PvP doesn't even really happen in real-time, so exactly what would this change?
Also, any proof of his claims? They have already cut calculations down and it has not resulted in any measurable improvement, though it has cut down buggy states at least.
The client itself seems to have issues that contribute largely to the lag players experience, how can anyone know exactly how much load the server is taking when the client itself is a source of lag? (the proof is in the performances improvements that got scaled back: the time the audio bugged and the crashing clientBoth times lag seemed to be improved, suggesting lag is also related to graphical load as well as poor memory management when it comes to keeping objects and models. Also note that lag worsened after the outfit system. Coincidence?)
TLDR: No. First client improvements and work from there.
Anybody who knows even the tiniest of things about coding knows how big of an impact something like this will have on Cyrodiil performance, especially when multiple faction-wide clumps clash in a single keep. Limiting AoE heals to groups will allow the servers to immediately cut out 80+% of all players in an area very cheaply, before those players touch the more expensive parts of the AoE application code, such as the line of sight check, sorting, etc.
It wouldn't make much difference because they are still having to calculate what is the biggest factor - and that is the massive zerg flooding the screen. So long as that's the case - you're still going to get serious lag and trimming some of the fat around the edges is not going to make a significant difference. You could remove AoE entirely and you would still get tons of lag.
You have two solutions here:
1: Wait for ZoS to upgrade their servers.
2. Stop with the massive zergs.
Just think about what the servers have to do for AoE heals. We'll consider the best case scenario, and assume they've ordered each step for optimal performance.
Firstly, we need a list of players that may be healed. So the server has to run over all players near the caster/origin, and figure out which players to discard based on their position and their max health (to immediately get rid of any players who don't need healing).
So, we check the location of each player, and discard each player that is outside of the AoE. Depending on the AoE, this can be pretty quick, so the only slow part is how many players this has to be done for.
Next, we check whether each player is at max health (ie needs to be healed), and discard each player that is at max health. Again, should be pretty quick, just slows down with many players.
Then we check whether the caster has line-of-sight to the player (likely with a basic raytrace operation -- yes, raytrace), discard each player that is outside of the caster's line-of-sight. As you might have guessed, raytrace operations aren't particularly fast, so this step is naturally going to be slow. However, this also has to happen for each remaining player, so it can get extremely slow if you have a clump of players near the caster.
If the heal is a smart heal, ie it prefers the lowest health allies, we now need to sort each player based on their current health, so the list goes from the least health to the most. This is a little slow, at least compared to the first 2 steps, and, again, will slow down even further with many players.
If the heal isn't a smart heal, I'd imagine the server randomises the list, which is still slower than the first 2 steps, but faster than sorting, since we're placing each player in a random spot, rather than comparing data between players.
Finally, we grab however many players the heal affects from the start of the list, and we run over each player and heal them, which jumps into whatever code is reponsible for that, so tack that on to how slow this AoE heal is.
That's just one individual AoE healing instance. Imagine this running on an AoE heal-over-time, where this has to be done every 2 seconds for 10 or so seconds. Then imagine this same AoE heal-over-time being spammed by a pair of PvE healers. What you're imaging doesn't even begin to describe this same AoE heal-over-time being spammed on a clump of players, by at least a dozen PvP healers on a single faction, in Cyrodiil.
Anybody who knows even the tiniest of things about coding knows how big of an impact something like this will have on Cyrodiil performance, especially when multiple faction-wide clumps clash in a single keep. Limiting AoE heals to groups will allow the servers to immediately cut out 80+% of all players in an area very cheaply, before those players touch the more expensive parts of the AoE application code, such as the line of sight check, sorting, etc.
It wouldn't make much difference because they are still having to calculate what is the biggest factor - and that is the massive zerg flooding the screen. So long as that's the case - you're still going to get serious lag and trimming some of the fat around the edges is not going to make a significant difference. You could remove AoE entirely and you would still get tons of lag.
You have two solutions here:
1: Wait for ZoS to upgrade their servers.
2. Stop with the massive zergs.
You do realise the server couldn't care about what you're actually seeing on screen, right? The server is only working with data, players are literally expressed as points on a grid to the server. Your client is what's responsible for what you're actually seeing.
Regardless, yes, it would make a big difference. To post a break down of what actually happens when an AoE heal tick goes off on the servers...Just think about what the servers have to do for AoE heals. We'll consider the best case scenario, and assume they've ordered each step for optimal performance.
Firstly, we need a list of players that may be healed. So the server has to run over all players near the caster/origin, and figure out which players to discard based on their position and their max health (to immediately get rid of any players who don't need healing).
So, we check the location of each player, and discard each player that is outside of the AoE. Depending on the AoE, this can be pretty quick, so the only slow part is how many players this has to be done for.
Next, we check whether each player is at max health (ie needs to be healed), and discard each player that is at max health. Again, should be pretty quick, just slows down with many players.
Then we check whether the caster has line-of-sight to the player (likely with a basic raytrace operation -- yes, raytrace), discard each player that is outside of the caster's line-of-sight. As you might have guessed, raytrace operations aren't particularly fast, so this step is naturally going to be slow. However, this also has to happen for each remaining player, so it can get extremely slow if you have a clump of players near the caster.
If the heal is a smart heal, ie it prefers the lowest health allies, we now need to sort each player based on their current health, so the list goes from the least health to the most. This is a little slow, at least compared to the first 2 steps, and, again, will slow down even further with many players.
If the heal isn't a smart heal, I'd imagine the server randomises the list, which is still slower than the first 2 steps, but faster than sorting, since we're placing each player in a random spot, rather than comparing data between players.
Finally, we grab however many players the heal affects from the start of the list, and we run over each player and heal them, which jumps into whatever code is reponsible for that, so tack that on to how slow this AoE heal is.
That's just one individual AoE healing instance. Imagine this running on an AoE heal-over-time, where this has to be done every 2 seconds for 10 or so seconds. Then imagine this same AoE heal-over-time being spammed by a pair of PvE healers. What you're imaging doesn't even begin to describe this same AoE heal-over-time being spammed on a clump of players, by at least a dozen PvP healers on a single faction, in Cyrodiil.
Read through that, then try to imagine the servers sending 100 players through this entire process, eventually being worked down to just 6, or whatever, for just one AoE healing tick.
Limiting heals to groups can be done very early on (like, before that first AoE check, even), and is pretty cheap (compared to everything else there), and will cut down any number of players to just 24 (or however many you have in your group), immediately.
Anybody who knows even the tiniest of things about coding knows how big of an impact something like this will have on Cyrodiil performance, especially when multiple faction-wide clumps clash in a single keep. Limiting AoE heals to groups will allow the servers to immediately cut out 80+% of all players in an area very cheaply, before those players touch the more expensive parts of the AoE application code, such as the line of sight check, sorting, etc.
It wouldn't make much difference because they are still having to calculate what is the biggest factor - and that is the massive zerg flooding the screen. So long as that's the case - you're still going to get serious lag and trimming some of the fat around the edges is not going to make a significant difference. You could remove AoE entirely and you would still get tons of lag.
You have two solutions here:
1: Wait for ZoS to upgrade their servers.
2. Stop with the massive zergs.
You do realise the server couldn't care about what you're actually seeing on screen, right? The server is only working with data, players are literally expressed as points on a grid to the server. Your client is what's responsible for what you're actually seeing.
Regardless, yes, it would make a big difference. To post a break down of what actually happens when an AoE heal tick goes off on the servers...Just think about what the servers have to do for AoE heals. We'll consider the best case scenario, and assume they've ordered each step for optimal performance.
Firstly, we need a list of players that may be healed. So the server has to run over all players near the caster/origin, and figure out which players to discard based on their position and their max health (to immediately get rid of any players who don't need healing).
So, we check the location of each player, and discard each player that is outside of the AoE. Depending on the AoE, this can be pretty quick, so the only slow part is how many players this has to be done for.
Next, we check whether each player is at max health (ie needs to be healed), and discard each player that is at max health. Again, should be pretty quick, just slows down with many players.
Then we check whether the caster has line-of-sight to the player (likely with a basic raytrace operation -- yes, raytrace), discard each player that is outside of the caster's line-of-sight. As you might have guessed, raytrace operations aren't particularly fast, so this step is naturally going to be slow. However, this also has to happen for each remaining player, so it can get extremely slow if you have a clump of players near the caster.
If the heal is a smart heal, ie it prefers the lowest health allies, we now need to sort each player based on their current health, so the list goes from the least health to the most. This is a little slow, at least compared to the first 2 steps, and, again, will slow down even further with many players.
If the heal isn't a smart heal, I'd imagine the server randomises the list, which is still slower than the first 2 steps, but faster than sorting, since we're placing each player in a random spot, rather than comparing data between players.
Finally, we grab however many players the heal affects from the start of the list, and we run over each player and heal them, which jumps into whatever code is reponsible for that, so tack that on to how slow this AoE heal is.
That's just one individual AoE healing instance. Imagine this running on an AoE heal-over-time, where this has to be done every 2 seconds for 10 or so seconds. Then imagine this same AoE heal-over-time being spammed by a pair of PvE healers. What you're imaging doesn't even begin to describe this same AoE heal-over-time being spammed on a clump of players, by at least a dozen PvP healers on a single faction, in Cyrodiil.
Read through that, then try to imagine the servers sending 100 players through this entire process, eventually being worked down to just 6, or whatever, for just one AoE healing tick.
Limiting heals to groups can be done very early on (like, before that first AoE check, even), and is pretty cheap (compared to everything else there), and will cut down any number of players to just 24 (or however many you have in your group), immediately.
You are over emphasizing what was just a rhetorical flourish. I wasn't trying to suggest it was only when zergs "flooded my screen" that lag would be an issue. My point was it's the zergs themselves that are causing the lag and not just their healing and AoE. You could turn them all into potatoes and they would still cause huge amounts of lag.
My guild runs 2 groups on some nights so instead we will run 4 and still be all at the some place sometimes.
Anybody who knows even the tiniest of things about coding knows how big of an impact something like this will have on Cyrodiil performance, especially when multiple faction-wide clumps clash in a single keep. Limiting AoE heals to groups will allow the servers to immediately cut out 80+% of all players in an area very cheaply, before those players touch the more expensive parts of the AoE application code, such as the line of sight check, sorting, etc.
It wouldn't make much difference because they are still having to calculate what is the biggest factor - and that is the massive zerg flooding the screen. So long as that's the case - you're still going to get serious lag and trimming some of the fat around the edges is not going to make a significant difference. You could remove AoE entirely and you would still get tons of lag.
You have two solutions here:
1: Wait for ZoS to upgrade their servers.
2. Stop with the massive zergs.
You do realise the server couldn't care about what you're actually seeing on screen, right? The server is only working with data, players are literally expressed as points on a grid to the server. Your client is what's responsible for what you're actually seeing.
Regardless, yes, it would make a big difference. To post a break down of what actually happens when an AoE heal tick goes off on the servers...Just think about what the servers have to do for AoE heals. We'll consider the best case scenario, and assume they've ordered each step for optimal performance.
Firstly, we need a list of players that may be healed. So the server has to run over all players near the caster/origin, and figure out which players to discard based on their position and their max health (to immediately get rid of any players who don't need healing).
So, we check the location of each player, and discard each player that is outside of the AoE. Depending on the AoE, this can be pretty quick, so the only slow part is how many players this has to be done for.
Next, we check whether each player is at max health (ie needs to be healed), and discard each player that is at max health. Again, should be pretty quick, just slows down with many players.
Then we check whether the caster has line-of-sight to the player (likely with a basic raytrace operation -- yes, raytrace), discard each player that is outside of the caster's line-of-sight. As you might have guessed, raytrace operations aren't particularly fast, so this step is naturally going to be slow. However, this also has to happen for each remaining player, so it can get extremely slow if you have a clump of players near the caster.
If the heal is a smart heal, ie it prefers the lowest health allies, we now need to sort each player based on their current health, so the list goes from the least health to the most. This is a little slow, at least compared to the first 2 steps, and, again, will slow down even further with many players.
If the heal isn't a smart heal, I'd imagine the server randomises the list, which is still slower than the first 2 steps, but faster than sorting, since we're placing each player in a random spot, rather than comparing data between players.
Finally, we grab however many players the heal affects from the start of the list, and we run over each player and heal them, which jumps into whatever code is reponsible for that, so tack that on to how slow this AoE heal is.
That's just one individual AoE healing instance. Imagine this running on an AoE heal-over-time, where this has to be done every 2 seconds for 10 or so seconds. Then imagine this same AoE heal-over-time being spammed by a pair of PvE healers. What you're imaging doesn't even begin to describe this same AoE heal-over-time being spammed on a clump of players, by at least a dozen PvP healers on a single faction, in Cyrodiil.
Read through that, then try to imagine the servers sending 100 players through this entire process, eventually being worked down to just 6, or whatever, for just one AoE healing tick.
Limiting heals to groups can be done very early on (like, before that first AoE check, even), and is pretty cheap (compared to everything else there), and will cut down any number of players to just 24 (or however many you have in your group), immediately.
You are over emphasizing what was just a rhetorical flourish. I wasn't trying to suggest it was only when zergs "flooded my screen" that lag would be an issue. My point was it's the zergs themselves that are causing the lag and not just their healing and AoE. You could turn them all into potatoes and they would still cause huge amounts of lag.
Read my other comment. This wouldn't immediately fix the lag, but it would help tremendously, because AoE's really are that slow, especially when ran unchecked on an entire faction stack, multiple times a second, by a dozen plus healers, on a single faction, near a single keep, on a single instance.
Anybody who knows even the tiniest of things about coding knows how big of an impact something like this will have on Cyrodiil performance, especially when multiple faction-wide clumps clash in a single keep. Limiting AoE heals to groups will allow the servers to immediately cut out 80+% of all players in an area very cheaply, before those players touch the more expensive parts of the AoE application code, such as the line of sight check, sorting, etc.
It wouldn't make much difference because they are still having to calculate what is the biggest factor - and that is the massive zerg flooding the screen. So long as that's the case - you're still going to get serious lag and trimming some of the fat around the edges is not going to make a significant difference. You could remove AoE entirely and you would still get tons of lag.
You have two solutions here:
1: Wait for ZoS to upgrade their servers.
2. Stop with the massive zergs.
You do realise the server couldn't care about what you're actually seeing on screen, right? The server is only working with data, players are literally expressed as points on a grid to the server. Your client is what's responsible for what you're actually seeing.
Regardless, yes, it would make a big difference. To post a break down of what actually happens when an AoE heal tick goes off on the servers...Just think about what the servers have to do for AoE heals. We'll consider the best case scenario, and assume they've ordered each step for optimal performance.
Firstly, we need a list of players that may be healed. So the server has to run over all players near the caster/origin, and figure out which players to discard based on their position and their max health (to immediately get rid of any players who don't need healing).
So, we check the location of each player, and discard each player that is outside of the AoE. Depending on the AoE, this can be pretty quick, so the only slow part is how many players this has to be done for.
Next, we check whether each player is at max health (ie needs to be healed), and discard each player that is at max health. Again, should be pretty quick, just slows down with many players.
Then we check whether the caster has line-of-sight to the player (likely with a basic raytrace operation -- yes, raytrace), discard each player that is outside of the caster's line-of-sight. As you might have guessed, raytrace operations aren't particularly fast, so this step is naturally going to be slow. However, this also has to happen for each remaining player, so it can get extremely slow if you have a clump of players near the caster.
If the heal is a smart heal, ie it prefers the lowest health allies, we now need to sort each player based on their current health, so the list goes from the least health to the most. This is a little slow, at least compared to the first 2 steps, and, again, will slow down even further with many players.
If the heal isn't a smart heal, I'd imagine the server randomises the list, which is still slower than the first 2 steps, but faster than sorting, since we're placing each player in a random spot, rather than comparing data between players.
Finally, we grab however many players the heal affects from the start of the list, and we run over each player and heal them, which jumps into whatever code is reponsible for that, so tack that on to how slow this AoE heal is.
That's just one individual AoE healing instance. Imagine this running on an AoE heal-over-time, where this has to be done every 2 seconds for 10 or so seconds. Then imagine this same AoE heal-over-time being spammed by a pair of PvE healers. What you're imaging doesn't even begin to describe this same AoE heal-over-time being spammed on a clump of players, by at least a dozen PvP healers on a single faction, in Cyrodiil.
Read through that, then try to imagine the servers sending 100 players through this entire process, eventually being worked down to just 6, or whatever, for just one AoE healing tick.
Limiting heals to groups can be done very early on (like, before that first AoE check, even), and is pretty cheap (compared to everything else there), and will cut down any number of players to just 24 (or however many you have in your group), immediately.
You are over emphasizing what was just a rhetorical flourish. I wasn't trying to suggest it was only when zergs "flooded my screen" that lag would be an issue. My point was it's the zergs themselves that are causing the lag and not just their healing and AoE. You could turn them all into potatoes and they would still cause huge amounts of lag.
Read my other comment. This wouldn't immediately fix the lag, but it would help tremendously, because AoE's really are that slow, especially when ran unchecked on an entire faction stack, multiple times a second, by a dozen plus healers, on a single faction, near a single keep, on a single instance.
I doubt it would help much because the core cause of the problem - namely the huge amount of players - is still there and that's what's ultimately causing the lag. Trying to fix that by cutting back on some of the combat calculations would be like trying to stop a flood by tea-spooning water.
Besides, if it was merely additional combat calculations that was causing this then you would notice a significant performance increase on the None CP Campaigns. But you don't. Massive Zergs cause just as much lag on those as they do in the CP Campaigns. So if removing all the additional calculations involved in factoring in the CP system doesn't significantly improve the lag when massive zergs show up - I don't see any reason why cutting back on the AoE or healing calculations involved would either.
Trying to fix that by cutting back on some of the combat calculations would be like trying to stop a flood by tea-spooning water.
Besides, if it was merely additional combat calculations that was causing this then you would notice a significant performance increase on the None CP Campaigns. But you don't. Massive Zergs cause just as much lag on those as they do in the CP Campaigns.
So if removing all the additional calculations involved in factoring in the CP system doesn't significantly improve the lag when massive zergs show up - I don't see any reason why cutting back on the AoE or healing calculations involved would either.
PvP doesn't even really happen in real-time, so exactly what would this change?
Also, any proof of his claims? They have already cut calculations down and it has not resulted in any measurable improvement, though it has cut down buggy states at least.
The client itself seems to have issues that contribute largely to the lag players experience, how can anyone know exactly how much load the server is taking when the client itself is a source of lag? (the proof is in the performances improvements that got scaled back: the time the audio bugged and the crashing clientBoth times lag seemed to be improved, suggesting lag is also related to graphical load as well as poor memory management when it comes to keeping objects and models. Also note that lag worsened after the outfit system. Coincidence?)
TLDR: No. First client improvements and work from there.
Again, someone who has no idea what they're talking about. Client and server are completely separate. Client lag, ie FPS, is completely separate to server/connection lag, ie latency.
How do I know? Because that's literally how my game behaves when my internet decides to take a nose dive. If I head into prime time Vivec mid faction stack and waltz right into that faction stack, my internet immediately nopes out, my ping spikes well above 30k+, everything freezes, and yet I can walk right into that AD zerg with 30-40 FPS (as opposed to 15-20 when my connection is fine).
The client and the server are two independent sides of the game, connected together over the internet, and are constantly communicating with each other, updating each other's sets of data. FPS drops occur when your machine isn't able to run the client smoothly, local latency spikes (spikes only occurring for you) occur when something interrupts that connection between client and server (might be your own connection, or your region's connection), global latency spikes (spikes occurring for the entire server) occur when something slows down on the servers themselves. Three parts of the system (client, connection, server), three different forms of interruption.
My guild runs 2 groups on some nights so instead we will run 4 and still be all at the some place sometimes.
Again, you're kind of missing the point. Turn up with 10 groups of 12 for 120 people. But each person's heals (potentially every second) would only be calculated for 12 people instead of 120...
I'm not saying this will fix the lag at all... I'm saying it could help?
Just to mention, I run solo most of the time in PVP and don't have a problem with 24 man groups at all. I'd just like to not be as laggy when solo or in groups, which I'm sure everyone else would too
You are suggesting healers from one group of 12 have heals running on 120 at the same time.
You are suggesting healers from one group of 12 have heals running on 120 at the same time.
I'm not suggesting that they are healing 120 people at all.. I'm saying that to decide who to heal and how much to heal for, the game has to poll 120 people in that range, instead of 12 (if group was twelve). This happens for every tick of every heal.
Anybody who knows even the tiniest of things about coding knows how big of an impact something like this will have on Cyrodiil performance, especially when multiple faction-wide clumps clash in a single keep. Limiting AoE heals to groups will allow the servers to immediately cut out 80+% of all players in an area very cheaply, before those players touch the more expensive parts of the AoE application code, such as the line of sight check, sorting, etc.
It wouldn't make much difference because they are still having to calculate what is the biggest factor - and that is the massive zerg flooding the screen. So long as that's the case - you're still going to get serious lag and trimming some of the fat around the edges is not going to make a significant difference. You could remove AoE entirely and you would still get tons of lag.
You have two solutions here:
1: Wait for ZoS to upgrade their servers.
2. Stop with the massive zergs.
You do realise the server couldn't care about what you're actually seeing on screen, right? The server is only working with data, players are literally expressed as points on a grid to the server. Your client is what's responsible for what you're actually seeing.
Regardless, yes, it would make a big difference. To post a break down of what actually happens when an AoE heal tick goes off on the servers...Just think about what the servers have to do for AoE heals. We'll consider the best case scenario, and assume they've ordered each step for optimal performance.
Firstly, we need a list of players that may be healed. So the server has to run over all players near the caster/origin, and figure out which players to discard based on their position and their max health (to immediately get rid of any players who don't need healing).
So, we check the location of each player, and discard each player that is outside of the AoE. Depending on the AoE, this can be pretty quick, so the only slow part is how many players this has to be done for.
Next, we check whether each player is at max health (ie needs to be healed), and discard each player that is at max health. Again, should be pretty quick, just slows down with many players.
Then we check whether the caster has line-of-sight to the player (likely with a basic raytrace operation -- yes, raytrace), discard each player that is outside of the caster's line-of-sight. As you might have guessed, raytrace operations aren't particularly fast, so this step is naturally going to be slow. However, this also has to happen for each remaining player, so it can get extremely slow if you have a clump of players near the caster.
If the heal is a smart heal, ie it prefers the lowest health allies, we now need to sort each player based on their current health, so the list goes from the least health to the most. This is a little slow, at least compared to the first 2 steps, and, again, will slow down even further with many players.
If the heal isn't a smart heal, I'd imagine the server randomises the list, which is still slower than the first 2 steps, but faster than sorting, since we're placing each player in a random spot, rather than comparing data between players.
Finally, we grab however many players the heal affects from the start of the list, and we run over each player and heal them, which jumps into whatever code is reponsible for that, so tack that on to how slow this AoE heal is.
That's just one individual AoE healing instance. Imagine this running on an AoE heal-over-time, where this has to be done every 2 seconds for 10 or so seconds. Then imagine this same AoE heal-over-time being spammed by a pair of PvE healers. What you're imaging doesn't even begin to describe this same AoE heal-over-time being spammed on a clump of players, by at least a dozen PvP healers on a single faction, in Cyrodiil.
Read through that, then try to imagine the servers sending 100 players through this entire process, eventually being worked down to just 6, or whatever, for just one AoE healing tick.
Limiting heals to groups can be done very early on (like, before that first AoE check, even), and is pretty cheap (compared to everything else there), and will cut down any number of players to just 24 (or however many you have in your group), immediately.
You are over emphasizing what was just a rhetorical flourish. I wasn't trying to suggest it was only when zergs "flooded my screen" that lag would be an issue. My point was it's the zergs themselves that are causing the lag and not just their healing and AoE. You could turn them all into potatoes and they would still cause huge amounts of lag.
Read my other comment. This wouldn't immediately fix the lag, but it would help tremendously, because AoE's really are that slow, especially when ran unchecked on an entire faction stack, multiple times a second, by a dozen plus healers, on a single faction, near a single keep, on a single instance.
I doubt it would help much because the core cause of the problem - namely the huge amount of players - is still there and that's what's ultimately causing the lag. Trying to fix that by cutting back on some of the combat calculations would be like trying to stop a flood by tea-spooning water.
Besides, if it was merely additional combat calculations that was causing this then you would notice a significant performance increase on the None CP Campaigns. But you don't. Massive Zergs cause just as much lag on those as they do in the CP Campaigns. So if removing all the additional calculations involved in factoring in the CP system doesn't significantly improve the lag when massive zergs show up - I don't see any reason why cutting back on the AoE or healing calculations involved would either.Trying to fix that by cutting back on some of the combat calculations would be like trying to stop a flood by tea-spooning water.
Do you realise how stupid this sounds? "Cutting down combat calculations isn't going to help because there's still an ocean's worth of players!" Meanwhile those same combat calculations are still being done to the scale of that ocean's worth of players.
Players don't just lag the server by existing, its their actions that lag the server, one of which is AoE stacking in the middle of a blob.Besides, if it was merely additional combat calculations that was causing this then you would notice a significant performance increase on the None CP Campaigns. But you don't. Massive Zergs cause just as much lag on those as they do in the CP Campaigns.
And this shows that you don't know what you're talking about. We're not talking about "additional combat calculations". We're talking about core combat calculations, that are always present whenever anybody and everybody uses an AoE, which is all the time in a zerg.So if removing all the additional calculations involved in factoring in the CP system doesn't significantly improve the lag when massive zergs show up - I don't see any reason why cutting back on the AoE or healing calculations involved would either.
Do you even know what thread you're in? Nobody is talking about CP. We're talking about the effect of allowing AoE calculations to go unchecked across an entire faction stack, several times a second, near just a single keep. We're talking about literally only allowing AoE heals to affect players in your own group, which allows the servers to immediately discard legit like 60+% of the players they're iterating over the moment the AoE code starts.
You are suggesting healers from one group of 12 have heals running on 120 at the same time.
I'm not suggesting that they are healing 120 people at all.. I'm saying that to decide who to heal and how much to heal for, the game has to poll 120 people in that range, instead of 12 (if group was twelve). This happens for every tick of every heal.
Grianasteri wrote: »I'm guessing this has been mentioned a few times but Fengrush was talking about performance on his stream the other night and I would totally agree with him that the following should be put in place in Cyrodiil.
With factions and whole groups stacking together on a keep every smart heal has to go through maybe 100 people to find the guy who has the lowest health. Think about hundreds of people then spamming heals every second. The same would go for bringing back harder AOE caps.
The suggestions of group size being dropped by around 50% in PVP and heals only being able to target those in your group and the return of AOE caps should really be looked into.
Surely, doing these changes would lower the required calculations by half or more? Thus improving performance?
I dont play much pvp in Cyrodiil, but when I do, I am often a healer for my guilds... Id be concerned about not being able to heal folk who are not in my group. Thats kinda not in the spirit of things. Its all hands on deck when defending/attacking and very often its not just folk in my group doing so.
Grianasteri wrote: »I'm guessing this has been mentioned a few times but Fengrush was talking about performance on his stream the other night and I would totally agree with him that the following should be put in place in Cyrodiil.
With factions and whole groups stacking together on a keep every smart heal has to go through maybe 100 people to find the guy who has the lowest health. Think about hundreds of people then spamming heals every second. The same would go for bringing back harder AOE caps.
The suggestions of group size being dropped by around 50% in PVP and heals only being able to target those in your group and the return of AOE caps should really be looked into.
Surely, doing these changes would lower the required calculations by half or more? Thus improving performance?
I dont play much pvp in Cyrodiil, but when I do, I am often a healer for my guilds... Id be concerned about not being able to heal folk who are not in my group. Thats kinda not in the spirit of things. Its all hands on deck when defending/attacking and very often its not just folk in my group doing so.
Plus, it's of direct benefit to you if randoms show up when you're trying to either take/defend a keep.
Bad suggestion by opie.