around in circles.
We will have to agree to disagree.
1. This is not any other game. This is ESO with unique code. It is not WOW DAoC LoTRO GW2 so saying these games blah blah is pointless and a strawman. Even using BETA is irrelevant as the caps were in place...regardless of whether you believe this impacted on zergballs or not (conjecture). The customer base has also probably changed a great deal since then. Make a poll asking zergballers if they give a crap about the cap changes and prove your point.
2. No one has access to ESO source code to make an accurate assessment of the likely results. So saying this is how the code behaves and putting that forward as an argument is nothing more than a guess. Show me the ESO source code and I will listen.
3. No one knows how people will react in the future....you don't have a crystal ball and if you did I would be even less likely to listen. Time travel still isn't viable yet either.
4. You put out as fact your personal opinion when it is not a given fact....merely an opinion that is plausible to you. Your own truth if you like.
And likewise I have put out my own version of what I think is likely to happen. You disagree... that's fine.
frosth.darkomenb16_ESO wrote: »@Cherryblossom
You may not believe it, but you did contradict yourself.
As someone else said, you can beat a larger spread out force by using the stacking as a group of 12 and win easily. It's the other side of the coin for this issue. Whoever uses stacking wins.
But a fight between two stacked forces only results in who has the most numbers.
As this is the optimal move, everyone should do it or be at a disadvantage, so as the meta game get's adopted by more and more of the population, the game ends up being more and more about numbers only.
Cherryblossom wrote: »frosth.darkomenb16_ESO wrote: »@Cherryblossom
You may not believe it, but you did contradict yourself.
As someone else said, you can beat a larger spread out force by using the stacking as a group of 12 and win easily. It's the other side of the coin for this issue. Whoever uses stacking wins.
But a fight between two stacked forces only results in who has the most numbers.
As this is the optimal move, everyone should do it or be at a disadvantage, so as the meta game get's adopted by more and more of the population, the game ends up being more and more about numbers only.
I never mentioned beating a larger spread out group, my argument was that with a smaller group it is possible for beat a larger stacked group.
I have done this on numerous times. So once again I have not contradicted myself
frosth.darkomenb16_ESO wrote: »Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »@Rune_Relic
Do you even read what people take time to type to you?
I addressed your answer in my post just above yours.
Even in the rare case where a group is stacked, the spike of one focus fire is inferior to the ongoing sustained activity of the stacking spam we have currently. The real killer is smart healing spamming, and the longer you survive, the more you spam it.
But this will be a rare case as most fights don't occur in choke points.
In a spread out formation you barely hit 4 targets which is less than the caps.
it will both remove most situations where you would spam, and make those that remain cost less than with caps.
Now on to your comment about ttk and camps:
I'm not sure you realize the survivability an individual in a stacking group has compared to what it should have. You either get wiped or you don't lose many members.
It's not just about ttk, but about attrition. If you have members respawning more regulary, then you increase the need for camps.
Removing the stacking also reduces by a lot the Ap gains of larger groups, which in the end also reduces their ability to maintain camps.
This is a two pronged indirect nerf to forward camps usage.
I read what you said. I just disagree with it. Simple as that.
That's why there was no point replying directly to you as we will just go around in circles.
We will have to agree to disagree.
1. This is not any other game. This is ESO with unique code. It is not WOW DAoC LoTRO GW2 so saying these games blah blah is pointless and a strawman. Even using BETA is irrelevant as the caps were in place...regardless of whether you believe this impacted on zergballs or not (conjecture). The customer base has also probably changed a great deal since then. Make a poll asking zergballers if they give a crap about the cap changes and prove your point.
2. No one has access to ESO source code to make an accurate assessment of the likely results. So saying this is how the code behaves and putting that forward as an argument is nothing more than a guess. Show me the ESO source code and I will listen.
3. No one knows how people will react in the future....you don't have a crystal ball and if you did I would be even less likely to listen. Time travel still isn't viable yet either.
4. You put out as fact your personal opinion when it is not a given fact....merely an opinion that is plausible to you. Your own truth if you like.
And likewise I have put out my own version of what I think is likely to happen. You disagree... that's fine.
1) This here is exactly why history repeats itself. "My situation is not exactly the same, so I probably won't suffer the same consequences than those that came before".
Wrong. You don't invade Russia in winter just as you don't implement aoe target caps.
I don't often bring up other games, it isn't necessary because on paper analysis is sufficient. However, if we were in a situation where we didn't understand what was the cause of stacking, or why the target cap was causing it, past examples would be a valid argument for the removal.
The fact they were implemented all along and then the behavior of the player base changed over night when they got revealed should be a big tip off to you.
The game was technicaly the same, nearly nothing changed, yet just knowing about them changed how the game was played drastically.
Also, polls are pointless. This isn't a matter of opinion but of engineering. Game design is a well studied field and asking the player base for something as essential as this is a big mistake. And I'm saying this with the moral high ground that every polls I could see on the subject was in favor of the cap removal.
Maybe results would be different today, as most likely all those annoyed by the cap would have left the game, but from the general feeling of the forums, it doesn't seem to be the case.
Either way, it doesn't matter.
2) I don't have the timestamp, but it was admited during the guild summit , by the devs, that the lag was caused by the cap and that's partly why they were considering its removal.
But we didn't need this, you don't need to have access to the source code to know when a mechanic is a cause of lag. We know the feature, hence we know the algorithm, and algorithm costs can be calculated.
3) Yet, the current situation of the meta game was predicted the day the caps were revealed. Did those people have access to crystal balls?
Sarcasm aside, yes, you can't predict how a single individual will behave, but you can predict trends and how a population will behave. It's especially easy to predict when observing a decision where one of the choice is obviously the optimal one.
I suggest you read up on decision theory and behavioralism.
4) You can't freely dismiss facts as opinions whenever they don't suit the way you chose to view the world.
If you care more about your ego than being correct, then it is your right, but don't expect people to respect your choice.
Here is a list of facts:
- Performances wise, target caps are more costly than the alternative.
- Target caps are the cause of stacking.
- Stacking is an optimum strategy.
- Optimum strategies reduce the breadth and depth of games.
- They also lower the skill ceiling.
- In our case they create a barrier of entry
- All of the previous are destructive for a video game's long term appeal.
if you still believe any of these are opinions, then yes, it's probably best that you don't answer anymore.
The obvious solution is removing aoe caps completely so it removes all those calculations. The calculations are not heavy when it simply decides, ok, you're within the area of aoe damage, you lose 400 health. It gets heavy when it says ok, there's 80 people next to you, now let's calculate your chance of getting hit compared to others, and decide who gets hit. Or even worse in terms of smart heals, let's compare your health to all of your 80 allies, and take the lowest health to be hit by the heal in addition to rng picking who takes damage. If aoe caps were removed, it would bring the server speeds back to where they were before they implemented these PoS aoe caps.
xDOVAHKIINx wrote: »The obvious solution is removing aoe caps completely so it removes all those calculations. The calculations are not heavy when it simply decides, ok, you're within the area of aoe damage, you lose 400 health. It gets heavy when it says ok, there's 80 people next to you, now let's calculate your chance of getting hit compared to others, and decide who gets hit. Or even worse in terms of smart heals, let's compare your health to all of your 80 allies, and take the lowest health to be hit by the heal in addition to rng picking who takes damage. If aoe caps were removed, it would bring the server speeds back to where they were before they implemented these PoS aoe caps.
Seems as tho players of old knew AOE caps were the issue. Now in 2.0.1 AOEs have no caps, but the servers have to do more calculations for every AOE cast.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
xDOVAHKIINx wrote: »The obvious solution is removing aoe caps completely so it removes all those calculations. The calculations are not heavy when it simply decides, ok, you're within the area of aoe damage, you lose 400 health. It gets heavy when it says ok, there's 80 people next to you, now let's calculate your chance of getting hit compared to others, and decide who gets hit. Or even worse in terms of smart heals, let's compare your health to all of your 80 allies, and take the lowest health to be hit by the heal in addition to rng picking who takes damage. If aoe caps were removed, it would bring the server speeds back to where they were before they implemented these PoS aoe caps.
Seems as tho players of old knew AOE caps were the issue. Now in 2.0.1 AOEs have no caps, but the servers have to do more calculations for every AOE cast.
Yes, but that's only because of the diminishing returns deal they've set up. Were it just a flat 'same for everyone' deal, it'd be a lot less process-intensive.
Soooooo if i am reading this correctly,
When AD and DC are in a lag fight, its ZOS fault and you are all victims.
When EP is involved its EbonHeart Fault for exploiting...
-- are not you guilty of "exploiting here" your factions, spamming healing springs, impulse and others..?
this is effing laughable...