ztyhurstub17_ESO wrote: »One thought that I had is the answer is probably simple economics...
Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.
Keep raising the costs until we get to a point where the lag is gone.
my 2 cents...
Rune_Relic wrote: »ztyhurstub17_ESO wrote: »One thought that I had is the answer is probably simple economics...
Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.
Keep raising the costs until we get to a point where the lag is gone.
my 2 cents...
Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
That way no skill is more viable than another exept in certain situations.
Basically playing with costs upsets game balance.
[why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
#canofworms
ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »One thought that I had is the answer is probably simple economics...
Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.
Keep raising the costs until we get to a point where the lag is gone.
my 2 cents...
Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
That way no skill is more viable than another exept in certain situations.
Basically playing with costs upsets game balance.
[why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
#canofworms
Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.
Rune_Relic wrote: »ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »One thought that I had is the answer is probably simple economics...
Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.
Keep raising the costs until we get to a point where the lag is gone.
my 2 cents...
Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
That way no skill is more viable than another exept in certain situations.
Basically playing with costs upsets game balance.
[why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
#canofworms
Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.
Either that or lowering damage across the board rather than regress the improved regen.
Don't mind either way TBH...same difference.
ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »One thought that I had is the answer is probably simple economics...
Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.
Keep raising the costs until we get to a point where the lag is gone.
my 2 cents...
Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
That way no skill is more viable than another exept in certain situations.
Basically playing with costs upsets game balance.
[why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
#canofworms
Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.
Either that or lowering damage across the board rather than regress the improved regen.
Don't mind either way TBH...same difference.
I'd personally not recommend to lower the damage because that means that more skills will be cast in order to make up for the loss of damage which means more animations and processing.
I think an increase of cost to skills and perhaps even consider an increase to damage with heavy and light attacks which should make for less complex animations for the system to process and with a little effort find a good balance to keep things fun.
Rune_Relic wrote: »ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »One thought that I had is the answer is probably simple economics...
Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.
Keep raising the costs until we get to a point where the lag is gone.
my 2 cents...
Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
That way no skill is more viable than another exept in certain situations.
Basically playing with costs upsets game balance.
[why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
#canofworms
Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.
Either that or lowering damage across the board rather than regress the improved regen.
Don't mind either way TBH...same difference.
I'd personally not recommend to lower the damage because that means that more skills will be cast in order to make up for the loss of damage which means more animations and processing.
I think an increase of cost to skills and perhaps even consider an increase to damage with heavy and light attacks which should make for less complex animations for the system to process and with a little effort find a good balance to keep things fun.
?
If you have 18,000 stamina you can only get so many hits before you run out.
As the number of hits are fixed by regen rate or max....
....your damage is purely based on the number of hits.
So reducing the damager per hit or increasing the cost per hit has the same result.
The DPS still falls as resource pool is the limiting factor.
TTK is increased regardless.
ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »One thought that I had is the answer is probably simple economics...
Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.
Keep raising the costs until we get to a point where the lag is gone.
my 2 cents...
Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
That way no skill is more viable than another exept in certain situations.
Basically playing with costs upsets game balance.
[why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
#canofworms
Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.
Either that or lowering damage across the board rather than regress the improved regen.
Don't mind either way TBH...same difference.
I'd personally not recommend to lower the damage because that means that more skills will be cast in order to make up for the loss of damage which means more animations and processing.
I think an increase of cost to skills and perhaps even consider an increase to damage with heavy and light attacks which should make for less complex animations for the system to process and with a little effort find a good balance to keep things fun.
?
If you have 18,000 stamina you can only get so many hits before you run out.
As the number of hits are fixed by regen rate or max....
....your damage is purely based on the number of hits.
So reducing the damager per hit or increasing the cost per hit has the same result.
The DPS still falls as resource pool is the limiting factor.
TTK is increased regardless.
Ah, but this isn't just about TTK, this is also about reducing the overall use of abilities that are "expensive" for the server to process. If you lower the damage then it means that more hits/casts are required to kill the same target, and even though the damage numbers are smaller the processing is the same per cast and a player can still cast the same amount of times.
My opinion is still to leave damage numbers where they are and raise the cost of all resources for abilities by 15% (or more) in Cyrodiil.
Rune_Relic wrote: »ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »Rune_Relic wrote: »ztyhurstub17_ESO wrote: »One thought that I had is the answer is probably simple economics...
Players will use the skills that maximize the damage that they can do at the least resource cost. In other words if a skill breaks things and causes lag then make it cost more magicka/stamina/ultimate in Cyrodiil (Only). That way it will limit the amount of times that it can be cast and players will have to find other skills that are more efficient with their resources.
Keep raising the costs until we get to a point where the lag is gone.
my 2 cents...
Viable ....I would rather have a fixed time/cost/dps though TBH...which is impossible with animation cancelling.
That way no skill is more viable than another exept in certain situations.
Basically playing with costs upsets game balance.
[why would you choose the high cost slow item...big burst dps opener. Low cost for sustain and speed]
#canofworms
Another option would be to just do a cost increase across the board in Cyrodiil for all skills equally to not upset the balance... force players to use more light and heavy attacks and use less of everything else. Which would also raise TTK for those that complain about that being to low, and there would also be less block casting since there would be less casting in general.
Either that or lowering damage across the board rather than regress the improved regen.
Don't mind either way TBH...same difference.
I'd personally not recommend to lower the damage because that means that more skills will be cast in order to make up for the loss of damage which means more animations and processing.
I think an increase of cost to skills and perhaps even consider an increase to damage with heavy and light attacks which should make for less complex animations for the system to process and with a little effort find a good balance to keep things fun.
?
If you have 18,000 stamina you can only get so many hits before you run out.
As the number of hits are fixed by regen rate or max....
....your damage is purely based on the number of hits.
So reducing the damager per hit or increasing the cost per hit has the same result.
The DPS still falls as resource pool is the limiting factor.
TTK is increased regardless.
Ah, but this isn't just about TTK, this is also about reducing the overall use of abilities that are "expensive" for the server to process. If you lower the damage then it means that more hits/casts are required to kill the same target, and even though the damage numbers are smaller the processing is the same per cast and a player can still cast the same amount of times.
My opinion is still to leave damage numbers where they are and raise the cost of all resources for abilities by 15% (or more) in Cyrodiil.
Still cant see how it makes a difference TBH.
Anyway, I was thinking around 10% or so myself initially.
So wont argue that point.
The problem we have then is 0CP vs 3600CP.
High CP players have vastly more stamina/magicka/health.
So you are penalising the weaker players the most.
The weaker players are not generally the problem.
Having said that..10% of 500 damage vs 10% of 5000 is a significant difference on the high level damage.
ztyhurstub17_ESO wrote: »Not sure if there are any players that have 3600 CP, but I'm sure it would require a lot of sleepless nights and Adderall to have it any time soon...
ztyhurstub17_ESO wrote: »Not sure if there are any players that have 3600 CP, but I'm sure it would require a lot of sleepless nights and Adderall to have it any time soon...
And this is the problem with those kinds of posts... they compare a theoretical with something that is present, thereby making the comparison moot. I don't understand why the comparisons can't be made between something that is real. 0 vs 300 is at least within the realm of immediate possibilities. Is it to inflate the argument?
That's a better comparison. And... the difference isn't overwhelming. I'd expect if someone had been playing quite a bit longer, they'd have an advantage, right?
ZOS_PaulSage wrote: »Just to clarify. There seemed to be a misunderstanding that I was saying we are "giving up" or "blaming this on players." Absolutely not. We are looking at the issue from many angles. I certainly didn't mean to imply we couldn't or wouldn't change code to improve performance, but rather that the answer wasn't more hardware. (It is often suggested this is the best way to fix problems.) I also wasn't implying you shouldn't play naturally, but unfortunately it is true that more players right now in a smaller area causes the performance problems. I say this not to discourage behavior or try push off the issue, but rather to give completely frank information about the root cause.
Agrippa_Invisus wrote: »[snip]
Agrippa_Invisus wrote: »[snip]
Agreed, the thing that some forget, is that we are all customers, we have all paid for the game, and we should all stick together, for the game generally, not just PvP.
The issues, like lag, affect all, all of us are players of the game, and we all should unite, divided we fall....
I think most of us can agree on the fact that PvP was not delivered in the way that was promised, and nothing substantial has been done to improve it since, neither in terms of latency or content.
It achieves nothing, us ripping into each other, we should be a united front.
Maybe Zeni will get a grip and actually solve the issues, considering they been lying and stonewalling for a long time, instead of funneling our cash into the Crown Store or console release or w/e.
Game stability is absolutely essential, all else is secondary.
Let`s all stand together for once.
My opinon
When everything lags out wall repair kits are about the only thing that still works. Of course the defenders are going to start repairing the wall when it's the only action they can do.rfennell_ESO wrote: »[...]Agrippa_Invisus wrote: »The PVP forums devolve further and further into blatant McCarthyism.
We need a clear solution just so the playerbase stops tearing into each other.
Teargrants wrote: »
If you can't kill ppl in your keep, what's he next best thing to do? Stop more coming in and adding to the lag.
It's not happening, it's reasonable to move to a wall and try to repair it while the enemy is streaming in I suppose?
Teargrants wrote: »When everything lags out wall repair kits are about the only thing that still works. Of course the defenders are going to start repairing the wall when it's the only action they can do.rfennell_ESO wrote: »[...]Agrippa_Invisus wrote: »The PVP forums devolve further and further into blatant McCarthyism.
We need a clear solution just so the playerbase stops tearing into each other.
If you can't kill ppl in your keep, what's he next best thing to do? Stop more coming in and adding to the lag.
Agrippa_Invisus wrote: »
The analogy was still on my mind.Agrippa_Invisus wrote: »[snip]
Agreed, the thing that some forget, is that we are all customers, we have all paid for the game, and we should all stick together, for the game generally, not just PvP.
The issues, like lag, affect all, all of us are players of the game, and we all should unite, divided we fall....
I think most of us can agree on the fact that PvP was not delivered in the way that was promised, and nothing substantial has been done to improve it since, neither in terms of latency or content.
It achieves nothing, us ripping into each other, we should be a united front.
Maybe Zeni will get a grip and actually solve the issues, considering they been lying and stonewalling for a long time, instead of funneling our cash into the Crown Store or console release or w/e.
Game stability is absolutely essential, all else is secondary.
Let`s all stand together for once.
My opinon
Agreed. When dealing with a faulty product, all consumers should be united in the quest to have their voices heard and grievances addressed.
Instead, the constant accusations, bitter recriminations, and witch hunting divide what should be a united chorus of voices and I believe, in part, have contributed to why this issue languished for so long.
ZOS_PaulSage wrote: »Just to clarify. There seemed to be a misunderstanding that I was saying we are "giving up" or "blaming this on players." Absolutely not. We are looking at the issue from many angles. I certainly didn't mean to imply we couldn't or wouldn't change code to improve performance, but rather that the answer wasn't more hardware. (It is often suggested this is the best way to fix problems.) I also wasn't implying you shouldn't play naturally, but unfortunately it is true that more players right now in a smaller area causes the performance problems. I say this not to discourage behavior or try push off the issue, but rather to give completely frank information about the root cause.
I don't think this is completely frank information. The lag started for lots of us with 1.2 when you added the "botting" fix. Will you please respond to this?
Bolded what i also believe ESO should be. Launch was great, it was just several exploits but lag wasn't very obvious and malicious like it has been several campaigns ago. D tick range needs to be buffed because of afk players and players pushing. Nobody likes Ohh tick.better hardware and bandwidth is the solution.
why are they saying it is not ?
because they don't want to invest the money. they probably actually removed hardware and decreased their bandwidth after they went buy to play
they prefer to let us suffer. we wont do anything anyway. they wont compensate us either.
remember that huge fail with the lighting update ? cyrodiil dropping to less than 2 fps for a huge majority of players for no reason, for several weeks.
instead of rolling back the patch, they let us suffer for weeks, and still went on holidays and weekends.
we got no apology, no compensation.
most players even forgot.
it will be the same for the huge lag in cyrodiil.
even though at launch, the server performance was very good, if not great, and we even had camps, and bat swarm, negate, streak and oïl abuse without aoe cap and mercenaries... at that time lag was not that big of an issue at all, bugs were, even though the servers were in the US for european players !
also the def tick mechanic is stupid. its range is stupidly low. if you participate to the defense from the beginning and try to get out to push and finish the ennemy attackers, chances are you wont get the tick. while the player that was afk in the keep waiting for the tick will get it even if he did nothing at all. that is sure to encourage players to stick to the same spot as everyone else.
even worse, players spamming mutagen or rapid regen to farm AP even when fights are over. i'm sure it does not help performance at all.
getting rid of the stupid mechanics is a sure way to improve performance too, if they are too cheap to improve their hardware.