ishilb14_ESO wrote: »
"As someone who pvps a lot and also has a ton of CP, I must say, whatever is good for the game man."
-Methuselah
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.
Still not convinced. I guarentee that I will be able to create a setup with WAY more sustain than my current on the CP campaign and Im pretty sure both of u can do. The sacrifice in DMG is obvious, but thats about.
I dont give trash on derra, i like him, i just dont think hes (and you) are on the right track. I dont See how u wanna create the same playing field in this game, ur solution wont work either derra and its very simple.
E.g. I use atronach + regen drinks, u are mage + max food. U can do what u want, but as long as I am as a player has the choice to choose betweem different setups/styles u can not controll me - thats my whole point. There is no way u can controll me unless u have 5 skills, 1 set, 1 mundus and 1 drink/food and we obvious dont have that.
Use some regen glyphs on jewelry instead and u are good to go, dont take much to make a CP build work decent in non CP.
kevlarto_ESO wrote: »I like it, this will expose cheaters since there will be no non CP build that will have infinite resources
kevlarto_ESO wrote: »I like it, this will expose cheaters since there will be no non CP build that will have infinite resources, I hope you find CP is bad and never bring them back in pvp, I would take good game play and better performance any day over CP.
Have you guys thought of changing the CP system to something that adds a little more utility make CP give you fun stuff for your character, things like feather fall, or watered down version of like leap or a bolt escape, just not as powerful as the core class, other little things. I think you are going find a lot of people been hiding the cheat engine under the CP system.
Looking forward to seeing how this plays out glad your planning on adjusting the AP at the resources, but you guys should have known that would happen.
ZOS_BrianWheeler wrote: »Hey gang!
Simply put, Azura’s Star (the non-Champion Point campaign) runs much better, more efficiently, and is overall a much better PvP experience than the standard campaigns such as Trueflame or Haderus. Now that we’ve had a significant population density in Azura’s Star, we strongly suspect what has been theorized for a long time: Champion Rank passives and abilities are causing too much server load, especially in situations like Keep battles where there are tons of players in one place.
-Wheeler
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.
Still not convinced. I guarentee that I will be able to create a setup with WAY more sustain than my current on the CP campaign and Im pretty sure both of u can do. The sacrifice in DMG is obvious, but thats about.
I dont give trash on derra, i like him, i just dont think hes (and you) are on the right track. I dont See how u wanna create the same playing field in this game, ur solution wont work either derra and its very simple.
E.g. I use atronach + regen drinks, u are mage + max food. U can do what u want, but as long as I am as a player has the choice to choose betweem different setups/styles u can not controll me - thats my whole point. There is no way u can controll me unless u have 5 skills, 1 set, 1 mundus and 1 drink/food and we obvious dont have that.
The problem is: Most people won´t go through the effort of adapting their build for one week.
That means those people (most likely the large silent majority) will skew your results.
When that´s a real possibility you have a test that can yield no conclusive result apart from a total failure. That is not a good test.
Also you´re having your whole argument backwards. You can´t control what the player does. True.
But that´s exactly why you have to present them with a test where they don´t have to change anything.
If the players in the first place have to change something to receive comparable results on their end (ie same sustain) your test is bad.
I have no idea how you can´t understand that.
You can´t control the player directly. Thats why you have to controll the environment so the player does not notice a change he might be inclined to react on.
That´s an absolutely basic approach to problem solving tbh.
Glad they are doing some testing to improve performance, I can always get behind that. But man, 14.4k AP for taking keeps (assuming you're using the 20% blessing of war passive and it still works during this period) is some crazy overkill. 3.6k AP for resources. That would mean PvDooring a keep and taking its resources would be over 25k AP alone. Over 25k AP for flipping a single keep and its resources without having to do a shred of PvP. Yikes.
@ZOS_BrianWheeler Perhaps consider only doubling AP for kills and not for keep/resource capture.
bowmanz607 wrote: »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.
Still not convinced. I guarentee that I will be able to create a setup with WAY more sustain than my current on the CP campaign and Im pretty sure both of u can do. The sacrifice in DMG is obvious, but thats about.
I dont give trash on derra, i like him, i just dont think hes (and you) are on the right track. I dont See how u wanna create the same playing field in this game, ur solution wont work either derra and its very simple.
E.g. I use atronach + regen drinks, u are mage + max food. U can do what u want, but as long as I am as a player has the choice to choose betweem different setups/styles u can not controll me - thats my whole point. There is no way u can controll me unless u have 5 skills, 1 set, 1 mundus and 1 drink/food and we obvious dont have that.
The problem is: Most people won´t go through the effort of adapting their build for one week.
That means those people (most likely the large silent majority) will skew your results.
When that´s a real possibility you have a test that can yield no conclusive result apart from a total failure. That is not a good test.
Also you´re having your whole argument backwards. You can´t control what the player does. True.
But that´s exactly why you have to present them with a test where they don´t have to change anything.
If the players in the first place have to change something to receive comparable results on their end (ie same sustain) your test is bad.
I have no idea how you can´t understand that.
You can´t control the player directly. Thats why you have to controll the environment so the player does not notice a change he might be inclined to react on.
That´s an absolutely basic approach to problem solving tbh.
You don't know what people will and won't do first of all. It is pure speculation on your part. I can turn and say I believe that many people will adapt for the time. For one they will earn more ap during double ap. It is also a chance to try something new and less current meta. Point is both sides is a imply speculation. Bottom line is people will want to pvp more so now then before if for nothing more than ap. This stress tests the servers.
Also, you seem to be missing the point. Gear and builds is not what is being tested here. It is the CP system that is being tested. It is all of those passive and perks from the CP tree that cause all the extra calculation that are being tested. So yes taking them out to see performance is a solid way to go. The fact that people don't want to adapt to the change for whatever reason is irrelevant for purposes of this test.
That said, it is not hard to make some tweaks to your build for the week. Changing glyphs and mundus stone to sustain goes a long way. Crafted gear such as seduced and eternal hunt are easy to get and viable options that will take no time at all. People will also realize how much more balanced heavy armor is without cp.
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.
bowmanz607 wrote: »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.
Still not convinced. I guarentee that I will be able to create a setup with WAY more sustain than my current on the CP campaign and Im pretty sure both of u can do. The sacrifice in DMG is obvious, but thats about.
I dont give trash on derra, i like him, i just dont think hes (and you) are on the right track. I dont See how u wanna create the same playing field in this game, ur solution wont work either derra and its very simple.
E.g. I use atronach + regen drinks, u are mage + max food. U can do what u want, but as long as I am as a player has the choice to choose betweem different setups/styles u can not controll me - thats my whole point. There is no way u can controll me unless u have 5 skills, 1 set, 1 mundus and 1 drink/food and we obvious dont have that.
The problem is: Most people won´t go through the effort of adapting their build for one week.
That means those people (most likely the large silent majority) will skew your results.
When that´s a real possibility you have a test that can yield no conclusive result apart from a total failure. That is not a good test.
Also you´re having your whole argument backwards. You can´t control what the player does. True.
But that´s exactly why you have to present them with a test where they don´t have to change anything.
If the players in the first place have to change something to receive comparable results on their end (ie same sustain) your test is bad.
I have no idea how you can´t understand that.
You can´t control the player directly. Thats why you have to controll the environment so the player does not notice a change he might be inclined to react on.
That´s an absolutely basic approach to problem solving tbh.
You don't know what people will and won't do first of all. It is pure speculation on your part. I can turn and say I believe that many people will adapt for the time. For one they will earn more ap during double ap. It is also a chance to try something new and less current meta. Point is both sides is a imply speculation. Bottom line is people will want to pvp more so now then before if for nothing more than ap. This stress tests the servers.
Also, you seem to be missing the point. Gear and builds is not what is being tested here. It is the CP system that is being tested. It is all of those passive and perks from the CP tree that cause all the extra calculation that are being tested. So yes taking them out to see performance is a solid way to go. The fact that people don't want to adapt to the change for whatever reason is irrelevant for purposes of this test.
That said, it is not hard to make some tweaks to your build for the week. Changing glyphs and mundus stone to sustain goes a long way. Crafted gear such as seduced and eternal hunt are easy to get and viable options that will take no time at all. People will also realize how much more balanced heavy armor is without cp.
You read nothing that Derra wrote did you?
You can't control players, is the exact reason why this test is bound to fail from the start.
When you remove CP, you force players to change their playstyles, so there will be no way to know if there is less lag because of different player behaviour, or because of less CP calculations.
The only way to truly test the effect of CP calculations is to make sure players have the same stats so that they play the same way they usually do.
bowmanz607 wrote: »bowmanz607 wrote: »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.
Still not convinced. I guarentee that I will be able to create a setup with WAY more sustain than my current on the CP campaign and Im pretty sure both of u can do. The sacrifice in DMG is obvious, but thats about.
I dont give trash on derra, i like him, i just dont think hes (and you) are on the right track. I dont See how u wanna create the same playing field in this game, ur solution wont work either derra and its very simple.
E.g. I use atronach + regen drinks, u are mage + max food. U can do what u want, but as long as I am as a player has the choice to choose betweem different setups/styles u can not controll me - thats my whole point. There is no way u can controll me unless u have 5 skills, 1 set, 1 mundus and 1 drink/food and we obvious dont have that.
The problem is: Most people won´t go through the effort of adapting their build for one week.
That means those people (most likely the large silent majority) will skew your results.
When that´s a real possibility you have a test that can yield no conclusive result apart from a total failure. That is not a good test.
Also you´re having your whole argument backwards. You can´t control what the player does. True.
But that´s exactly why you have to present them with a test where they don´t have to change anything.
If the players in the first place have to change something to receive comparable results on their end (ie same sustain) your test is bad.
I have no idea how you can´t understand that.
You can´t control the player directly. Thats why you have to controll the environment so the player does not notice a change he might be inclined to react on.
That´s an absolutely basic approach to problem solving tbh.
You don't know what people will and won't do first of all. It is pure speculation on your part. I can turn and say I believe that many people will adapt for the time. For one they will earn more ap during double ap. It is also a chance to try something new and less current meta. Point is both sides is a imply speculation. Bottom line is people will want to pvp more so now then before if for nothing more than ap. This stress tests the servers.
Also, you seem to be missing the point. Gear and builds is not what is being tested here. It is the CP system that is being tested. It is all of those passive and perks from the CP tree that cause all the extra calculation that are being tested. So yes taking them out to see performance is a solid way to go. The fact that people don't want to adapt to the change for whatever reason is irrelevant for purposes of this test.
That said, it is not hard to make some tweaks to your build for the week. Changing glyphs and mundus stone to sustain goes a long way. Crafted gear such as seduced and eternal hunt are easy to get and viable options that will take no time at all. People will also realize how much more balanced heavy armor is without cp.
You read nothing that Derra wrote did you?
You can't control players, is the exact reason why this test is bound to fail from the start.
When you remove CP, you force players to change their playstyles, so there will be no way to know if there is less lag because of different player behaviour, or because of less CP calculations.
The only way to truly test the effect of CP calculations is to make sure players have the same stats so that they play the same way they usually do.
Wrong. You change playstyle sure. But theven focus is not on playstyle is it. The focus is on the calculations the server needs to make from cp. No matter your playstyle you utilize cp and calculations are made on server. With no cp people still are free to change playstyle, but their are no cp calculations to be made.
We ar3 not testing players here. We are testing how a system works when it has to make all of these extra calculations and how it works when it does not have to make all those extra calculations.