I had a few thoughts about the issues within Cyrodiil.
First off, lets talk about Battle Spirit
Why? Battle Spirit is a global buff applied to everyone who is in Cyrodiil or has PVP activated.
Why is this bad? Servers have to calculate every event that happens, the skill damage goes through battle spirit, then through CP. This causes overloading on the calculations which can easily cause server stability issues.
Every single event within Cyrodiil has to be calculated before it happens through CP and Battle Spirit making it a very expensive buff / debuff to use for PVP. Majority of games try to avoid this due to the expensiveness it can cause to servers.
What would be the result of removing Battle Spirit? Well firstly, unbalanced PVP. Whats a fix? Well a fix would be to go in and tone down PVE content and everything in the game to be how it was in PVP. This would allow global changes and not differentiate the two more than they already are. While this initially could be expensive, you could take the WoW approach and just blanket nerf old content.
This would allow you to focus on the game without having to take in mind the expensive Battle Spirit.
Second, lets talk about Cyrodiil
Cyrodiil is a mega server in which several events happen. Why not optimize the gamelets used here (Individual game servers within the server per player #, more expensive, but reduced lag heavily)
How do we do this you ask?
You split Cyrodiil into 4 zones, each zone is a phase (When you exit, you enter) Or each zone could simply be a way of calculating events on that side of the map. For example, if Sector 2 had no action, but Sector 1 had all the action you'd drop server need on Sector 2 and reallocate the gamelets to sector 1. This would give more players more stability. How? Well instead of trying to fit ~50 players onto a game server, you fit 10-15 because you've reallocated them from an area to focus on the event. This means the mega server will give more resources to the event unfolding allowing it to not stress. Instead of 50 people on one gamelet(game server) you have 10-15, very expensive in some form, but optimal to reduce lag heavily.
Lastly, Champion Points
You read about Battle Spirit right? Now apply all that to Champion Points. Even more calculations on the server happening. This means in PVP you do the following:
I cast a heal:
- The heal is calculated by the player sets and static numbers
- The heal is then calculated by Battle Spirit
- The heal is then calculated by every affix in the CP
- The heal is then calculated by buffs and debuffs on the player
- The heal finally finished calculating and happens to the player. (This is all within a split second)
You see? Its very expensive. CP would need to not be % and be static numbers which with the removal of Battle spirit would make all calculations happen based on what their tooltip says, this allows calculations to happen when player is instantiated. This means, when you enter the battle your numbers are already raw numbers which would only have to make calculations on the buffs and debuffs for example:
I cast a heal:
- The heal looks at buffs and debuffs and applies numbers
- The heal, heals.
These are just some thoughts, give your thought!
Like some of these are crazy, expensive, wild ideas above. But they were things that should have been considered while mapping out ESO.
Now, we're suffering due to this and changing the game completely to make up for the amount of server issue built up over the years.
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