Stop using 100 people as an example. You'll never have 100 enemies in an AOE area in this game. You'll never have more than 60 people, which is the current cap. You understand this, yes? Removal of AOE caps won't make you hit 'more people', because there will simply not be more than 60 people to hit at once, that will never happen. You understand if you hit 60 people right now, yes, where 6/24/30 people has to take calculated damage? For every AOE? Yes? With no AOE cap you'll hit all 60 people without any need for extra calculations? Yes?Rune_Relic wrote: »[
So you have 100 people all within the same healing circle (your targeted area) and you think 4 players are going to kill anyone with smart heals going off ?
Especially if your 4 strikes land over 4 ticks instead of 1 tick with the lag affecting different players latency in different ways.
I really cant believe anything anyone says if they think more players hit does not equal more server calculations and client updates to make.
Clearly they have never coded anything in their life.
Its really such a no brainer its not even worthy of discussion.
Probably why wrobel hasn't even merited the discussion with a response TBH.
Rune_Relic wrote: »Rune_Relic wrote: »We disagree and I'm really not going to use more time arguing for the AOE caps removal, because it won't change a [snip] thing apparantly. You'll have to explain this, though, to me:How? Do you even know how AOE caps currently work?The main concern I would have from removing the cap is the effect on lag. If it does little to nothing to break of the Blobs (which I don't think it would), then it would mean significantly greater server load from calculating (and communicating) the addition damage/effects/targets.
If you hit 10 people that's 10x calculations.
If you hit 100 people that's 100x calculations.
Is it really that difficult to grasp the effect AoE caps has on client updates at the server and client updates that then have to go from server to clients via the network ?
I would suggest @Talcyndl understands the ramifications of AoE caps far better than a few on here.
You think destroying large groups is the priority in reducing lag.
Yet seem oblivious removing caps empowers them at the same time as you.
And have absolutely no regard for server performance and lag other than a wing and a prayer.
Yes small bomb groups can now damage more players.
BUT large groups can also hit many many more players for much much more damage over much much bigger area.
BUT pug groups who don't coordinate can also hit many many more people and not wipe them too.
So all your arguments about wiping large groups is irrelevant as it only works for bomb groups.
PVP is pointless with LAG. Cap removal is not a cure. Its a stab in the dark and hope for the best that works well of coordinated bombs groups and lags out everyone else.
vis-a-vis.... be a large bomb group or go home.
That's is not compatible with solo and small group play that @Wrobel is trying to encourage.
We had Lag before 1.6...no one has argued this.
Lag went to a whole other level when AoE caps were rasied to 60 from 6 because all of you cried "remove AoE caps".
You had your way once....and now scream...we need to hit even more targets with even more damage.
It failed. It was proven to fail with 1.6 and the cap rise from 6 to 60 targets.
WHY DO YOU THINK THEY LOWERED CAMPAIGN POPULATION AND BEGGED PEOPLE TO SPREAD OUT SINCE 1.6 ?
It had no effect on the ball groups and if anything the ball groups have got bigger and more numerous since...because they have been empowered rather than culled.
If you hit 100 people stacked ontop of them with multiple AOE's without a cap..they'll all be dead...Where as right now if you hit say 60 people (the cap) with multiple AOE's...they'll probably still be alive..It takes longer to kill them..they require more AOE's to be used..Each time you hit them with that AOE..you have to do multiple passes to determine which gets hit for 100%; which gets hit for like 30% ect ect...
Basically its not the initial bomb that brings the server to its knee's..its when they're still standing in the same spot after 10 seconds of the initial bomb spamming AOE's
As for talking about Lag in a whole other level before 1.6
No..we've talked about this beforehttps://www.youtube.com/watch?v=jJFi1SYcaFQ
July of last year
So you have 100 people all within the same healing circle (your targeted area) and you think 4 players are going to kill anyone with smart heals going off ?
Especially if your 4 strikes land over 4 ticks instead of 1 tick with the lag affecting different players latency in different ways.
I really cant believe anything anyone says if they think more players hit does not equal more server calculations and client updates to make.
Clearly they have never coded anything in their life.
Its really such a no brainer its not even worthy of discussion.
Probably why wrobel hasn't even merited the discussion with a response TBH.
He is a stam Dk. So - yeah. I get that your rhoughtprocess is:
He is a stam Dk. So - yeah. I get that your rhoughtprocess is:
Well, I'm currently experimenting with him as a tanky DK, but....
I understand that a sorc would love bolt that can be cast several times without risk of interruption. I prefer having a counter - especially when it can be counter-countered (other than spammable ambush).
He is a stam Dk. So - yeah. I get that your rhoughtprocess is:
Well, I'm currently experimenting with him as a tanky DK, but....
I understand that a sorc would love bolt that can be cast several times without risk of interruption. I prefer having a counter - especially when it can be counter-countered (other than spammable ambush).
But the guy you argue with is no sorc... He is a dk
Rune_Relic wrote: »If you hit 10 people that's 10x calculations.
If you hit 100 people that's 100x calculations.
Rune_Relic wrote: »I really cant believe anything anyone says if they think more players hit does not equal more server calculations and client updates to make.
Clearly they have never coded anything in their life.
Its really such a no brainer its not even worthy of discussion.
Rune_Relic wrote: »Rune_Relic wrote: »We disagree and I'm really not going to use more time arguing for the AOE caps removal, because it won't change a [snip] thing apparantly. You'll have to explain this, though, to me:How? Do you even know how AOE caps currently work?The main concern I would have from removing the cap is the effect on lag. If it does little to nothing to break of the Blobs (which I don't think it would), then it would mean significantly greater server load from calculating (and communicating) the addition damage/effects/targets.
If you hit 10 people that's 10x calculations.
If you hit 100 people that's 100x calculations.
Is it really that difficult to grasp the effect AoE caps has on client updates at the server and client updates that then have to go from server to clients via the network ?
I would suggest @Talcyndl understands the ramifications of AoE caps far better than a few on here.
You think destroying large groups is the priority in reducing lag.
Yet seem oblivious removing caps empowers them at the same time as you.
And have absolutely no regard for server performance and lag other than a wing and a prayer.
Yes small bomb groups can now damage more players.
BUT large groups can also hit many many more players for much much more damage over much much bigger area.
BUT pug groups who don't coordinate can also hit many many more people and not wipe them too.
So all your arguments about wiping large groups is irrelevant as it only works for bomb groups.
PVP is pointless with LAG. Cap removal is not a cure. Its a stab in the dark and hope for the best that works well of coordinated bombs groups and lags out everyone else.
vis-a-vis.... be a large bomb group or go home.
That's is not compatible with solo and small group play that @Wrobel is trying to encourage.
We had Lag before 1.6...no one has argued this.
Lag went to a whole other level when AoE caps were rasied to 60 from 6 because all of you cried "remove AoE caps".
You had your way once....and now scream...we need to hit even more targets with even more damage.
It failed. It was proven to fail with 1.6 and the cap rise from 6 to 60 targets.
WHY DO YOU THINK THEY LOWERED CAMPAIGN POPULATION AND BEGGED PEOPLE TO SPREAD OUT SINCE 1.6 ?
It had no effect on the ball groups and if anything the ball groups have got bigger and more numerous since...because they have been empowered rather than culled.
If you hit 100 people stacked ontop of them with multiple AOE's without a cap..they'll all be dead...Where as right now if you hit say 60 people (the cap) with multiple AOE's...they'll probably still be alive..It takes longer to kill them..they require more AOE's to be used..Each time you hit them with that AOE..you have to do multiple passes to determine which gets hit for 100%; which gets hit for like 30% ect ect...
Basically its not the initial bomb that brings the server to its knee's..its when they're still standing in the same spot after 10 seconds of the initial bomb spamming AOE's
As for talking about Lag in a whole other level before 1.6
No..we've talked about this beforehttps://www.youtube.com/watch?v=jJFi1SYcaFQ
July of last year
So you have 100 people all within the same healing circle (your targeted area) and you think 4 players are going to kill anyone with smart heals going off ?
Especially if your 4 strikes land over 4 ticks instead of 1 tick with the lag affecting different players latency in different ways.
I really cant believe anything anyone says if they think more players hit does not equal more server calculations and client updates to make.
Clearly they have never coded anything in their life.
Its really such a no brainer its not even worthy of discussion.
Probably why wrobel hasn't even merited the discussion with a response TBH.
Fine. Lets cap aoes at 40 - 33.3% less than now but without any dmg dropoff??? Less cap less calculations and no dropoff calculations - yaaaaaaaaay?
The two avenues of attack we are perusing are buffing siege weapons and investigating making ranged abilities more effective at damaging large groups of players.
[snip]
Stop using 100 people as an example. You'll never have 100 enemies in an AOE area in this game. You'll never have more than 60 people, which is the current cap. You understand this, yes? Removal of AOE caps won't make you hit 'more people', because there will simply not be more than 60 people to hit at once, that will never happen. You understand if you hit 60 people right now, yes, where 6/24/30 people has to take calculated damage? For every AOE? Yes? With no AOE cap you'll hit all 60 people without any need for extra calculations? Yes?Rune_Relic wrote: »[
So you have 100 people all within the same healing circle (your targeted area) and you think 4 players are going to kill anyone with smart heals going off ?
Especially if your 4 strikes land over 4 ticks instead of 1 tick with the lag affecting different players latency in different ways.
I really cant believe anything anyone says if they think more players hit does not equal more server calculations and client updates to make.
Clearly they have never coded anything in their life.
Its really such a no brainer its not even worthy of discussion.
Probably why wrobel hasn't even merited the discussion with a response TBH.
[snip]
Exactly that. Multiple attackers prevent you from moving at all even under the effects of shuffle or rapid maneuver.
That's the issue.
Multiple gap closers used on the same target means they can’t move.
Thanks for spending so much time and effort writing up detailed posts on this topic. PvP players are very passionate and seeing passionate fans enjoy the game is the reason we get up in the morning.
We want PvP fights to be tactical, involving player positioning as a key element of engagements. We don’t want 2 huge masses of players mindlessly bumping into each other while spamming 1 ability. Part of the issue currently is that damaging PBAoE abilities are very powerful, and there are not a lot of effective options to combat this strategy from range. The two avenues of attack we are perusing are buffing siege weapons and investigating making ranged abilities more effective at damaging large groups of players.
He is a stam Dk. So - yeah. I get that your rhoughtprocess is:
Well, I'm currently experimenting with him as a tanky DK, but....
I understand that a sorc would love bolt that can be cast several times without risk of interruption. I prefer having a counter - especially when it can be counter-countered (other than spammable ambush).
But the guy you argue with is no sorc... He is a dk
He's talking about not being able to "disengage". Which we all know, DK have never been able to disengage, mini-stun or not.
The way gap closer are right now, you cannot roll dodge, you cannot counter with your own timed attack you cannot do anything but sit there and take it. it is not fine the way it is and that's all there is too it.
PBAoE abilities such as Steel Tornado and purge are much too powerful and cause players to want to stack together to make sure they can all hit the same targets.
PBAoE abilities such as Steel Tornado [...] is much too powerful and cause players to want to stack together to make sure they can all hit the same targets.
I would be happy with 20 taking full damage and with a buff to the partial damage.@Rune_Relic
I think most people would be happy with an AOE cap where the first 60 people took full damage.