Lava_Croft wrote: »
ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
ZOS_BrianWheeler wrote: »Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created.
ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
VincentBlanquin wrote: »ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
and please rework bow line. archers needs some blind or root to better perform at 1vs1
ZOS_BrianWheeler wrote: »Just noting that the thread has been read and there are things in here we're working on. Rich's thing is /lurk...I don't have one of those yet.
@ZOS_BrianWheeler
With server performance in mind, it seems the biggest candidate for more server lag has to be AoE caps, which while Wrobel's territory, pertains immensely to PvP balance and quality. There was a post somewhere on the forums from a player who supplied data about the approximate server struggles between AoE caps, restricted AoE caps, and no AoE caps, and from what it came off as, removing AoE caps (unrestricted, not 6 people take 100%, next six less damage, etc) will be a major gain to server performance. Removing AoE caps would be a step forward towards this goal.
As for forward camps, these mean that fights will occur for a longer duration, and more stress on the servers more often. This can be tricky to server performance if allowed back, and might be a step back. Groups might be split up into more of a funnel rather than a ball with Forward camps, but if the funnel's amount of action is still too much for the server, then Forward camps would result in more stress on the servers. I would hold off forward camps until after AoE caps are removed, as in its current state, it would prolong fights and cause more lag than less.
ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
ZOS_BrianWheeler wrote: »Just noting that the thread has been read and there are things in here we're working on. Rich's thing is /lurk...I don't have one of those yet.
ZOS_RichLambert wrote: »Performance in Cyrodiil is something we absolutely need to improve...
We're monitoring the ability adjustments, but we're not going to stop there. There's a lot of investigation and work left to be done.
I'll just leave this here.ZOS_BrianWheeler wrote: »Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players.
ZOS_RichLambert wrote: »Performance in Cyrodiil is something we absolutely need to improve...
We're monitoring the ability adjustments, but we're not going to stop there. There's a lot of investigation and work left to be done.
ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
Sallington wrote: »ZOS_RichLambert wrote: »Performance in Cyrodiil is something we absolutely need to improve...
We're monitoring the ability adjustments, but we're not going to stop there. There's a lot of investigation and work left to be done.
What is the possibility of putting in a "test" campaign to try radical changes out on. I would love a "no aoe caps" server to see just what the performance impact would be.
Seeing some radical changes to try to boost performance and kill the zegrball meta would be great to see, and very refreshing. Most of us are sick of the "we're removing deer and torchbugs" and "we changed how these 6 dots tick" type of changes.
Lava_Croft wrote: »In a world where the opportunity to make something truly great out of one of the biggest franchises in gaming is squandered by what seems to be inept developers, I weep myself to sleep each night.
VincentBlanquin wrote: »ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
and please rework bow line. archers needs some blind or root to better perform at 1vs1
.... I think you just need to do some research
VincentBlanquin wrote: »VincentBlanquin wrote: »ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
and please rework bow line. archers needs some blind or root to better perform at 1vs1
.... I think you just need to do some research
really? i dont see another archer for ages so i dont think you are right
VincentBlanquin wrote: »VincentBlanquin wrote: »ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
and please rework bow line. archers needs some blind or root to better perform at 1vs1
.... I think you just need to do some research
really? i dont see another archer for ages so i dont think you are right
Archers have an amazing root skill. That's what he means.
ZOS_BrianWheeler wrote: »Since most of this information is scattered about the forums here's a nice condensed "short answer" list:
- Reintroducing forward camps with smaller radius', restrictive respawning within radius only and global cooldown.
- Refactoring Siege damage (again)
- Removing alliance campaign restrictions on your account
- Allowing you to unassign yourself with cooldowns
- Redo'ing the guards at the Scroll gates and putting them on the ground
- More things to spend your AP on and updating current sets to higher levels
Most, if not all, of these changes should be in the next major update (barring issues with testing).
We are also staying vigilant about improving performance in Cyrodiil. There were a few ability changes made earlier this week and we're watching the performance after those changes, but we're still digging into getting the performance better.
VincentBlanquin wrote: »VincentBlanquin wrote: »ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
and please rework bow line. archers needs some blind or root to better perform at 1vs1
.... I think you just need to do some research
really? i dont see another archer for ages so i dont think you are right
VincentBlanquin wrote: »VincentBlanquin wrote: »ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
and please rework bow line. archers needs some blind or root to better perform at 1vs1
.... I think you just need to do some research
really? i dont see another archer for ages so i dont think you are right
You asked for CC in the bow line, and I'm telling you to put a little effort in. The bow line already has 2 excellent CC skills. Open up the skills tab and read.
VincentBlanquin wrote: »VincentBlanquin wrote: »VincentBlanquin wrote: »ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
and please rework bow line. archers needs some blind or root to better perform at 1vs1
.... I think you just need to do some research
really? i dont see another archer for ages so i dont think you are right
You asked for CC in the bow line, and I'm telling you to put a little effort in. The bow line already has 2 excellent CC skills. Open up the skills tab and read.
i know what skills bow line has, but again, show me proof that someone can play like this, can kill people at 1vs1 or it didnt happen
VincentBlanquin wrote: »VincentBlanquin wrote: »VincentBlanquin wrote: »ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
and please rework bow line. archers needs some blind or root to better perform at 1vs1
.... I think you just need to do some research
really? i dont see another archer for ages so i dont think you are right
You asked for CC in the bow line, and I'm telling you to put a little effort in. The bow line already has 2 excellent CC skills. Open up the skills tab and read.
i know what skills bow line has, but again, show me proof that someone can play like this, can kill people at 1vs1 or it didnt happen
Are you a troll?
Things like this is part of the reason the game is in this state.
Spend one hour of your life reading, comprehend what you read, and then apply it. It's not our job to show you what works.
VincentBlanquin wrote: »VincentBlanquin wrote: »VincentBlanquin wrote: »ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
and please rework bow line. archers needs some blind or root to better perform at 1vs1
.... I think you just need to do some research
really? i dont see another archer for ages so i dont think you are right
You asked for CC in the bow line, and I'm telling you to put a little effort in. The bow line already has 2 excellent CC skills. Open up the skills tab and read.
i know what skills bow line has, but again, show me proof that someone can play like this, can kill people at 1vs1 or it didnt happen
ZOS_BrianWheeler wrote: »Since most of this information is scattered about the forums here's a nice condensed "short answer" list:
- Reintroducing forward camps with smaller radius', restrictive respawning within radius only and global cooldown.
- Refactoring Siege damage (again)
- Removing alliance campaign restrictions on your account
- Allowing you to unassign yourself with cooldowns
- Redo'ing the guards at the Scroll gates and putting them on the ground
- More things to spend your AP on and updating current sets to higher levels
Most, if not all, of these changes should be in the next major update (barring issues with testing).
We are also staying vigilant about improving performance in Cyrodiil. There were a few ability changes made earlier this week and we're watching the performance after those changes, but we're still digging into getting the performance better.
ZOS_RichLambert wrote: »Performance in Cyrodiil is something we absolutely need to improve...
We're monitoring the ability adjustments, but we're not going to stop there. There's a lot of investigation and work left to be done.
ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.