ZOS_BrianWheeler wrote: »Siege at it stands now just hits and area and does damage, and is done.
ZOS_BrianWheeler wrote: »Siege at it stands now just hits and area and does damage, and is done.
Can you make all AoE abilities act like this?
ZOS_BrianWheeler wrote: »Siege at it stands now just hits and area and does damage, and is done.
Can you make all AoE abilities act like this?
ZOS_BrianWheeler wrote: »Siege at it stands now just hits and area and does damage, and is done.
Can you make all AoE abilities act like this?
It used to be like that and we would have people dealing aoe damage through walls.
We don't want this back.
ZOS_BrianWheeler wrote: »Siege at it stands now just hits and area and does damage, and is done.
Can you make all AoE abilities act like this?
It used to be like that and we would have people dealing aoe damage through walls.
We don't want this back.
I think the point is that scaling damage increases the number of LOS checks, and that they would like to see the scaling damage gone from AOE caps working as how siege does now. Thus, a significant drop in the number of LOS checks the server has to calculate, let alone the extra damage calculations.
ZOS_BrianWheeler wrote: »Siege at it stands now just hits and area and does damage, and is done.
Can you make all AoE abilities act like this?
It used to be like that and we would have people dealing aoe damage through walls.
We don't want this back.
I think the point is that scaling damage increases the number of LOS checks, and that they would like to see the scaling damage gone from AOE caps working as how siege does now. Thus, a significant drop in the number of LOS checks the server has to calculate, let alone the extra damage calculations.
ZOS_BrianWheeler wrote: »Siege at it stands now just hits and area and does damage, and is done.
Can you make all AoE abilities act like this?
It used to be like that and we would have people dealing aoe damage through walls.
We don't want this back.
I think the point is that scaling damage increases the number of LOS checks, and that they would like to see the scaling damage gone from AOE caps working as how siege does now. Thus, a significant drop in the number of LOS checks the server has to calculate, let alone the extra damage calculations.
I'm not sure what you mean by removing the scaling damage from AOE caps without removing AOE caps themselves.
ZOS_BrianWheeler wrote: »This is simply stating that adding scaling damage to Siege weapons means adding more LOS checks, which we are not looking to do as that's counter to the current efforts to reduce server stress.
ZOS_BrianWheeler wrote: »Siege at it stands now just hits and area and does damage, and is done.
Can you make all AoE abilities act like this?
It used to be like that and we would have people dealing aoe damage through walls.
We don't want this back.
I think the point is that scaling damage increases the number of LOS checks, and that they would like to see the scaling damage gone from AOE caps working as how siege does now. Thus, a significant drop in the number of LOS checks the server has to calculate, let alone the extra damage calculations.
I'm not sure what you mean by removing the scaling damage from AOE caps without removing AOE caps themselves.
You could remove the scaling part and increase the AOE cap to a specific number, say 12 or any other number. If every time you cast an AOE ability it's causing double or triple the amount of LOS checks it should because of the damage scaling from AOE caps, that's significant. If it simply just "hit the target" and that was it, damage boom, you wouldn't have double or triple the checks or damage calculations. I can imagine what magicka det is doing, as it scales both up and down depending on the numbers hit.
ZOS_BrianWheeler wrote: »Siege at it stands now just hits and area and does damage, and is done.
Can you make all AoE abilities act like this?
It used to be like that and we would have people dealing aoe damage through walls.
We don't want this back.
I think the point is that scaling damage increases the number of LOS checks, and that they would like to see the scaling damage gone from AOE caps working as how siege does now. Thus, a significant drop in the number of LOS checks the server has to calculate, let alone the extra damage calculations.
I'm not sure what you mean by removing the scaling damage from AOE caps without removing AOE caps themselves.
You could remove the scaling part and increase the AOE cap to a specific number, say 12 or any other number. If every time you cast an AOE ability it's causing double or triple the amount of LOS checks it should because of the damage scaling from AOE caps, that's significant. If it simply just "hit the target" and that was it, damage boom, you wouldn't have double or triple the checks or damage calculations. I can imagine what magicka det is doing, as it scales both up and down depending on the numbers hit.
ZOS_BrianWheeler wrote: »AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.
ZOS_BrianWheeler wrote: »AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.
ZOS_BrianWheeler wrote: »AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.
ZOS_BrianWheeler wrote: »AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.
ZOS_BrianWheeler wrote: »@Merlight Detonation like scaling is more costly than Siege weapon damage server side, however removing that scaling isn't the same as removing the 6/24/30 rule on the server as they're hit the server with requests differently.
Magicka Det is built with several individual "lego blocks" that also do individual LOS checks for applying the initial cast, the multiplicative bonus for targets in the area, and lastly to apply the damage upon explosion.
The 6/24/30 rule is more ingrained into the ability system and technically any "lego block" can get that rule applied to it, and the LOS rules for each "lego block" in an ability determine how many LOS checks there are. For clarification, any ability can have LOS checks at the beginning of casting, end of casting, both beginning and end, or no LOS check at all. The important thing to note is the 6/24/30 rule does not add additional LOS checks.
In the most direct way to put it, after an LOS check is completed, damage according to the 6/24/30 rule is applied without further LOS checks because the server already knows who it's going to hit and all it needs to do at that point is sort out who to apply the rule to.
That sorting could be a pain point on the server, or could not be a pain point on the server as it's all part of what we're digging into regarding Cyrodiil performance. It is "one more thing the server has to do", but so are LOS checks, so are any AE, Siege included, so are heals (smart or not), and damage so there's no silver bullet here, but hopefully this makes things clear regarding the difference between the AE Cap (falloff) vs. Scaling damage.
ZOS_BrianWheeler wrote: »@Merlight Detonation like scaling is more costly than Siege weapon damage server side, however removing that scaling isn't the same as removing the 6/24/30 rule on the server as they're hit the server with requests differently.
Magicka Det is built with several individual "lego blocks" that also do individual LOS checks for applying the initial cast, the multiplicative bonus for targets in the area, and lastly to apply the damage upon explosion.
The 6/24/30 rule is more ingrained into the ability system and technically any "lego block" can get that rule applied to it, and the LOS rules for each "lego block" in an ability determine how many LOS checks there are. For clarification, any ability can have LOS checks at the beginning of casting, end of casting, both beginning and end, or no LOS check at all. The important thing to note is the 6/24/30 rule does not add additional LOS checks.
In the most direct way to put it, after an LOS check is completed, damage according to the 6/24/30 rule is applied without further LOS checks because the server already knows who it's going to hit and all it needs to do at that point is sort out who to apply the rule to.
That sorting could be a pain point on the server, or could not be a pain point on the server as it's all part of what we're digging into regarding Cyrodiil performance. It is "one more thing the server has to do", but so are LOS checks, so are any AE, Siege included, so are heals (smart or not), and damage so there's no silver bullet here, but hopefully this makes things clear regarding the difference between the AE Cap (falloff) vs. Scaling damage.
ZOS_BrianWheeler wrote: »@Merlight Detonation like scaling is more costly than Siege weapon damage server side, however removing that scaling isn't the same as removing the 6/24/30 rule on the server as they're hit the server with requests differently.
Magicka Det is built with several individual "lego blocks" that also do individual LOS checks for applying the initial cast, the multiplicative bonus for targets in the area, and lastly to apply the damage upon explosion.
The 6/24/30 rule is more ingrained into the ability system and technically any "lego block" can get that rule applied to it, and the LOS rules for each "lego block" in an ability determine how many LOS checks there are. For clarification, any ability can have LOS checks at the beginning of casting, end of casting, both beginning and end, or no LOS check at all. The important thing to note is the 6/24/30 rule does not add additional LOS checks.
In the most direct way to put it, after an LOS check is completed, damage according to the 6/24/30 rule is applied without further LOS checks because the server already knows who it's going to hit and all it needs to do at that point is sort out who to apply the rule to.
That sorting could be a pain point on the server, or could not be a pain point on the server as it's all part of what we're digging into regarding Cyrodiil performance. It is "one more thing the server has to do", but so are LOS checks, so are any AE, Siege included, so are heals (smart or not), and damage so there's no silver bullet here, but hopefully this makes things clear regarding the difference between the AE Cap (falloff) vs. Scaling damage.
ZOS_BrianWheeler wrote: »@Merlight Detonation like scaling is more costly than Siege weapon damage server side, however removing that scaling isn't the same as removing the 6/24/30 rule on the server as they're hit the server with requests differently.
Magicka Det is built with several individual "lego blocks" that also do individual LOS checks for applying the initial cast, the multiplicative bonus for targets in the area, and lastly to apply the damage upon explosion.
The 6/24/30 rule is more ingrained into the ability system and technically any "lego block" can get that rule applied to it, and the LOS rules for each "lego block" in an ability determine how many LOS checks there are. For clarification, any ability can have LOS checks at the beginning of casting, end of casting, both beginning and end, or no LOS check at all. The important thing to note is the 6/24/30 rule does not add additional LOS checks.
In the most direct way to put it, after an LOS check is completed, damage according to the 6/24/30 rule is applied without further LOS checks because the server already knows who it's going to hit and all it needs to do at that point is sort out who to apply the rule to.
That sorting could be a pain point on the server, or could not be a pain point on the server as it's all part of what we're digging into regarding Cyrodiil performance. It is "one more thing the server has to do", but so are LOS checks, so are any AE, Siege included, so are heals (smart or not), and damage so there's no silver bullet here, but hopefully this makes things clear regarding the difference between the AE Cap (falloff) vs. Scaling damage.
Well, as a data point, I've half a dozen Aussie friends who have, through a process of elimination, narrowed down the massive AOE spam in Cyrodiil as their pain point when it comes to horrible performance during PvP. It's awful, because most of them have simply stopped playing, since they can't enjoy PvP at all. Their ping rates jump into the thousands any time they find themselves up against a crowd of enemies all spamming AOE skills (which is pretty much what PvP has become at this point - and sadly, I don't see removing AOE caps as making that less likely at all). This is precisely why I begged you folks to stop closing down campaigns and compressing the PvP population onto fewer campaigns. Fewer campaigns = even MORE enemies all around, all spamming AOE.
And again, I truly wish that you'd remove the magicka det skill entirely. If at some point in the future you find a way to fix it so that 1) it works as you originally intended it (as a zerg-buster, as opposed to a zerg-enhancer) and 2) doesn't add to the server load issues, then by all means, bring it back.
Not to keep bringing this off topic, but I wonder, if it would be possible to use the PTS to test AoE caps? Create two campaigns, one with, and one without. Or enable AoE caps for one week, and disable them the next? See how the performance goes.
Obviously this is @Wrobel department, so more of just a general question.
Not to keep bringing this off topic, but I wonder, if it would be possible to use the PTS to test AoE caps? Create two campaigns, one with, and one without. Or enable AoE caps for one week, and disable them the next? See how the performance goes.
Obviously this is @Wrobel department, so more of just a general question.
Possible? Probably.. However.. effective? No.. probably not. If you look at the PvP community vs the game players as a whole, its pretty small. And, to make them willing to put aside the characters they hand-crafted and are trying to progress and go play on PTS with autoleveled templates that makes everyone in Cyro gods? Extremely unlikely.
ZOS_BrianWheeler wrote: »AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.
Bfish22090 wrote: »ZOS_BrianWheeler wrote: »AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.
What good would increasing the damage of magicka detionation past 5 targets do if its scaled back down after 6 targets because of aoe caps
Not to keep bringing this off topic, but I wonder, if it would be possible to use the PTS to test AoE caps? Create two campaigns, one with, and one without. Or enable AoE caps for one week, and disable them the next? See how the performance goes.
Obviously this is @Wrobel department, so more of just a general question.
Possible? Probably.. However.. effective? No.. probably not. If you look at the PvP community vs the game players as a whole, its pretty small. And, to make them willing to put aside the characters they hand-crafted and are trying to progress and go play on PTS with autoleveled templates that makes everyone in Cyro gods? Extremely unlikely.
You severely underestimate the willingness of the community to help ZOS get this fixed. It's not asking people to give up their characters for a week. We can set aside a few hours to test it.
Yes, it's a very different server than what live uses, but it's the best benchmark test we can get.
ZOS_BrianWheeler wrote: »@Merlight Detonation like scaling is more costly than Siege weapon damage server side, however removing that scaling isn't the same as removing the 6/24/30 rule on the server as they're hit the server with requests differently.
Magicka Det is built with several individual "lego blocks" that also do individual LOS checks for applying the initial cast, the multiplicative bonus for targets in the area, and lastly to apply the damage upon explosion.
The 6/24/30 rule is more ingrained into the ability system and technically any "lego block" can get that rule applied to it, and the LOS rules for each "lego block" in an ability determine how many LOS checks there are. For clarification, any ability can have LOS checks at the beginning of casting, end of casting, both beginning and end, or no LOS check at all. The important thing to note is the 6/24/30 rule does not add additional LOS checks.
Not to keep bringing this off topic, but I wonder, if it would be possible to use the PTS to test AoE caps? Create two campaigns, one with, and one without. Or enable AoE caps for one week, and disable them the next? See how the performance goes.
Obviously this is @Wrobel department, so more of just a general question.
Possible? Probably.. However.. effective? No.. probably not. If you look at the PvP community vs the game players as a whole, its pretty small. And, to make them willing to put aside the characters they hand-crafted and are trying to progress and go play on PTS with autoleveled templates that makes everyone in Cyro gods? Extremely unlikely.
You severely underestimate the willingness of the community to help ZOS get this fixed. It's not asking people to give up their characters for a week. We can set aside a few hours to test it.
Yes, it's a very different server than what live uses, but it's the best benchmark test we can get.
No.. You over-estimate it.. by a LOT. After having tested the game builds on PTS for other major updates.. Cyrodiil is a wasteland, except for the guys hanging around BRK mill or wherever, dueling and yelling in zone chat to stop taking keeps because it ruins their balance of buffs. The only time we had huge participation was the "play with the devs stuff" which in turn lead to.. 10 minutes of playtime... and over an hour of server crashing. The official explanation? "Well.. the PTS is a smaller server, so it could not handle the load. We got some good data tho."