Dagoth_Rac wrote: »Will there be some kind of Battle Spirit reduction to skill costs if you ever get rid of CP in all of PvP? The mitigation increases from red stars and the damage increases from blue stars kind of cancel each other out, but the resource management via the green stars is not really cancelled out in any way via CP. Resource management is much tougher on the non-CP campaigns. And it feels like, throughout the game, skill and resource costs have been based around assuming people will have certain levels of resource management via green CP stars. An across the board 16% increase in skill costs in PvP and 25% regen decrease in PvP is likely to just lead to people running out of resources quickly and dying. Which makes sense for certain builds decked out in "infinite resource" gear, but is just going to make TTK go way down for the typical PvP player in modest gear.
And are the stars you put the points in even the problem? Those ultimately feel no different than putting points in attributes or skills. Is the real problem the "passive" CP stars that kick in at 10, 30, 75, 120 CP? Many of those have conditional effects that may require constant server calculations to see if they should activate. Maybe disabling the CP passives in all PvP while keeping the star points invested would help performance a lot while still making long time, dedicated players feel like they have some tangible reward for time played over a brand new player who grinded to CP160 in a few days.
fastolfv_ESO wrote: »this all sounds pretty bad, comparing TF server stress to an empty azuras and saying azuras runs better is probably one of the most foolish things i have seen a dev post ever. Doubling AP and watching people exploit flipping the same outpost over and over doesnt give you more data on ap gains, you know people are doing it and how much they are making without actually fighting. Anyone who has played cyro for a week has a better grasp on whats going on than the devs right now its scary
Can you guys also monitor the effects of resource poisons as well? In a campaign like Azura's resource poisons are an absolute malice compared to CP campaigns.
Oh and a question... what sort of changes can we expect if your tests confirm that CP passives affect lag heavily?
ishilb14_ESO wrote: »Or, more people will wear heavy armor and then just stack up tightly on flags to force flip them since small groups that used to have high damage will no longer be able to burn through them. This will just encourage zerging even more.
NightbladeMechanics wrote: »Lol at everyone thinking the world is burning.
@Derra refusing to play during the test because you don't have a perfect little build for no-cp shows how little you care about the health and future of the game.
fastolfv_ESO wrote: »this all sounds pretty bad, comparing TF server stress to an empty azuras and saying azuras runs better is probably one of the most foolish things i have seen a dev post ever. Anyone who has played cyro for a week has a better grasp on whats going on than the devs right now its scary
NightbladeMechanics wrote: »Lol at everyone thinking the world is burning.
@Derra refusing to play during the test because you don't have a perfect little build for no-cp shows how little you care about the health and future of the game.
@NightbladeMechanics I simply have no build available that works without CP - and i won´t make one for one week. Also i think the game is unfun without CP.
Furthermore the test can´t provide them with any useable data - because not having CP will inevitably alter the way people are able to play the game.
They´re basically changing two parameters at once. The CP and how people play. IF something changes they simply will never be able to tell if it´s:
a) the CP calculations causing lag
b) the way people play with CP causing lag
Why do i say it can´t provide them any data? Well if it could they could have simply figured it out by looking at server calculations on azura EU (which is regularly poplocked) and why it runs better and wouldn´t have to do it.
As a result the game won´t be playable for someone unwilling to adjust their build for a week and zos won´t get any results because they changed two variables at once when searching for the cause of lag.
Also the game lagged like poo before CP (which is why my entire guild of 20+ people quit in october 2014 - 4 months before we saw any cp).
ZOS_BrianWheeler wrote: »Hey gang!
As you saw in Matt’s 2017 roadmap, we are making Cyrodiil performance evaluation and fixing a priority this year. We want to make sure that Cyrodiil is a great PvP experience for everyone. Over the last year, we’ve made some good strides towards refining server performance across all campaigns, and we will continue down that path.
When looking into Cyrodiil issues, we definitely see (both in-game and through monitoring) situations where client and server performance degrade significantly when under high load. The small incremental changes we’ve made over the last year have helped, but they alone are not enough. So, we’re going to change our strategy a bit – which is the point of this post.
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.
Because of this, we are going to run a series of PvP performance tests, and because it is impossible to simulate PvP load on our internal test servers (or on PTS), we will do this on all live servers on the dates of February 27 – March 6. This is not something we take lightly, and it is important that we evaluate performance when the server is under real-world load situations.
Our first test will be set up as follows:We encourage all players to continue their PvP activities in their respective Home, Guest, and Friends campaigns – we will be taking feedback and monitoring data on a daily basis during this test, and look forward to reading your constructive posts about server performance during the time of the test.
- For a period of one week, all Champion Points will be disabled on all Campaigns on all platforms and megaservers
- During this time, AP gains in all Campaigns will be doubled, both to compensate for lack of CP and also to incentivize players to PvP so we can record as much data as possible
- Campaign durations and leaderboards will not be adjusted during this week
The results of this test will determine the next course of action for refining Cyrodiil server performance. Thank you for your perseverance and patience – we thoroughly appreciate your time, efforts, and feedback!
Thanks again, and see you in Cyrodiil!
-Wheeler
NightbladeMechanics wrote: »@Derra I think you overestimate the changes you'd need to make to your build. Throw on atronach or a regen jewelry glyph or two, and you'll be perfectly fine. Also, people play similarly on Azura's as elsewhere with the exception of noobs leveling up not know what is going on and less spam / greater resource management.
ZOS will be able to look at the total data in ways you perhaps do not understand. They want a big picture of Trueflame prime time without cp involved so they can see exactly how many fewer calculations the server has to do and how much less lag there is in a very general sense. A large scale effort to fix Cyrodiil performance has to start somewhere, and I think a general test like this will in fact be informative in a general sense.
As for past performance issues, ZOS has made many incremental changes since your guild rage quit the game years ago, but hey, we still have tons of lag. Maybe it is due to cp, and maybe cp isn't a factor like you say. The thing is ZOS can't know for sure without a widespread removal of cp like this one. If TF prime time lag doesn't reduce by some margin during the test, they'll focus on other performance factors.
I for one will actually be playing in TF exclusively for this period regardless of the lag. Hell, I might even zerg to try and create some lag! FOR SCIENCE!!
SleepyTroll wrote: »NightbladeMechanics wrote: »Lol at everyone thinking the world is burning.
@Derra refusing to play during the test because you don't have a perfect little build for no-cp shows how little you care about the health and future of the game.
@NightbladeMechanics I simply have no build available that works without CP - and i won´t make one for one week. Also i think the game is unfun without CP.
Furthermore the test can´t provide them with any useable data - because not having CP will inevitably alter the way people are able to play the game.
They´re basically changing two parameters at once. The CP and how people play. IF something changes they simply will never be able to tell if it´s:
a) the CP calculations causing lag
b) the way people play with CP causing lag
Why do i say it can´t provide them any data? Well if it could they could have simply figured it out by looking at server calculations on azura EU (which is regularly poplocked) and why it runs better and wouldn´t have to do it.
As a result the game won´t be playable for someone unwilling to adjust their build for a week and zos won´t get any results because they changed two variables at once when searching for the cause of lag.
Also the game lagged like poo before CP (which is why my entire guild of 20+ people quit in october 2014 - 4 months before we saw any cp).
How do you change b without changing a? Or how do you change a without changing b? So if a is causing b and b fixes lag then a is still solving the problem. There is no b without a. b isn't a parameter being changed its an effect of a. Pretty sure the future of Cyro and battlegrounds is no cp.