ZOS_BrianWheeler wrote: »The bots were casting a variety of abilities including AE's, also while fighting sweepers, base-pop and each other. They were clustered tightly so all of the combat resolutions had to be done in a single server cell which is the most strenuous. Now we aren't saying "huzzah! It's cured!" because this is just a single test and as we've stated, isn't a silver bullet as there are plenty of other scenarios we still need testing on.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Knootewoot wrote: »ZOS_BrianWheeler wrote: »Population cap of a Campaign will be shared between the City, Sewers, Cyrodiil and Cyrodiil's caves. Access to IC is still under discussion but will be getting tested on PTS, starting with everyone getting access.
From an architecture standpoint, Cyrodiil, Imperial City, Sewers and the Caves are all seperate zones entirely. What goes on in one zone doesn't effect what occurs in another zone from a combat performance standpoint.
Sometimes when I campaign is locked and I enter a cave/dungeon I cannot get out until there is room in the cyrodil campaign. Will this also happen to those poor souls who enter the sewers or dungeons in the IC?
Also you state 120 bots fighting = no lag. What about 500+ players like in the old days? Also, did the bots clutter and started spamming meteor, caltrops, healing springs, steel tornado, /flute and dawnbreakers?
rendolpheb16_ESO wrote: »Please make the entrance in a way the ganker can feast day and night.