ThanatosXR wrote: »
The effect on the server is negligible. Since its on the database, and since you haven't changed your CP in combat, there is absolutely NO need for this to be included in a TCP/IP packet as its done server side. Packets involving CP only are sent when you look at your CP tree, and when you make changes to it.
Absolutely it does which is why I think they're getting rid of percentage calculations. I know they've been saying you'll see "Incremental Changes" for years but here's what I think they're doing. They froze CP because I think they're going to end up getting rid of it. Then they "balanced" the races (gonna leave it at that) but the main thing they did with racial passives was make them all flat stats. No more percentage calculations there. I think CP is next. Eventually percentage calculations will be a thing of the past.
Remember that multiplication modifiers are added up before multiplied so extra load is very small compared to all the calculation you have to do.I believe that percentage based things are what contribute to lag mostly. It’s likely why zos is beginning to lean more towards flat stats
Therefore I would not be surprised if zos reworked cp into making it flat based stats rather than percentage based.
ThanatosXR wrote: »No the software design,for example look at all the ports it uses
TCP / UDP Ports 10500 through 13800 ◦ TCP / UDP Ports 24100 through 24131 ◦ TCP / UDP Ports 24500 through 24507 ◦ TCP / UDP Ports 34600 through 34700 ◦ TCP / UDP Ports 49100 through 54000 ◦ TCP / UDP Ports 60300 through 61000
Thats more ports then xbox live/PSN/ any other game combined, thats why I just use IPv6 no nat need to route packets.
Still wondering why they need so many ports?
Dont say because its a mmo, wow only requires 3 plus one range other mmos similar settings.
Most people dont even know how do port or optimalize there routers, hell most still use there isp given dns.
Open world pvp design here is gonna lag no matter what, cant beat the speed of light and players often live on the other side of the world and upside-down! A ton of players sending skill/move comands is gonna be a lagfest on top of the port routing design hence why alot of peoples clients get overhelmed nd logged out, poor xbox one OG/S users never had a fighting chance
Yes, its due to poor programmer imo, your calculations should all be presented onto the character as a prefab and already calculated, but then theres those "Reduce x, increase y" which probably can't be done this way. CP should just be removed.
ProbablePaul wrote: »Yes, its due to poor programmer imo, your calculations should all be presented onto the character as a prefab and already calculated, but then theres those "Reduce x, increase y" which probably can't be done this way. CP should just be removed.
wat? do you know how a computer works?