You should 100% do that, @huntler. Then enjoy your vacation.
Is the aoe cap gone? Nope now there is a more difficult calculation. 6 nearest enemies full DMG etc, then 75% DMG and so on.
So im not surprised
I've been on vacation twice, once for seven days, and once for three... Suppose a third vacation won't hurtYou should 100% do that, @huntler. Then enjoy your vacation.
Remember when all you armchair developers said that lifting the aoe cap would immediately fix the lag problem? Yeah. Don't make me go through the post history and call all of you out.
xsorusb14_ESO wrote: »Remember when all you armchair developers said that lifting the aoe cap would immediately fix the lag problem? Yeah. Don't make me go through the post history and call all of you out.
in relation to stacking it has, As for whats causing the current lag is completely unknown.
I'm betting its one of the new abilities added.
xsorusb14_ESO wrote: »Remember when all you armchair developers said that lifting the aoe cap would immediately fix the lag problem? Yeah. Don't make me go through the post history and call all of you out.
in relation to stacking it has, As for whats causing the current lag is completely unknown.
I'm betting its one of the new abilities added.
How can you possibly come to any conclusion on that? The lag is still there, the same stuff is happening.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Remember when all you armchair developers said that lifting the aoe cap would immediately fix the lag problem? Yeah. Don't make me go through the post history and call all of you out.
in relation to stacking it has, As for whats causing the current lag is completely unknown.
I'm betting its one of the new abilities added.
How can you possibly come to any conclusion on that? The lag is still there, the same stuff is happening.
Because i'm not seeing any Zerg Balls, and this lag allows weird things to happen....For example..before when Zerg balls were spamming any ability I could basically run up and do nothing but maybe spam light attacks on the target..nothing would go off.
However with this lag, I can run up to a large group and spam Flawless Dawnbreaker 50+ times and watch it do damage over and over again before it eventually gets used up.
Its very weird... I've not tried putting down Siege yet to see if that's comparable.... But I have a feeling its a new ability that's causing it.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Remember when all you armchair developers said that lifting the aoe cap would immediately fix the lag problem? Yeah. Don't make me go through the post history and call all of you out.
in relation to stacking it has, As for whats causing the current lag is completely unknown.
I'm betting its one of the new abilities added.
How can you possibly come to any conclusion on that? The lag is still there, the same stuff is happening.
Because i'm not seeing any Zerg Balls, and this lag allows weird things to happen....For example..before when Zerg balls were spamming any ability I could basically run up and do nothing but maybe spam light attacks on the target..nothing would go off.
However with this lag, I can run up to a large group and spam Flawless Dawnbreaker 50+ times and watch it do damage over and over again before it eventually gets used up.
Its very weird... I've not tried putting down Siege yet to see if that's comparable.... But I have a feeling its a new ability that's causing it.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Remember when all you armchair developers said that lifting the aoe cap would immediately fix the lag problem? Yeah. Don't make me go through the post history and call all of you out.
in relation to stacking it has, As for whats causing the current lag is completely unknown.
I'm betting its one of the new abilities added.
How can you possibly come to any conclusion on that? The lag is still there, the same stuff is happening.
Because i'm not seeing any Zerg Balls, and this lag allows weird things to happen....For example..before when Zerg balls were spamming any ability I could basically run up and do nothing but maybe spam light attacks on the target..nothing would go off.
However with this lag, I can run up to a large group and spam Flawless Dawnbreaker 50+ times and watch it do damage over and over again before it eventually gets used up.
Its very weird... I've not tried putting down Siege yet to see if that's comparable.... But I have a feeling its a new ability that's causing it.
So we have a completely reconstructed game, experience intense lag, and you decipher that it's a new ability...
AOE caps were lifted ? News to me ..
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Remember when all you armchair developers said that lifting the aoe cap would immediately fix the lag problem? Yeah. Don't make me go through the post history and call all of you out.
in relation to stacking it has, As for whats causing the current lag is completely unknown.
I'm betting its one of the new abilities added.
How can you possibly come to any conclusion on that? The lag is still there, the same stuff is happening.
Because i'm not seeing any Zerg Balls, and this lag allows weird things to happen....For example..before when Zerg balls were spamming any ability I could basically run up and do nothing but maybe spam light attacks on the target..nothing would go off.
However with this lag, I can run up to a large group and spam Flawless Dawnbreaker 50+ times and watch it do damage over and over again before it eventually gets used up.
Its very weird... I've not tried putting down Siege yet to see if that's comparable.... But I have a feeling its a new ability that's causing it.
So we have a completely reconstructed game, experience intense lag, and you decipher that it's a new ability...
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Remember when all you armchair developers said that lifting the aoe cap would immediately fix the lag problem? Yeah. Don't make me go through the post history and call all of you out.
in relation to stacking it has, As for whats causing the current lag is completely unknown.
I'm betting its one of the new abilities added.
How can you possibly come to any conclusion on that? The lag is still there, the same stuff is happening.
Because i'm not seeing any Zerg Balls, and this lag allows weird things to happen....For example..before when Zerg balls were spamming any ability I could basically run up and do nothing but maybe spam light attacks on the target..nothing would go off.
However with this lag, I can run up to a large group and spam Flawless Dawnbreaker 50+ times and watch it do damage over and over again before it eventually gets used up.
Its very weird... I've not tried putting down Siege yet to see if that's comparable.... But I have a feeling its a new ability that's causing it.
So we have a completely reconstructed game, experience intense lag, and you decipher that it's a new ability...
Glad I wasn't the only one who had a wtf moment...
Maybe the calculation make the server even more lag. Shouldnt even have AOE caps in first place. Total removal = best solution.
agreed that pretty game is pretty hate.What calculation? You mean the Derivative math required to determine how many people are around and change % damage and effect on them?
uhm, not really. A desktop with a quad-core and 32gb of ddr3 could handle that.
Its the actual rendering of individual particle effects at a massive rate which is causing the issue. It has to be. Their network engineers must agree because they are limiting particle effects as well as individual tracked assets (see bugs and deer).
Making the game pretty is causing the lag.
If they forced perspective at 800x600 30fps at low settings, you would be able to have > 1,000 people in the game. They are sacrificing quantity for quality.
Once the server hits a timeout involving an AoE calculation, it's scrollback time!Maybe the calculation make the server even more lag. Shouldnt even have AOE caps in first place. Total removal = best solution.agreed that pretty game is pretty hate.What calculation? You mean the Derivative math required to determine how many people are around and change % damage and effect on them?
uhm, not really. A desktop with a quad-core and 32gb of ddr3 could handle that.
Its the actual rendering of individual particle effects at a massive rate which is causing the issue. It has to be. Their network engineers must agree because they are limiting particle effects as well as individual tracked assets (see bugs and deer).
Making the game pretty is causing the lag.
If they forced perspective at 800x600 30fps at low settings, you would be able to have > 1,000 people in the game. They are sacrificing quantity for quality.
I thought it was the server's responsibility for the damage calculation on each player, though.
The server sorts by proximity the list of players who gets the damage and tells the players' clients what to do, sync health, etc. Now you know why the health sync problem exists. And now the server has to go through more logic per player to determine how much % damage should be given and build lists of who it picked for what radius.
That sort by proximity is going to be there even without the AoE caps because every AoE has a radius. But what would not be there is the building of separate lists of 100% damage, 50%, etc.based off of the first sorted list. GG, now we're slinging around more arrays of character ids in the server.
hammayolettuce wrote: »
From the patch notes:
Removed hard caps on the number of targets that can be affected by area of effect abilities.
- AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
- Abilities that apply a secondary effect, such as Dark Talons, will only immobilize the first 6 targets who take damage.
Now, I haven't been PvPing much since I've been leveling my templar, but this appears to be working properly while grinding mobs...
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
hammayolettuce wrote: »
From the patch notes:
Removed hard caps on the number of targets that can be affected by area of effect abilities.
- AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
- Abilities that apply a secondary effect, such as Dark Talons, will only immobilize the first 6 targets who take damage.
Now, I haven't been PvPing much since I've been leveling my templar, but this appears to be working properly while grinding mobs...
in pve i have no issues, in pvp i get a max of 6 targets being hited by my aes (might be a sorc problem no idea but doubt that) castet a velocious curse on a group of 12 players(counted them when i was dead and them spread out to kill realm mebers) stack piling behind a tree waiting for their preys its explosion hits 6 targets.
What calculation? You mean the Derivative math required to determine how many people are around and change % damage and effect on them?
uhm, not really. A desktop with a quad-core and 32gb of ddr3 could handle that.
Its the actual rendering of individual particle effects at a massive rate which is causing the issue. It has to be. Their network engineers must agree because they are limiting particle effects as well as individual tracked assets (see bugs and deer).
Making the game pretty is causing the lag.
If they forced perspective at 800x600 30fps at low settings, you would be able to have > 1,000 people in the game. They are sacrificing quantity for quality.