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.
ZOS_BrianWheeler wrote: »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.
ZOS_BrianWheeler wrote: »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.
ZOS_BrianWheeler wrote: »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.
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."
Joy_Division wrote: »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.
Someone from ZoS is going to have to explain to me why it is that "Siege at it stands now just hits and area and does damage, and is done" would not not be the same as removing AoE caps and thus making every ability "just hits and area and does damage, and is done."
Joy_Division wrote: »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.
Someone from ZoS is going to have to explain to me why it is that "Siege at it stands now just hits and area and does damage, and is done" would not not be the same as removing AoE caps and thus making every ability "just hits and area and does damage, and is done."
Because we don't want aoe abilities to hit through walls.
Yesterday, I have seen the biggest TKO zerg I have ever seen training the chalman mile gate. There were at least 25 red circles of prox dets walking around mindlessly. It literally looked like one single guy multi boxing 40 characters. Everytime the 25+ prox dets would explode, my ping would skyrocket all the way up to 1200ms.
Well done AD zerg. Way to improve server performances and make it really enjoyable for everyone. It saddens me when I think about those 40 players all having a good time doing what they're doing. We definitely were not raised from the same parents.
Yesterday, I have seen the biggest TKO zerg I have ever seen training the chalman mile gate. There were at least 25 red circles of prox dets walking around mindlessly. It literally looked like one single guy multi boxing 40 characters. Everytime the 25+ prox dets would explode, my ping would skyrocket all the way up to 1200ms.
Well done AD zerg. Way to improve server performances and make it really enjoyable for everyone. It saddens me when I think about those 40 players all having a good time doing what they're doing. We definitely were not raised from the same parents.
RinaldoGandolphi wrote: »@ZOS_BrianWheeler
2. Elemental Expert currently reduces the Fire, Ice, and Lighting damage from siege. I don't think this should be. Siege afterall ignores your Armor and Spell Resistance anyways, and I don't think the Champ System should be reducing its damage as 100 points in Elemental Expert would reduce dmage from Fire,Ice and Lighting Siege by 25% and I can't think this is to be intended with these current changes.
Regardless, Thanks again Brian. I appreciate all you do and for talking to us the way you have
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@ZOS_BrianWheeler did you ever thought about nerfing the spamable aoes with 10m execute?
how is it even Logical that stealtornado does the same dmg like ambush and supriseattack?
i mean i die more in 1v1 to batswarm and stealtornado than to ambush and supriseattack....
Not going to go through this whole thread cause ain't nobody got time fo dat, so apologies if this was brought up already. Smaller groups have less people to sacrifice on sieging. Implementing this and bringing back camps is going to lead to those four hour long keep takes again where solos/pugs get farmed at the breach over and over, while the Zerg guilds can just heal/barrier through it. I would much rather have them remove AoE caps and bring dynamic ultimate regen to break up the zergs.
And most important part: make npc gaurds/menders, etc. four times stronger.
ZOS_BrianWheeler wrote: »We have not implemented any Siege changes yet.
ZOS_BrianWheeler wrote: »We have not implemented any Siege changes yet.
PainfulFAFA wrote: »Yesterday, I have seen the biggest TKO zerg I have ever seen training the chalman mile gate. There were at least 25 red circles of prox dets walking around mindlessly. It literally looked like one single guy multi boxing 40 characters. Everytime the 25+ prox dets would explode, my ping would skyrocket all the way up to 1200ms.
Well done AD zerg. Way to improve server performances and make it really enjoyable for everyone. It saddens me when I think about those 40 players all having a good time doing what they're doing. We definitely were not raised from the same parents.
/yawn
Tell that to your alliance who faction zergs keep to keep while turtling in the last emp keep.
But you know what, every faction zergs.
This game is play how you want NOT play however makes the game function.
If game cant take "massive battles' whose fault is it but the game developers.
Until the game functions the way its supposed to, I have no problems with players busting up the server.
Sends a message to the devs as well as players that, hey you know what if this game aint doing what its supposed to be doing, maybe its time for a complete overhaul or a new game.
Personally, Thiefs guild DLC will be my last and final chance at ESO.
If zergs are still capable of busting up the server it will be another 6 months before zos does anything significant.
no thx
Not going to go through this whole thread cause ain't nobody got time fo dat, so apologies if this was brought up already. Smaller groups have less people to sacrifice on sieging. Implementing this and bringing back camps is going to lead to those four hour long keep takes again where solos/pugs get farmed at the breach over and over, while the Zerg guilds can just heal/barrier through it. I would much rather have them remove AoE caps and bring dynamic ultimate regen to break up the zergs.