SkysOutThizeOut wrote: »Strong debuffs for either faction stacking raids would force multiple large scale battle at multiple locations because raids are generally smart and multiple attacks at once would increase efficiency and success for a keep to be captured. Same could be way Raids will defend.
I really think you need to read what Joy posted, explaining why this is not a good idea for Zos to consider. It is in line with what I stated earlier, that you are putting a burden on player to run around counting how many are in the area before bothering to engage. In the end, once they finish counting the numbers have changed.
Anyone who thinks this through will come to a similar conclusion.
Because the game can not count the numbers for you and put that number on your screen. And once that number is on one persons screen they can't announce it in zone chat. Computers are not calculators they can not do arithmetic for you!
The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »Again? Nah, it's the concentration of zergs in one spot combined with all the calculations of CP for all these players. Fix should be found in the CP calculations.
It has already been demonstrated CP does not affect lag. Zos did a test close to 2 years ago and removed all CP from all campaigns and lag still persisted.
I am surprised someone would still claim this is an issue after what seemed to be a decisive test.
A decisive test of which they NEVER published the results?
https://forums.elderscrollsonline.com/en/discussion/323521/cyrodiil-performance-test-and-double-ap-event/p1
Edit: You also left out the part where I said "it's the concentration of zergs in one spot combined with all the calculations"
They have no need to publish detailed data. We are not entitled to it. Clearly, they would not have gone to such an extreme if there were not willing to act on the data. This comment I quoted is just a desperate attempt and grasping at straws.
They have done worse and you know it. Don't give me that crap.
SkysOutThizeOut wrote: »Strong debuffs for either faction stacking raids would force multiple large scale battle at multiple locations because raids are generally smart and multiple attacks at once would increase efficiency and success for a keep to be captured. Same could be way Raids will defend.
I really think you need to read what Joy posted, explaining why this is not a good idea for Zos to consider. It is in line with what I stated earlier, that you are putting a burden on player to run around counting how many are in the area before bothering to engage. In the end, once they finish counting the numbers have changed.
Anyone who thinks this through will come to a similar conclusion.
Because the game can not count the numbers for you and put that number on your screen. And once that number is on one persons screen they can't announce it in zone chat. Computers are not calculators they can not do arithmetic for you!
So you want the servers to handle another load for everyone in Cyrodiil and constantly update that. Of course that will not put an additional load on the servers with the constant that constant calculation per player. This make for a perfect solution to possibly make lag even worse.
Obviously this cannot be calculated client side since the client cannot see who all is in the area. Everyone must be accounted for even if they cannot be seen. It is these little details that derail many thoughts on fixes.
SkysOutThizeOut wrote: »Strong debuffs for either faction stacking raids would force multiple large scale battle at multiple locations because raids are generally smart and multiple attacks at once would increase efficiency and success for a keep to be captured. Same could be way Raids will defend.
I really think you need to read what Joy posted, explaining why this is not a good idea for Zos to consider. It is in line with what I stated earlier, that you are putting a burden on player to run around counting how many are in the area before bothering to engage. In the end, once they finish counting the numbers have changed.
Anyone who thinks this through will come to a similar conclusion.
Because the game can not count the numbers for you and put that number on your screen. And once that number is on one persons screen they can't announce it in zone chat. Computers are not calculators they can not do arithmetic for you!
So you want the servers to handle another load for everyone in Cyrodiil and constantly update that. Of course that will not put an additional load on the servers with the constant that constant calculation per player. This make for a perfect solution to possibly make lag even worse.
Obviously this cannot be calculated client side since the client cannot see who all is in the area. Everyone must be accounted for even if they cannot be seen. It is these little details that derail many thoughts on fixes.
The servers must be total dog crap if they cannot do simple arithmetic my phone can do. They can count the siege at a fort but behold counting players around a fort no way server load would be astronomical. The data would explode at an exponential rate and disrupt the space-time continuum. I'm sure an employee can donate a phone to do this calculation. I'm sure just about anyone can donate a phone to do this calculation.
Y'all, this is really pretty basic stuff. There are many reasons for lag, one of the biggies is that the game engine/spaghetti code/server combo platter can't handle all of the calculations that they're already doing. Asking to introduce more calculations into that mix would only serve to exacerbate the problem.
I think flying cars are a cool idea, they'd be awesome until you packed 15,000,000 of them into New York City and started doing the body counts. Similarly, you can't take an interesting twist on the game, pull it completely out of it's practical context and proclaim it as fabulous. The reality is that adding more calculations into what is already an overload is just a bad idea.
Y'all, this is really pretty basic stuff. There are many reasons for lag, one of the biggies is that the game engine/spaghetti code/server combo platter can't handle all of the calculations that they're already doing. Asking to introduce more calculations into that mix would only serve to exacerbate the problem.
I think flying cars are a cool idea, they'd be awesome until you packed 15,000,000 of them into New York City and started doing the body counts. Similarly, you can't take an interesting twist on the game, pull it completely out of it's practical context and proclaim it as fabulous. The reality is that adding more calculations into what is already an overload is just a bad idea.
The server already knows how many players there are and where they are because it has to. For the server to calculate the number of a specific faction within a radius around a keep all it has to do is the same thing it does anyways except localize it. The server probably already does this anyways for optimization because it is a very very small calculation. Relaying that information is a very very small amount of data. A number. This might take up 500 transistors? Relaying that information every 5 seconds to clients in a radius is sending a number(a byte of data) down the pipeline to those players. The notion that this overloads the server is an insult to the server. It can't possibly be that bad.
You can't pull a piece of the original suggestion out of context, make up some random numbers that make you feel better about it and then use your alternative facts to proclaim how great the idea is. Reality still wins out. .
The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »Again? Nah, it's the concentration of zergs in one spot combined with all the calculations of CP for all these players. Fix should be found in the CP calculations.
It has already been demonstrated CP does not affect lag. Zos did a test close to 2 years ago and removed all CP from all campaigns and lag still persisted.
I am surprised someone would still claim this is an issue after what seemed to be a decisive test.
A decisive test of which they NEVER published the results?
https://forums.elderscrollsonline.com/en/discussion/323521/cyrodiil-performance-test-and-double-ap-event/p1
Edit: You also left out the part where I said "it's the concentration of zergs in one spot combined with all the calculations"
They have no need to publish detailed data. We are not entitled to it. Clearly, they would not have gone to such an extreme if there were not willing to act on the data. This comment I quoted is just a desperate attempt and grasping at straws.
They have done worse and you know it. Don't give me that crap.
LOL. So they go through a lot of effort to test a theory that could fix lag in Cyrodiil and ignore the results. That makes sense.
Also, lag was present before CP so do not give me that crap that CP was somehow a fix, Zos tested it and lied to us about it's effects..
N0TPLAYER2 wrote: »
Hey rich. When ya gonna fix your busted game?
The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »Again? Nah, it's the concentration of zergs in one spot combined with all the calculations of CP for all these players. Fix should be found in the CP calculations.
It has already been demonstrated CP does not affect lag. Zos did a test close to 2 years ago and removed all CP from all campaigns and lag still persisted.
I am surprised someone would still claim this is an issue after what seemed to be a decisive test.
A decisive test of which they NEVER published the results?
https://forums.elderscrollsonline.com/en/discussion/323521/cyrodiil-performance-test-and-double-ap-event/p1
Edit: You also left out the part where I said "it's the concentration of zergs in one spot combined with all the calculations"
They have no need to publish detailed data. We are not entitled to it. Clearly, they would not have gone to such an extreme if there were not willing to act on the data. This comment I quoted is just a desperate attempt and grasping at straws.
They have done worse and you know it. Don't give me that crap.
LOL. So they go through a lot of effort to test a theory that could fix lag in Cyrodiil and ignore the results. That makes sense.
Also, lag was present before CP so do not give me that crap that CP was somehow a fix, Zos tested it and lied to us about it's effects..
2016:
The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »Again? Nah, it's the concentration of zergs in one spot combined with all the calculations of CP for all these players. Fix should be found in the CP calculations.
It has already been demonstrated CP does not affect lag. Zos did a test close to 2 years ago and removed all CP from all campaigns and lag still persisted.
I am surprised someone would still claim this is an issue after what seemed to be a decisive test.
A decisive test of which they NEVER published the results?
https://forums.elderscrollsonline.com/en/discussion/323521/cyrodiil-performance-test-and-double-ap-event/p1
Edit: You also left out the part where I said "it's the concentration of zergs in one spot combined with all the calculations"
They have no need to publish detailed data. We are not entitled to it. Clearly, they would not have gone to such an extreme if there were not willing to act on the data. This comment I quoted is just a desperate attempt and grasping at straws.
They have done worse and you know it. Don't give me that crap.
LOL. So they go through a lot of effort to test a theory that could fix lag in Cyrodiil and ignore the results. That makes sense.
Also, lag was present before CP so do not give me that crap that CP was somehow a fix, Zos tested it and lied to us about it's effects..
2016:
And your point? I do not recall exactly when it happened but know it has been over 18 months. The year is not very relevant.
The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »Again? Nah, it's the concentration of zergs in one spot combined with all the calculations of CP for all these players. Fix should be found in the CP calculations.
It has already been demonstrated CP does not affect lag. Zos did a test close to 2 years ago and removed all CP from all campaigns and lag still persisted.
I am surprised someone would still claim this is an issue after what seemed to be a decisive test.
A decisive test of which they NEVER published the results?
https://forums.elderscrollsonline.com/en/discussion/323521/cyrodiil-performance-test-and-double-ap-event/p1
Edit: You also left out the part where I said "it's the concentration of zergs in one spot combined with all the calculations"
They have no need to publish detailed data. We are not entitled to it. Clearly, they would not have gone to such an extreme if there were not willing to act on the data. This comment I quoted is just a desperate attempt and grasping at straws.
They have done worse and you know it. Don't give me that crap.
LOL. So they go through a lot of effort to test a theory that could fix lag in Cyrodiil and ignore the results. That makes sense.
Also, lag was present before CP so do not give me that crap that CP was somehow a fix, Zos tested it and lied to us about it's effects..
2016:
And your point? I do not recall exactly when it happened but know it has been over 18 months. The year is not very relevant.
The point still being "They have done worse and you know it."
This says it all, really. I understand that Rich was responding to a customer who came off as irate, but obviously the onus is on the senior developer to be the bigger person by showing humility and empathy towards a paying customer who is frustrated because the product is defective.The Uninvited wrote: »ZOS_RichLambert wrote: » You know you don't have to be here right?
Gina called her joke distasteful, insensitive, and offensive, yet it is still there.The Uninvited wrote: »
This says it all, really. I understand that Rich was responding to a customer who came off as irate, but obviously the onus is on the senior developer to be the bigger person by showing humility and empathy towards a paying customer who is frustrated because the product is defective.The Uninvited wrote: »ZOS_RichLambert wrote: » You know you don't have to be here right?Gina called her joke distasteful, insensitive, and offensive, yet it is still there.The Uninvited wrote: »
I can forgive Rich and Gina for individual faux pas, but the really telling part is that they felt comfortable posting these things. Most companies would consider this customer mistreatment, which is a red line, and employees usually don't feel free to cross that line. That high profiile public facing ZOS employees feel free to do so when addressing AvA players is telling.
The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »The Uninvited wrote: »Again? Nah, it's the concentration of zergs in one spot combined with all the calculations of CP for all these players. Fix should be found in the CP calculations.
It has already been demonstrated CP does not affect lag. Zos did a test close to 2 years ago and removed all CP from all campaigns and lag still persisted.
I am surprised someone would still claim this is an issue after what seemed to be a decisive test.
A decisive test of which they NEVER published the results?
https://forums.elderscrollsonline.com/en/discussion/323521/cyrodiil-performance-test-and-double-ap-event/p1
Edit: You also left out the part where I said "it's the concentration of zergs in one spot combined with all the calculations"
They have no need to publish detailed data. We are not entitled to it. Clearly, they would not have gone to such an extreme if there were not willing to act on the data. This comment I quoted is just a desperate attempt and grasping at straws.
They have done worse and you know it. Don't give me that crap.
LOL. So they go through a lot of effort to test a theory that could fix lag in Cyrodiil and ignore the results. That makes sense.
Also, lag was present before CP so do not give me that crap that CP was somehow a fix, Zos tested it and lied to us about it's effects..
2016:
And your point? I do not recall exactly when it happened but know it has been over 18 months. The year is not very relevant.
The point still being "They have done worse and you know it."
The number 2016 is meaningless in and of itself. As for the testing of removing CP from Cyrodiil it was fairly clear heavy lag persisted so it is seemingly pointless to continue the empty banter you are dishing out. Seems more like something belonging on the silly conspiracy theory sites along with doubt the moon exists.
SkysOutThizeOut wrote: »@O_LYKOS because it would encourage more people to play for a month. And why a month? Because after a month there is a greater chance people will have stayed compared to a week. And I think you’d have to really incentivize players to change, at least initially.
Split cyrodiil into the 3 factions home territories and make it 3 seperate zones. Make the popcap of each of these lower 50 to 70% of current cyrodiil.
Create a useable travelshortcut through imperial city as additional connection between those maps.
Also adress issues like tankmeta + massive groupsize.
ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
ZOS_BrianWheeler wrote: »@Neoakropolis is correct in that the less CP you have, the less passives you have, therefore the less the server needs to calculate per combat action. This can also be said about armor set procs, player passives and active abilities that have to hit multiple players or sort through multiple players before firing off their abilities to a specific or sub-set of targets.
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.