Bonzodog01 wrote: »When they first designed the CP system, they had no Hard Data at all to go on. All they could do was design the system from scratch, put it on the test servers, and work it out from there.
Effectively, its taken >1 year to actually test out the CP system. No other MMO has ever designed a system like this.
From the very beginning, it was going to be hard to predict how the player base would utilise the CP system, and what the outcome would be. All the could do was design something that worked in theory, put it up, and give it a year or so to see what happened.
It was eventually discovered that it was causing almost infinte sustain, and making the combat stale and overpowered, it was causing problems server side with far too much data for the servers to process in PvP, so they reduced it, put in waypoints (so the server only worked off those waypoints and nothing else) , and are now waiting to see if this has improved the situation.
I don't think it has - the lag really got worse after they introduced the proc sets and extended range of proc Monster sets. I think that they now need to do something about them, but short of removing them altogether from the game, I cannot see a solution.
GrumpyDuckling wrote: »Bonzodog01 wrote: »When they first designed the CP system, they had no Hard Data at all to go on. All they could do was design the system from scratch, put it on the test servers, and work it out from there.
Effectively, its taken >1 year to actually test out the CP system. No other MMO has ever designed a system like this.
From the very beginning, it was going to be hard to predict how the player base would utilise the CP system, and what the outcome would be. All the could do was design something that worked in theory, put it up, and give it a year or so to see what happened.
It was eventually discovered that it was causing almost infinte sustain, and making the combat stale and overpowered, it was causing problems server side with far too much data for the servers to process in PvP, so they reduced it, put in waypoints (so the server only worked off those waypoints and nothing else) , and are now waiting to see if this has improved the situation.
I don't think it has - the lag really got worse after they introduced the proc sets and extended range of proc Monster sets. I think that they now need to do something about them, but short of removing them altogether from the game, I cannot see a solution.
Is your first sentence suggesting that they never tested the CP system before putting it on PTS and then eventually officially putting it into the game?
@Bonzodog01 you are delusional, thats it.
Bonzodog01 wrote: »GrumpyDuckling wrote: »Bonzodog01 wrote: »When they first designed the CP system, they had no Hard Data at all to go on. All they could do was design the system from scratch, put it on the test servers, and work it out from there.
Effectively, its taken >1 year to actually test out the CP system. No other MMO has ever designed a system like this.
From the very beginning, it was going to be hard to predict how the player base would utilise the CP system, and what the outcome would be. All the could do was design something that worked in theory, put it up, and give it a year or so to see what happened.
It was eventually discovered that it was causing almost infinte sustain, and making the combat stale and overpowered, it was causing problems server side with far too much data for the servers to process in PvP, so they reduced it, put in waypoints (so the server only worked off those waypoints and nothing else) , and are now waiting to see if this has improved the situation.
I don't think it has - the lag really got worse after they introduced the proc sets and extended range of proc Monster sets. I think that they now need to do something about them, but short of removing them altogether from the game, I cannot see a solution.
Is your first sentence suggesting that they never tested the CP system before putting it on PTS and then eventually officially putting it into the game?
Well, there is only so much internal testing you can do with a system. Of course, it held up, and it worked internally, but that was with maybe a dozen people testing it.
See, the CP was designed for large numbers of people to use, so all they could do was expose it to the playerbase and cross their fingers. Also, they never keep something on the PTS for too long - maybe 3 months max. In those 3 months, it exposed a few bugs, but nothing serious, and time had run out. So, put it on live and "test" it for a good year or so.
Only now are they finally able to really see the output, have a decent amount of Hard data to go with, and only now can they really start making the system work for everyone. Its going to take an extensive amount of work, but I think in the end, it will all work out.
I don't undertand this post. A lot of systems gets revamped and overhauled, and will continue to do so. What the use or not of "hard data" got to do with anything?
GrumpyDuckling wrote: »I don't undertand this post. A lot of systems gets revamped and overhauled, and will continue to do so. What the use or not of "hard data" got to do with anything?
Consider this. What data is ZOS using that tells them to implement 16% cost reduction CP nodes, only to then completely remove them from the game, along with other sustain nerfs?
We're talking about numbers as high as 23% cost reduction that go completely out the window in this update. Do you understand how drastic of a difference that is? And that's only cost reduction - we're not even talking about nerfs to regen that also fit into the sustain category.
GrumpyDuckling wrote: »I don't undertand this post. A lot of systems gets revamped and overhauled, and will continue to do so. What the use or not of "hard data" got to do with anything?
Consider this. What data is ZOS using that tells them to implement 16% cost reduction CP nodes, only to then completely remove them from the game, along with other sustain nerfs?
We're talking about numbers as high as 23% cost reduction that go completely out the window in this update. Do you understand how drastic of a difference that is? And that's only cost reduction - we're not even talking about nerfs to regen that also fit into the sustain category.
Originally cp was introduced over an year ago. A lot have happend in between, and at that time made sense, as it does now to take them out.
Maybe next time before starting a topic like this you'll want to present your own data to creat an actual compelling argument. Cheers.
LOLWUT?! WUT?!Bonzodog01 wrote: »Also, it was making PvE too easy. The trials were becoming too easy. The elitists and PvP'ers created a massive uproar about how it was becoming possible to faceroll even the hard content due to near infinite sustain.

LOLWUT?! WUT?!Bonzodog01 wrote: »Also, it was making PvE too easy. The trials were becoming too easy. The elitists and PvP'ers created a massive uproar about how it was becoming possible to faceroll even the hard content due to near infinite sustain.
PvEers never complaned about infinite sustain. There never was infinite sustain! Only very good sustain in very, awesomely coordinated groups!
Ffs, where that even came from?!
PvEers complained about damage. About petsorcs who could parse 45k on skele and 60k+ in raid. About stamina being non-existant in trials.
Noone ever complained about sustain. Because - breaking news! - people actually liked mashing buttons. Yes, yes - you used your rotation, got fun flashy fights, got dynamic combat - and people loved it.
What we didn't love was the fact that for most efficiency it was petsorc or gtfo. And magDKs, of course. For chaining.
Did they add diversity? Well, kinda. You can see magblades in trials now. Only petsorc still hits like a truck and sorcs are still very desirable in trials as DD.
Stamina? Pffffffff. Yes, yes, it's better this patch, don't talk numbers to me, I know them. But breaking news! "Stacking preventing" mechanics are still there. Mage in AA, Ra-Kotu in HR, first MoL boss and Black Twin. You still can't make full stamina team and have some awesome fun, because game is still unfriendly to any other composition than "mostly rdds".
Butchering pace for the sake of lower numbers was the most stupid solution noone ever asked for! The problems people actually wanted to see fixed? Nah. Still there.
PvE had infinite sustain. And people complained about it. Yeah. Aha.
Stop. Just stop.
GrumpyDuckling wrote: »I don't undertand this post. A lot of systems gets revamped and overhauled, and will continue to do so. What the use or not of "hard data" got to do with anything?
Consider this. What data is ZOS using that tells them to implement 16% cost reduction CP nodes, only to then completely remove them from the game, along with other sustain nerfs?
We're talking about numbers as high as 23% cost reduction that go completely out the window in this update. Do you understand how drastic of a difference that is? And that's only cost reduction - we're not even talking about nerfs to regen that also fit into the sustain category.
Originally cp was introduced over an year ago. A lot have happend in between, and at that time made sense, as it does now to take them out.
Maybe next time before starting a topic like this you'll want to present your own data to creat an actual compelling argument. Cheers.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
LOLWUT?! WUT?!Bonzodog01 wrote: »Also, it was making PvE too easy. The trials were becoming too easy. The elitists and PvP'ers created a massive uproar about how it was becoming possible to faceroll even the hard content due to near infinite sustain.
PvEers never complaned about infinite sustain. There never was infinite sustain! Only very good sustain in very, awesomely coordinated groups!
Ffs, where that even came from?!
PvEers complained about damage. About petsorcs who could parse 45k on skele and 60k+ in raid. About stamina being non-existant in trials.
Noone ever complained about sustain. Because - breaking news! - people actually liked mashing buttons. Yes, yes - you used your rotation, got fun flashy fights, got dynamic combat - and people loved it.
What we didn't love was the fact that for most efficiency it was petsorc or gtfo. And magDKs, of course. For chaining.
Did they add diversity? Well, kinda. You can see magblades in trials now. Only petsorc still hits like a truck and sorcs are still very desirable in trials as DD.
Stamina? Pffffffff. Yes, yes, it's better this patch, don't talk numbers to me, I know them. But breaking news! "Stacking preventing" mechanics are still there. Mage in AA, Ra-Kotu in HR, first MoL boss and Black Twin. You still can't make full stamina team and have some awesome fun, because game is still unfriendly to any other composition than "mostly rdds".
Butchering pace for the sake of lower numbers was the most stupid solution noone ever asked for! The problems people actually wanted to see fixed? Nah. Still there.
PvE had infinite sustain. And people complained about it. Yeah. Aha.
Stop. Just stop.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
GrumpyDuckling wrote: »Bonzodog01 wrote: »When they first designed the CP system, they had no Hard Data at all to go on. All they could do was design the system from scratch, put it on the test servers, and work it out from there.
Effectively, its taken >1 year to actually test out the CP system. No other MMO has ever designed a system like this.
From the very beginning, it was going to be hard to predict how the player base would utilise the CP system, and what the outcome would be. All the could do was design something that worked in theory, put it up, and give it a year or so to see what happened.
It was eventually discovered that it was causing almost infinte sustain, and making the combat stale and overpowered, it was causing problems server side with far too much data for the servers to process in PvP, so they reduced it, put in waypoints (so the server only worked off those waypoints and nothing else) , and are now waiting to see if this has improved the situation.
I don't think it has - the lag really got worse after they introduced the proc sets and extended range of proc Monster sets. I think that they now need to do something about them, but short of removing them altogether from the game, I cannot see a solution.
Is your first sentence suggesting that they never tested the CP system before putting it on PTS and then eventually officially putting it into the game?
Its an good chance this is true,GrumpyDuckling wrote: »Bonzodog01 wrote: »When they first designed the CP system, they had no Hard Data at all to go on. All they could do was design the system from scratch, put it on the test servers, and work it out from there.
Effectively, its taken >1 year to actually test out the CP system. No other MMO has ever designed a system like this.
From the very beginning, it was going to be hard to predict how the player base would utilise the CP system, and what the outcome would be. All the could do was design something that worked in theory, put it up, and give it a year or so to see what happened.
It was eventually discovered that it was causing almost infinte sustain, and making the combat stale and overpowered, it was causing problems server side with far too much data for the servers to process in PvP, so they reduced it, put in waypoints (so the server only worked off those waypoints and nothing else) , and are now waiting to see if this has improved the situation.
I don't think it has - the lag really got worse after they introduced the proc sets and extended range of proc Monster sets. I think that they now need to do something about them, but short of removing them altogether from the game, I cannot see a solution.
Is your first sentence suggesting that they never tested the CP system before putting it on PTS and then eventually officially putting it into the game?
Think the double AP was more about testing if no cp pvp worked, it did as we see more of it.There was hard data on cost reduction, in the form of the jewelry glyphs. But they were of limited worth when extrapolated to the cp tree.
Then there was hard data on cp tree cost reduction, in the form of the test server. But that place seems to be a ghost town compared to the live server, so it really wasn't put through the paces by the pc platform crowd.
Then there was hard data gathered on the live servers. But with the large number of other things also being adjusted and changed, it becomes much more complicated to factor out the impacts of those other changes in order to come to a definite conclusion on the exact magnitude of the problem with cost reduction cp tree.
Remember, they needed to do a double ap pvp event to test the theories with hard evidence.
Its an good chance this is true,GrumpyDuckling wrote: »Bonzodog01 wrote: »When they first designed the CP system, they had no Hard Data at all to go on. All they could do was design the system from scratch, put it on the test servers, and work it out from there.
Effectively, its taken >1 year to actually test out the CP system. No other MMO has ever designed a system like this.
From the very beginning, it was going to be hard to predict how the player base would utilise the CP system, and what the outcome would be. All the could do was design something that worked in theory, put it up, and give it a year or so to see what happened.
It was eventually discovered that it was causing almost infinte sustain, and making the combat stale and overpowered, it was causing problems server side with far too much data for the servers to process in PvP, so they reduced it, put in waypoints (so the server only worked off those waypoints and nothing else) , and are now waiting to see if this has improved the situation.
I don't think it has - the lag really got worse after they introduced the proc sets and extended range of proc Monster sets. I think that they now need to do something about them, but short of removing them altogether from the game, I cannot see a solution.
Is your first sentence suggesting that they never tested the CP system before putting it on PTS and then eventually officially putting it into the game?
it would be pretty trivial to just do some theory crafting on an internal test server and see that you ended up with.
Yes you would miss some of the more obscure synergies but having player go for cost reduction until they can sustain then go for damage all out is pretty obvious.
As for proc sets they became an problem with the no cp pvp,
So weird, the old issue was unkillable tanks the current is enemies who kill you.
Someone see an pattern here. Then doing an change go all overboard, like an very drunk guy taking an shower and only got ice cold or boiling water for some reason.
Competence level of an very bad pug.
GrumpyDuckling wrote: »I don't undertand this post. A lot of systems gets revamped and overhauled, and will continue to do so. What the use or not of "hard data" got to do with anything?
Consider this. What data is ZOS using that tells them to implement 16% cost reduction CP nodes, only to then completely remove them from the game, along with other sustain nerfs?
We're talking about numbers as high as 23% cost reduction that go completely out the window in this update. Do you understand how drastic of a difference that is? And that's only cost reduction - we're not even talking about nerfs to regen that also fit into the sustain category.
Originally cp was introduced over an year ago. A lot have happend in between, and at that time made sense, as it does now to take them out.
Maybe next time before starting a topic like this you'll want to present your own data to creat an actual compelling argument. Cheers.
Funny to see always the same ppl defending that mess that ZOS made out of the game.
Bonzodog01 wrote: »It took over a full year of CP usage before they realised that the 16% raise was causing some very serious problems. The prime cause for lowering the effect that CP has is PvP and Cyrodiil.
Everything you are seeing is a huge attempt to nullify lag in Cyrodiils PvP campaigns.
They realised that the CP was overpowered in a lot of ways, and people were able to create infinite sustain. That in itself WAS NOT how the system was designed. It was creating problems in PvP combat, and duelling.
Also, it was making PvE too easy. The trials were becoming too easy. The elitists and PvP'ers created a massive uproar about how it was becoming possible to faceroll even the hard content due to near infinite sustain.
Then there was the no-CP week, in which they proved that not using CP in Cyrodiil reduced ping greatly.
However it hasn't entirely worked.
It is now believed that the additional server-side calculations caused by the proc sets are causing even greater lag than the CP alone. It might be time to review Proc sets (Monster sets included) part in the game and maybe consider removing them.
GrumpyDuckling wrote: »I don't undertand this post. A lot of systems gets revamped and overhauled, and will continue to do so. What the use or not of "hard data" got to do with anything?
Consider this. What data is ZOS using that tells them to implement 16% cost reduction CP nodes, only to then completely remove them from the game, along with other sustain nerfs?
We're talking about numbers as high as 23% cost reduction that go completely out the window in this update. Do you understand how drastic of a difference that is? And that's only cost reduction - we're not even talking about nerfs to regen that also fit into the sustain category.
Originally cp was introduced over an year ago. A lot have happend in between, and at that time made sense, as it does now to take them out.
Maybe next time before starting a topic like this you'll want to present your own data to creat an actual compelling argument. Cheers.
Funny to see always the same ppl defending that mess that ZOS made out of the game.
I defend no one, I just call out lazy, poorly thought arguments. OP's is that since Zos claims to balance based on "hard data", a year + system shouldn't be overhauled. That's just absurd.
Doctordarkspawn wrote: »Bonzodog01 wrote: »It took over a full year of CP usage before they realised that the 16% raise was causing some very serious problems. The prime cause for lowering the effect that CP has is PvP and Cyrodiil.
Everything you are seeing is a huge attempt to nullify lag in Cyrodiils PvP campaigns.
They realised that the CP was overpowered in a lot of ways, and people were able to create infinite sustain. That in itself WAS NOT how the system was designed. It was creating problems in PvP combat, and duelling.
Also, it was making PvE too easy. The trials were becoming too easy. The elitists and PvP'ers created a massive uproar about how it was becoming possible to faceroll even the hard content due to near infinite sustain.
Then there was the no-CP week, in which they proved that not using CP in Cyrodiil reduced ping greatly.
However it hasn't entirely worked.
It is now believed that the additional server-side calculations caused by the proc sets are causing even greater lag than the CP alone. It might be time to review Proc sets (Monster sets included) part in the game and maybe consider removing them.
Nobody complained that it was 'too easy' besides darksouls fanatics. CP was not overpowered. What it did, and what the designers created with it, was a fast paced combat system that, while repetative to some, is a damn sight less repetative then the burn/recovery phases we have now.
Fact is, if this was all a hate for the lag, ZOS created the lag. By streamlining the damage calculations more than the original team intended, they greatly increased server load, for, as far as I can tell, very little increase in depth or time spent on content.
In fact, the more you look at it, the better off this game would have been the less and less ZOS tried to run from that original design, not farther and farther. And now their causing even more damage attempting to fix the mistakes their inability to think things through caused.
The dev team has no idea how to clean up their own mess, and I suspect they've screwed the system to the point where no team is going to make headway. Hence why I've run for Secret World Legends, a game that does many of the concepts this game tries now (INCLUDING ATTACK LIMITING) in a much better way.
Instead of "balancing" sustain sensibly they decided to hit every single point in the game that aids sustain and completely shred it. They could've just made the cp changes or change the passives. One or the other.
I think that you would have to make the assumption ZOS knows what they want the game to play like. They have no idea. They just have random unrelated thoughts they try out to see if they like then go right on to something else. I imagine they keep expecting this game to be 'finished' so they can do something else. Probably explains why this game has done nothing that brings anything new or interesting to the MMORPG genre.