AOE caps. Cyrodiil is lagging like crazy, always has (probably for all we know), and always will be. But one thing that i cannot stress enough is AOE caps/AOE damage. To those of you who do not know about server calculations from processing to assets (environment rendering to just simple calculations) in programming. Ill take the skill "Repentance" from the Templar skill line as an example.
When a Templar activates this skill the following calculations have to be made in this order.
Activate skill > Search for corpse(s) in the area > How many total corpse(s) in radius > How many of those corpses have already been used for repentance > extract and multiply resources from "x" amount of corpse(s) > distribute amount of resources from the "x" amount of corpse(s) to active players within the area > How many active players are in the area > distribute and execute > mark used corpses as "already used"> executed>
and this is just for one skill, currently with AOE caps doing max damage to the first 6 players, half that damage to the next 6, 25% to the next, so on and so fourth, the calculation and processing the server has to do is astronomical PER AOE that is activated for every player. What i do not understand is how you could buff siege damage "call it a zerg buster" say its okay for it to one shot many players who PVP, and say "thats fine" when you could have skills actually be useful in combat if you remove the AOE damage distribution the way it currently is set. You would be trimming tons of processing your servers obviously cannot handle, making your player base happy, and making AOE skills useful (so they actually kill zergs of people thus avoiding lag that mass amounts of people cause). In conclusion to this point, keep AOE caps off but remove AOE damage distribution in its reduction to players above 6. (just make it so it hits all players in AOE radius for 100% of the damage)
"According to most of the people on these forums, every organized 16 man guild group is a lagblobbing pulsespamming zerg."-Fmonk