Adapted from Jim Mora's famous rant:
GROUND OILS? Don't talk about ground oils. You kidding me? GROUND OILS? Let's hope we can win a game play without lag.
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation however, this would double (and in some cases triple) the LOS checks per shot/per effect with the current ability architecture. Unfortunately this is counter to our current efforts limiting combat information per server frame, so this particular suggestion won't go in at this time.
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation however, this would double (and in some cases triple) the LOS checks per shot/per effect with the current ability architecture. Unfortunately this is counter to our current efforts limiting combat information per server frame, so this particular suggestion won't go in at this time.
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation however, this would double (and in some cases triple) the LOS checks per shot/per effect with the current ability architecture. Unfortunately this is counter to our current efforts limiting combat information per server frame, so this particular suggestion won't go in at this time.
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation however, this would double (and in some cases triple) the LOS checks per shot/per effect with the current ability architecture. Unfortunately this is counter to our current efforts limiting combat information per server frame, so this particular suggestion won't go in at this time.
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation...
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation however, this would double (and in some cases triple) the LOS checks per shot/per effect with the current ability architecture. Unfortunately this is counter to our current efforts limiting combat information per server frame, so this particular suggestion won't go in at this time.
That sounds reasonable. Does this not work in the reverse way, with damage scaling down via current AOE caps?
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation...
I'll take the risk of being the dumbest guy in here and ask: what does that mean? Scaling in what sense? You speak about LOS checks, which would imply you tried enlarging the impact area. Siege doesn't need to hit more people, it needs to hit harder than a wet noodle. Detonation doesn't need to hit more people, either, just pump the damage on existing hits, there are no additional LOS checks to be done.
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation...
I'll take the risk of being the dumbest guy in here and ask: what does that mean? Scaling in what sense? You speak about LOS checks, which would imply you tried enlarging the impact area. Siege doesn't need to hit more people, it needs to hit harder than a wet noodle. Detonation doesn't need to hit more people, either, just pump the damage on existing hits, there are no additional LOS checks to be done.
if (hit == true) { Target_hp = Target_hp - Siege_damage; }You'll have something like this:
if (hit == true) { if (targets_in_area <=6) { Multiplier = 1; } else if (targets_in_area <=12) { Multiplier = 2; } else { Multiplier = 3; } Target_hp = Target_hp - (Siege_damage * Multiplier) Target_resource_stamina = Target_resource_stamina - ((Multiplier /2)* 5000) }
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation however, this would double (and in some cases triple) the LOS checks per shot/per effect with the current ability architecture. Unfortunately this is counter to our current efforts limiting combat information per server frame, so this particular suggestion won't go in at this time.
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation however, this would double (and in some cases triple) the LOS checks per shot/per effect with the current ability architecture. Unfortunately this is counter to our current efforts limiting combat information per server frame, so this particular suggestion won't go in at this time.
All I read from this is that AoE caps are causing double and in some case triple the LOS checks. I suggest removal.
DeanTheCat wrote: »@Merlight
As others have stated in the thread before me, Brian is having his hands tied by the ineptitude of Wrobel. He simply cannot make the changes that is desperately needed to improve Cyrodiil as they all fall under Wrobel's jurisdiction. So Brian is trying to enforce his will on his little demiplane of Oblivion by making these changes to siege, to force the zergballs to disperse so that Wrobel's limitations will have a drastically reduced impact. Blame Wrobel for his failures, Brian is on our side. I'm pretty sure he is pissed off at Wrobel but he is unable to do anything other then this.
ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation however, this would double (and in some cases triple) the LOS checks per shot/per effect with the current ability architecture. Unfortunately this is counter to our current efforts limiting combat information per server frame, so this particular suggestion won't go in at this time.
bowmanz607 wrote: »ZOS_BrianWheeler wrote: »As a follow up, internally we have looked into scaling the Siege damage/sub effects like Magicka Detonation however, this would double (and in some cases triple) the LOS checks per shot/per effect with the current ability architecture. Unfortunately this is counter to our current efforts limiting combat information per server frame, so this particular suggestion won't go in at this time.
All I read from this is that AoE caps are causing double and in some case triple the LOS checks. I suggest removal.
no he seems to be saying that they were looking to making siege operate like detonation. Meaning, for each enemy hit the damage done will scale up making siege more effective toward group players. However, the issue is that it will increase the amount of lag because the server has to read to many effects at once.
ZOS_BrianWheeler wrote: »@DeanTheCat Pretty close, but it's more due to the structure of the ability and how it needs to apply the initial tracking ability, then check the area for how many it multiplies the damage by, then applies the damage based on that calculation and final line of sight check to apply the damage. Siege at it stands now just hits and area and does damage, and is done.