Update 44 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
Maintenance for the week of September 30:
• PC/Mac: NA and EU megaservers for maintenance – September 30, 4:00AM EDT (8:00 UTC) - 8:00AM EDT (12:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – October 2, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – October 2, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Upcoming siege changes in next major update

  • Ishammael
    Ishammael
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    Siege at it stands now just hits and area and does damage, and is done.

    Can you make all AoE abilities act like this?
  • Takllin
    Takllin
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    Ishammael 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?

    Isn't this the perfect justification to get rid of AoE caps? Wheeler's explanation for not doing this is that it adds more calculations to the server, which would cause more lag. AoE caps does exactly this, just reduces damage instead of increasing it.

    It's as if they want to exhaust every single possibility besides AoE caps, and even then I don't know if Wrobel wants to get rid of them...

    BTW, well done on last week's ESO Live @ZOS_BrianWheeler that was in depth content that we don't often get to see or hear about.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • frozywozy
    frozywozy
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    Ishammael 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.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Manoekin
    Manoekin
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    frozywozy wrote: »
    Ishammael 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.
  • Takllin
    Takllin
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    Manoekin wrote: »
    frozywozy wrote: »
    Ishammael 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.

    This ^
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    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.
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • frozywozy
    frozywozy
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    Manoekin wrote: »
    frozywozy wrote: »
    Ishammael 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.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Manoekin
    Manoekin
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    frozywozy wrote: »
    Manoekin wrote: »
    frozywozy wrote: »
    Ishammael 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.
  • Takllin
    Takllin
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    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.

    True, and maybe we're incorrect in doing so, but we are looking at this and saying that AOE caps works in a very similar fashion, so why not use this justification for removing them?
    Manoekin wrote: »
    frozywozy wrote: »
    Manoekin wrote: »
    frozywozy wrote: »
    Ishammael 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.

    Yeah it's essentially removing the scaling portion, and then the discussion becomes do you cap the number of people an AOE can hit, or do you leave it uncapped like siege.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • frozywozy
    frozywozy
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    Manoekin wrote: »
    frozywozy wrote: »
    Manoekin wrote: »
    frozywozy wrote: »
    Ishammael 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.

    If we really have to go there... But from what I'm concerned, lord @fengrush thread about aoe caps was pretty clever. Remove them aaaaaaaaaand done.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • Takllin
    Takllin
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    AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.

    Ah okay, I figured this might have been the case but somewhat hopeful it would be the same.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • WRX
    WRX
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    AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.

    Disappointing to be honest.

    Thanks for all the clarification.
    Decibel GM

    GLUB GLUB
  • jrkhan
    jrkhan
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    @DeanTheCat
    I think the los check must be to determine if targets in the red circle are in los with the center of the circle (e.g. If you are on the inside of a keep wall, you don't take damage from siege hitting the outside of the wall)

    So, I could be way off on this @ZOS_BrianWheeler , but from what I'm reading it sounds like:
    1) get list of targets in same general area as where seige hit
    2) of those targets, determine which are within a certain radius squared of the center of seige
    3) do a los check for each remaining target to see if they have los to center of siege circle (not behind a wall)
    4) apply damage/debuffs

    I don't see why you couldn't count the targets to be damaged in 3, and pass the total to 4 without additional los checks.
    That total should be all you'd need for damage to scale similar to magika detonation..
    Of course, it would depend on how exactly it's implemented and it might not be possible to explain without diving further in to the code then you'd care to do on this forum :/
    Edited by jrkhan on December 8, 2015 6:48PM
  • Merlight
    Merlight
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    AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.

    So it's the detonation-like scaling that is costly? That's yet another reason to get rid of AoE ability damage reduction (the 6/24/30 rule), because then you'll be able to remove the costly scaling from detonation and end up with not one, but plenty of zerg-buster abilities. I know it's not your domain, but I haven't seen @Wrobel acknowledge that AoE damage reduction alone is causing issues (and I'm not talking about its obvious unfairness towards small groups here). Magicka Detonation looks like it was designed specifically to overcome that reduction -- that's like fixing a leaky bucket by pouring more water in. I wish he would let go of that crutch already.
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    @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.
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • Manoekin
    Manoekin
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    ✭✭
    AOE Caps and scaling damage as it's built in Magicka Det. function differently on the server level.

    Thanks for the clarification :)
  • Takllin
    Takllin
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    @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.

    Thank you for the in depth explanation.

    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.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Starshadw
    Starshadw
    ✭✭✭✭
    @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.
  • Ishammael
    Ishammael
    ✭✭✭✭✭
    ✭✭
    @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.

    Thanks for this info and the continued discussion. Very much appreciated!

    As a (sort of) side note: if you ever need us (player groups) to go onto PTS in order to spam AoEs for a measurable effect of some proposed change to improve performance, we will gladly do it.
  • frozywozy
    frozywozy
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    ✭✭
    Starshadw 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.

    You see it the other way around. Compressing people into less amount of campaigns = Encouraging organized ball groups to NOT stack one unique competitive campaign making it a nightmare every primetime.

    The best, as I said in the past, would be to have 2 or 3 campaign with reduced max pop by 20% and different max group sizes to fit everyone's playstyle. See how the queues go at primetime and adjust and add more campaign ONLY when needed (when all campaigns are max pop).

    This way, we would not have 3-4 major ballgroups of 24+ per faction on Azura Star. Those guilds would spread across 3campaigns and it would reduce the amount of aoe fights happening at once.
    Edited by frozywozy on December 8, 2015 7:49PM
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    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
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  • Darlgon
    Darlgon
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    Takllin wrote: »

    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.
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    Where is the end game? You just played it.
    Why don't I have 300+ skill points? Because you skipped content along the way.
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  • Takllin
    Takllin
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    Darlgon wrote: »
    Takllin wrote: »

    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.
    Edited by Takllin on December 8, 2015 7:55PM
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  • jrkhan
    jrkhan
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    Still think I'm missing something.

    Are you saying that at the time siege damage is calculated the server does NOT know who it's going to hit?
    Unlike other abilities where it does know which targets are hit?

    If it does know who it's going to hit, we're taking about multiplying 'base siege damage' + 'targetsHit' * 'perTargetSeigeBonus' right?
    So, similar to an inverted 6/24/30 rule, except no sorting necessary.

    Unless I've been misunderstanding exactly what was meant by a magika detonation like effect..
    Did you mean everyone hit with seige would be debuffed with something like magika detonation that would then explode?
    Because THAT sounds like it would increase LOS calls...

    Is it possible there was some miscommunication somewhere?
    I'm still not seeing why more LOS checks are necessary if we're just talking about scaling up damage based on targets hit - especially since scaling down via 6/24/30 does not.

    And echoing other comments, greatly appreciate your going in to this level of detail. :)
    Edited by jrkhan on December 8, 2015 8:52PM
  • Bfish22090
    Bfish22090
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    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
  • Manoekin
    Manoekin
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    Bfish22090 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

    It will do more damage than it does now against groups tightly stacked with large numbers.
  • Takllin
    Takllin
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    That's also a question for @Wrobel as Wheeler doesn't handle mechanics.
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  • Darlgon
    Darlgon
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    Takllin wrote: »
    Darlgon wrote: »
    Takllin wrote: »

    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."
    Edited by Darlgon on December 8, 2015 8:22PM
    Power level to CP160 in a week:
    Where is the end game? You just played it.
    Why don't I have 300+ skill points? Because you skipped content along the way.
    Where is new content? Sigh.
  • Merlight
    Merlight
    ✭✭✭✭✭
    @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.

    Thanks for the explanation. I didn't mean they were equal. My line of thinking was this: if the 6/24/30 falloff didn't exist and all 60 took full damage, then Magicka Detonation wouldn't need that costly scaling to be powerful. It seems to me that you (or whoever designed Magicka Detonation) are struggling with the falloff, just like players.
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  • Takllin
    Takllin
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    Darlgon wrote: »
    Takllin wrote: »
    Darlgon wrote: »
    Takllin wrote: »

    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."

    Can't remember a time when the community was so invested in a change that went into PTS for testing...

    I can see that it's not worth discussing further with you, you view neither them nor the community highly.
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