VycDarkshadow wrote: »I love the hypocrisy of the playerbase sometimes.
"Fix PvP Lag!" (Zenimax discovers procs critting adds server lag, and fixes it) "Don't change things in PvP!"
"Fix PvP Lag!" (Zenimax tries a temporary, week-long idea) "Don't change things in PvP!"
I seriously think you people whine just for the sake of whining.
They, and no one here, ever said that proc sets critting added to server lag. What even?
ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
Eyesinthedrk wrote: »Shouldn't the reality of how many campaigns you've had to delete before you got people into a non cp campaign, tell you how much people don't want to be in a non cp campaigns?
Active Campaigns
Azura's Star, Trueflame, Chillrend, Haderus, Axe of Belharza, Blackwater Blade
Skeleton Key, Skull of Corruption, Thornblade
Removed Campaigns
Daedric Crescent, Eleidon's Ward, Gray Cowl of Nocturnal, Mace of the Crusader, Masque of Clavicus Vile, Moon Cursed Blade, Orichalc Cuirass, Sanguine Rose, Savior's Hide, Skull of Corruption, Spear of the Hunter, Staff of Magnus, Stendarr's Hammer, St. Felms' Cleaver (beta only)
Sword of the Crusader (PTS only)
Auriel's Bow, Bloodthorn, Chrysamere, Dawnbreaker, Goldbrand, Hopesfire, Scourge, Skull Crusher, Volendrung, Wabbajack (90 day duration)
Celarus (14 day duration)
Bow of Shadows (Veteran only, 5 day duration)
Morihaus (Non-Veteran alternate, 48 hour duration)
Hestra, Versidue-Shaie, Juilek, Rislav, Tavia (Non-Veteran, console only)
Moon-Cursed Blade (7 day Resources, console only)
Ebony Blade, Spell Breaker (PC EU, 30 day duration)
NightbladeMechanics wrote: »@Derra so cp facilitating spamming healing springs for 10 minutes isn't cp contributing to lag if the healing springs spam contributes to lag?
It sounds like your sorc build is refined to take advantage of the stat inflation that cp gives us. No wonder you're so against it! Make a few slight adjustments to trade some of that crit for regen and you'll function fine. It won't be min maxed, but very few people will be during this test. Imagine the "average player" pug with one or two item sets and not much gold. He won't be changing anything. You're resisting this test to preserve your own gold and time and build, but this is about the future of the game, not you. We differ on ideology here.
The whole game is balanced around CP.
Shieldbreaker and poisons being the prime example (and especially shieldbreaker is back with a vengeance).
My builds are balanced for CP because sets and mechanics are balanced for CP.
I´m simply against the test because the only reliable testoutcome would be: "Damn the server lags like a piece of ... without CP aswell. Back to the drawingboard."
They simply will not be able to tell if it´s playerbehavior or noCP if there is less lag - because they can´t do it on azura currently.
A test where only one of two results can give you a meaningful answer (and that being the answer you DON`T want) is a bad test.
sodantokb16_ESO wrote: »IcyDeadPeople wrote: »NightbladeMechanics wrote: »Overall, this is a GREAT step forward for pvp, and any serious pvper should welcome this week and play as much pvp as possible during the test. I certainly will.
^Exactly this!
Who cares if your build sucks without CP and you die more often. Everyone else will be running out of stamina and dying right along with you.
This is a one time opportunity to help these folks figure out some solutions for lag and latency issues. I hope everyone plays as much as possible during the test.
But how will they be able to tell if it´s CP or behavior of people reducing the lag (if the lag gets reduced) when people simply can´t play the same way they can with CP?
They already can´t tell that for azura.
That means the only meaningful outcome would be the servers still lagging and they´d have to start over again?
You cant even figure how to play without CP, but are suddenly expert on how to perform tests and what ZoS wants/does.
How do you determine that i can´t figure out how to play without CP? That´s pretty rude.
I specifically stated i don´t want to create a new setup to play without CP.
dwemer_paleologist wrote: »why do i smell a Perminant NON CP in ALL campaigns coming up ?
dwemer_paleologist wrote: »why do i smell a Perminant NON CP in ALL campaigns coming up ?
I hope they do that, because people will have to actually l2pvp again hehe
Mojomonkeyman wrote: »Dear Brian,
the no cp campaigns have clear downsides balance wise. Such a test has to be prepared with balance changes going hand in hand. Don`t treat us like guinea pigs for tests which are not thought out to the end.
I personally experience the no cp campaign as the most imbalanced mess in eso. And I`m someone who was as much against the introduction of CP as it can get. But the game is balanced around them now for a while.
Proc sets are totally out of control in no cp, poisons, siege, and much more stuff as well - all those have increasing effects on solo play, which is already difficult in cp campaigns.
Skillful and fun gameplay? Not in Azurah. I`m as opposed to this test in its current form as it can get.
Regards
NightbladeMechanics wrote: »@Derra so cp facilitating spamming healing springs for 10 minutes isn't cp contributing to lag if the healing springs spam contributes to lag?
It sounds like your sorc build is refined to take advantage of the stat inflation that cp gives us. No wonder you're so against it! Make a few slight adjustments to trade some of that crit for regen and you'll function fine. It won't be min maxed, but very few people will be during this test. Imagine the "average player" pug with one or two item sets and not much gold. He won't be changing anything. You're resisting this test to preserve your own gold and time and build, but this is about the future of the game, not you. We differ on ideology here.
The whole game is balanced around CP.
Shieldbreaker and poisons being the prime example (and especially shieldbreaker is back with a vengeance).
My builds are balanced for CP because sets and mechanics are balanced for CP.
I´m simply against the test because the only reliable testoutcome would be: "Damn the server lags like a piece of ... without CP aswell. Back to the drawingboard."
They simply will not be able to tell if it´s playerbehavior or noCP if there is less lag - because they can´t do it on azura currently.
A test where only one of two results can give you a meaningful answer (and that being the answer you DON`T want) is a bad test.sodantokb16_ESO wrote: »IcyDeadPeople wrote: »NightbladeMechanics wrote: »Overall, this is a GREAT step forward for pvp, and any serious pvper should welcome this week and play as much pvp as possible during the test. I certainly will.
^Exactly this!
Who cares if your build sucks without CP and you die more often. Everyone else will be running out of stamina and dying right along with you.
This is a one time opportunity to help these folks figure out some solutions for lag and latency issues. I hope everyone plays as much as possible during the test.
But how will they be able to tell if it´s CP or behavior of people reducing the lag (if the lag gets reduced) when people simply can´t play the same way they can with CP?
They already can´t tell that for azura.
That means the only meaningful outcome would be the servers still lagging and they´d have to start over again?
You cant even figure how to play without CP, but are suddenly expert on how to perform tests and what ZoS wants/does.
How do you determine that i can´t figure out how to play without CP? That´s pretty rude.
I specifically stated i don´t want to create a new setup to play without CP.
I dont need to Play ESO this Week, because ,i don't need to switch my sets and playstyle too ,maybe you make the Same;) it's only for 1 Week.
Also what kind of nonscientific approach for the topic is that. You simply won´t get any worthwhile results @ZOS_BrianWheeler because people can not play the same way with CP compared to playing without.
They simply can´t use their skills in the same way.
Actually, it is very scientific. They observed a phenomenon and they are testing it throughout multiple different servers. Assuming that Azura's Star is the control (as it always was a non-cp campaign), they get to see how Haderus and True Flame is affected by the 1 week change, and then compare it to Azura's Star.
Also, I can assure the console that they won't have to deal with this test.
How is changing two variables at once scientific.
They are currently not able to tell if player behavior or noCP cause the difference for azura.
Taking away CP for all campaigns will inevitably change playerbehavior.
So if lag gets better during that time they still won´t be able to tell if it´s playerbehavior or CP causing the lag.
In fact the only meaningful result would be the campaigns still lagging @Gan Xing
Also what kind of nonscientific approach for the topic is that. You simply won´t get any worthwhile results @ZOS_BrianWheeler because people can not play the same way with CP compared to playing without.
They simply can´t use their skills in the same way.
Actually, it is very scientific. They observed a phenomenon and they are testing it throughout multiple different servers. Assuming that Azura's Star is the control (as it always was a non-cp campaign), they get to see how Haderus and True Flame is affected by the 1 week change, and then compare it to Azura's Star.
Also, I can assure the console that they won't have to deal with this test.
How is changing two variables at once scientific.
They are currently not able to tell if player behavior or noCP cause the difference for azura.
Taking away CP for all campaigns will inevitably change playerbehavior.
So if lag gets better during that time they still won´t be able to tell if it´s playerbehavior or CP causing the lag.
In fact the only meaningful result would be the campaigns still lagging @Gan Xing
Holy crap, I really never write such things, but this nonsense..
Im.currently writing a doctor thesis and if they change 1 variable it is scientific. All you do is assuming that there are 2, but there arent. Changing the CP is 1 change, the less skill spam is a result of that, non a variable.
Furthermore there will still be 1 min big zerg spam fights, if theres better performance u even have the answer. People could even play with more regen - so no change in playstyle. Variables are controllable and playstyle ist none holy ***.
So stop this *** just cuz ur build wont work that 1 week and your "game without CP is no fünf" term. Maxybe it isnt for you, but maybe it is for others, u thought about that ? Lawl PLZ stop that.
Also what kind of nonscientific approach for the topic is that. You simply won´t get any worthwhile results @ZOS_BrianWheeler because people can not play the same way with CP compared to playing without.
They simply can´t use their skills in the same way.
Actually, it is very scientific. They observed a phenomenon and they are testing it throughout multiple different servers. Assuming that Azura's Star is the control (as it always was a non-cp campaign), they get to see how Haderus and True Flame is affected by the 1 week change, and then compare it to Azura's Star.
Also, I can assure the console that they won't have to deal with this test.
How is changing two variables at once scientific.
They are currently not able to tell if player behavior or noCP cause the difference for azura.
Taking away CP for all campaigns will inevitably change playerbehavior.
So if lag gets better during that time they still won´t be able to tell if it´s playerbehavior or CP causing the lag.
In fact the only meaningful result would be the campaigns still lagging @Gan Xing
Holy crap, I really never write such things, but this nonsense..
Im.currently writing a doctor thesis and if they change 1 variable it is scientific. All you do is assuming that there are 2, but there arent. Changing the CP is 1 change, the less skill spam is a result of that, non a variable.
Furthermore there will still be 1 min big zerg spam fights, if theres better performance u even have the answer. People could even play with more regen - so no change in playstyle. Variables are controllable and playstyle ist none holy ***.
So stop this *** just cuz ur build wont work that 1 week and your "game without CP is no fünf" term. Maxybe it isnt for you, but maybe it is for others, u thought about that ? Lawl PLZ stop that.
Ofc player behavior is a variable in this case (as it changes with no CP because players will be unable to play the same way they would if there were cp).
Their problem is that one variable is dependant on the other in their system.
If they can not distinguish between:
a) less lag because of different player behavior
b) less lag because of no cp calculations
Their only solution is to permanently disable CP. Or change CP calculations and hope that fixes lag (with the real risk of player behavior being the deciding factor for lag and wasting work on a change with no effect - thiswould not be a risk if it wasn´t a variable - but it is).
To draw relevant conclusions they´d have to find a way for people to play the same way they do currently (ie same costs and dmg/reductions) without cp enabled. That would yield results.
I don´t have high hopes for your doctor thesis - unless it´s in gender studies but than why bring it up as it´s obviously irrelevant.
kyle.wilson wrote: »VycDarkshadow wrote: »I love the hypocrisy of the playerbase sometimes.
"Fix PvP Lag!" (Zenimax discovers procs critting adds server lag, and fixes it) "Don't change things in PvP!"
"Fix PvP Lag!" (Zenimax tries a temporary, week-long idea) "Don't change things in PvP!"
I seriously think you people whine just for the sake of whining.
They, and no one here, ever said that proc sets critting added to server lag. What even?ZOS_BrianWheeler wrote: »More players means more server calculations; that is 100% correct. However the key variable in all these scenarios is how much information is being calculated on a character by character basis depending on abilities being used, passives, armor sets, etc. This is why population is not as big a factor compared to what's being calculated on a character by character basis within that population. Let's take an example of a typical armor setup now a days.
A player wearing Viper, Velidreth, and Red Mountain doing a single heavy attack costs the server 3 times as much as a player doing Heavy attack without those sets because of calculating whether to proc those 3 sets or not. Even when a proc is on cooldown, the server needs to check per attack if the cooldown is done yet, which means every attack it checks whether it can fire or not based on either percentage, cooldown, or other situations. Factor in Champion Point passives, class passives, weapon passives and whatever temporary passive bonuses from potions, and you add to those calculations per attack/being attacked. In campaigns like Blackwater Blade and Azura, there are simply less things to calculate even when they have higher population than Trueflame.
This is what @ZOS_BrianWheeler said on Jan 21 about crit sets. I guess since the crit nerf did nothing, they are guessing again.
Also what kind of nonscientific approach for the topic is that. You simply won´t get any worthwhile results @ZOS_BrianWheeler because people can not play the same way with CP compared to playing without.
They simply can´t use their skills in the same way.
Actually, it is very scientific. They observed a phenomenon and they are testing it throughout multiple different servers. Assuming that Azura's Star is the control (as it always was a non-cp campaign), they get to see how Haderus and True Flame is affected by the 1 week change, and then compare it to Azura's Star.
Also, I can assure the console that they won't have to deal with this test.
How is changing two variables at once scientific.
They are currently not able to tell if player behavior or noCP cause the difference for azura.
Taking away CP for all campaigns will inevitably change playerbehavior.
So if lag gets better during that time they still won´t be able to tell if it´s playerbehavior or CP causing the lag.
In fact the only meaningful result would be the campaigns still lagging @Gan Xing
Holy crap, I really never write such things, but this nonsense..
Im.currently writing a doctor thesis and if they change 1 variable it is scientific. All you do is assuming that there are 2, but there arent. Changing the CP is 1 change, the less skill spam is a result of that, non a variable.
Furthermore there will still be 1 min big zerg spam fights, if theres better performance u even have the answer. People could even play with more regen - so no change in playstyle. Variables are controllable and playstyle ist none holy ***.
So stop this *** just cuz ur build wont work that 1 week and your "game without CP is no fünf" term. Maxybe it isnt for you, but maybe it is for others, u thought about that ? Lawl PLZ stop that.
Ofc player behavior is a variable in this case (as it changes with no CP because players will be unable to play the same way they would if there were cp).
Their problem is that one variable is dependant on the other in their system.
If they can not distinguish between:
a) less lag because of different player behavior
b) less lag because of no cp calculations
Their only solution is to permanently disable CP. Or change CP calculations and hope that fixes lag (with the real risk of player behavior being the deciding factor for lag and wasting work on a change with no effect - thiswould not be a risk if it wasn´t a variable - but it is).
To draw relevant conclusions they´d have to find a way for people to play the same way they do currently (ie same costs and dmg/reductions) without cp enabled. That would yield results.
I don´t have high hopes for your doctor thesis - unless it´s in gender studies but than why bring it up as it´s obviously irrelevant.
Of course its not, u arent a dumb guy derra , come on.
How u wanna controller how I am playing? Ur asdumption is -> less sustain - less spam. Fine. What if -> less sustain -> stack more regen -> same spam.
Variables are on ur side, u can controll them. U just cant controll how much the players will spam or not, u can try to put them into one field, but there are (eapecially in this game) always ways to compensate that.
Data like CP are variables, u just put them off or on. This is a variable. How u wanna put game style off or on? Okay got me, habe 10h maintenance
Also what kind of nonscientific approach for the topic is that. You simply won´t get any worthwhile results @ZOS_BrianWheeler because people can not play the same way with CP compared to playing without.
They simply can´t use their skills in the same way.
Actually, it is very scientific. They observed a phenomenon and they are testing it throughout multiple different servers. Assuming that Azura's Star is the control (as it always was a non-cp campaign), they get to see how Haderus and True Flame is affected by the 1 week change, and then compare it to Azura's Star.
Also, I can assure the console that they won't have to deal with this test.
How is changing two variables at once scientific.
They are currently not able to tell if player behavior or noCP cause the difference for azura.
Taking away CP for all campaigns will inevitably change playerbehavior.
So if lag gets better during that time they still won´t be able to tell if it´s playerbehavior or CP causing the lag.
In fact the only meaningful result would be the campaigns still lagging @Gan Xing
Holy crap, I really never write such things, but this nonsense..
Im.currently writing a doctor thesis and if they change 1 variable it is scientific. All you do is assuming that there are 2, but there arent. Changing the CP is 1 change, the less skill spam is a result of that, non a variable.
Furthermore there will still be 1 min big zerg spam fights, if theres better performance u even have the answer. People could even play with more regen - so no change in playstyle. Variables are controllable and playstyle ist none holy ***.
So stop this *** just cuz ur build wont work that 1 week and your "game without CP is no fünf" term. Maxybe it isnt for you, but maybe it is for others, u thought about that ? Lawl PLZ stop that.
Ofc player behavior is a variable in this case (as it changes with no CP because players will be unable to play the same way they would if there were cp).
Their problem is that one variable is dependant on the other in their system.
If they can not distinguish between:
a) less lag because of different player behavior
b) less lag because of no cp calculations
Their only solution is to permanently disable CP. Or change CP calculations and hope that fixes lag (with the real risk of player behavior being the deciding factor for lag and wasting work on a change with no effect - thiswould not be a risk if it wasn´t a variable - but it is).
To draw relevant conclusions they´d have to find a way for people to play the same way they do currently (ie same costs and dmg/reductions) without cp enabled. That would yield results.
I don´t have high hopes for your doctor thesis - unless it´s in gender studies but than why bring it up as it´s obviously irrelevant.
Of course its not, u arent a dumb guy derra , come on.
How u wanna controller how I am playing? Ur asdumption is -> less sustain - less spam. Fine. What if -> less sustain -> stack more regen -> same spam.
Variables are on ur side, u can controll them. U just cant controll how much the players will spam or not, u can try to put them into one field, but there are (eapecially in this game) always ways to compensate that.
Data like CP are variables, u just put them off or on. This is a variable. How u wanna put game style off or on? Okay got me, habe 10h maintenance
Anti_Virus wrote: »Gilliamtherogue wrote: »Been waiting for this! Super stoked to see how the other campaigns function, and hopefully move to a much healthier, happier Cyrodiil. Divines bless you @ZOS_BrianWheeler and team
I think you already knew this ahead of time didn't you?
Also what kind of nonscientific approach for the topic is that. You simply won´t get any worthwhile results @ZOS_BrianWheeler because people can not play the same way with CP compared to playing without.
They simply can´t use their skills in the same way.
Actually, it is very scientific. They observed a phenomenon and they are testing it throughout multiple different servers. Assuming that Azura's Star is the control (as it always was a non-cp campaign), they get to see how Haderus and True Flame is affected by the 1 week change, and then compare it to Azura's Star.
Also, I can assure the console that they won't have to deal with this test.
How is changing two variables at once scientific.
They are currently not able to tell if player behavior or noCP cause the difference for azura.
Taking away CP for all campaigns will inevitably change playerbehavior.
So if lag gets better during that time they still won´t be able to tell if it´s playerbehavior or CP causing the lag.
In fact the only meaningful result would be the campaigns still lagging @Gan Xing
Holy crap, I really never write such things, but this nonsense..
Im.currently writing a doctor thesis and if they change 1 variable it is scientific. All you do is assuming that there are 2, but there arent. Changing the CP is 1 change, the less skill spam is a result of that, non a variable.
Furthermore there will still be 1 min big zerg spam fights, if theres better performance u even have the answer. People could even play with more regen - so no change in playstyle. Variables are controllable and playstyle ist none holy ***.
So stop this *** just cuz ur build wont work that 1 week and your "game without CP is no fünf" term. Maxybe it isnt for you, but maybe it is for others, u thought about that ? Lawl PLZ stop that.
Ofc player behavior is a variable in this case (as it changes with no CP because players will be unable to play the same way they would if there were cp).
Their problem is that one variable is dependant on the other in their system.
If they can not distinguish between:
a) less lag because of different player behavior
b) less lag because of no cp calculations
Their only solution is to permanently disable CP. Or change CP calculations and hope that fixes lag (with the real risk of player behavior being the deciding factor for lag and wasting work on a change with no effect - thiswould not be a risk if it wasn´t a variable - but it is).
To draw relevant conclusions they´d have to find a way for people to play the same way they do currently (ie same costs and dmg/reductions) without cp enabled. That would yield results.
I don´t have high hopes for your doctor thesis - unless it´s in gender studies but than why bring it up as it´s obviously irrelevant.
Of course its not, u arent a dumb guy derra , come on.
How u wanna controller how I am playing? Ur asdumption is -> less sustain - less spam. Fine. What if -> less sustain -> stack more regen -> same spam.
Variables are on ur side, u can controll them. U just cant controll how much the players will spam or not, u can try to put them into one field, but there are (eapecially in this game) always ways to compensate that.
Data like CP are variables, u just put them off or on. This is a variable. How u wanna put game style off or on? Okay got me, habe 10h maintenance
You can't achieve CP sustain on non CP campaigns.
I don't understand why people are giving Derra so much sh** when he points out the huge gapping flaw of this test.
As other people have proposed, they should change battle spirit to make up for the removal of CP, just for that week. That way we indeed get to test the change of ONE variable, CP calculations, while keeping the same player behaviour.