TBH there isnt really any issue with healing springs. I heal vet DLC dungeons and honestly barely end up using it, I use breath of life way more since its a hell a lot more healing for one target, and usually the tank is the one taking huge quick damage. healing springs I use at most a couple times in a row on people when huge aoe healing is needed- not really that often in the dungeons I was running- and I use barrier on backbar to make people need less aoe healing.
I'll even tell you how!AoE Ability Performance on the Server: This work focuses on making these ability types more specialized so that they are more efficient on server performance. Note: The overall player experience for these abilities (damage/functionality) should not change. This work is in progress and on track to release with Update 26.
precambria wrote: »THEY actually found a way to NERF SKILL, well I'll be damned.... it really does feel like my actions per second are capped now and basically slow mode has been activated, I didn't use animations cancelling to much but bar swap and chaining the right skills with light weaving made a huge difference. It honestly feels like they just made it so that people who were capable of being many times faster of the rest were brought down to the "average" level with a general slowing down of combat and skill responsiveness.
Speaking as a Sr. Software Engineer, Software Architect, Systems Engineer, and many other hats, with a strong focus on performance and designing highly performant solutions to problems in architecture, including game servers, I can say most of this post is FUD and nonsense.
Only a few things you said are valid:
Reworking AoE's: Yes, they can rework AoE's to have less impact to performance. But doesn't require any impact to gameplay.
note they said:I'll even tell you how!AoE Ability Performance on the Server: This work focuses on making these ability types more specialized so that they are more efficient on server performance. Note: The overall player experience for these abilities (damage/functionality) should not change. This work is in progress and on track to release with Update 26.Naive solution to Aoe's:
Find all Entities in the region, iterate them doing distance calculations to find who is in the radius, and for cone shapes, even more complex intersection math.
Issue: Testing most entities that will never be true due to extremely far distance.
Improvement: Sub regions within a zone breaking it into such as 16x16 segments, maintaining entity lists when an entity enters it.
Iteration only now has to look at current + 1 or 2 neighbors out for entity comparison.
Potential savings could be upwards to 90%+
Additional optimization: store by type, players, hostile, npcs. aoe's only look at valid type lists.
Benefit: healing spells don't even have to look at hostiles
Damage spells don't have to look at friendlies.
Multicore support: already on roadmap. doesn't require gameplay changes.
Complete rewrite of the Looking for Group system. Already in progress/a lot done.
And comments on some of the bad points:
Cold Storage: Unless they have an architectural problem that offline players impact performance, which would be insanely sad.... then this is not going to help anything. The only thing offline players should have any impact on things is daily timers suck as resets and enlightenment.
But I've personally never seen anyone say "omg that enlightenment delay needs to be fixed now!!!" or "My dailies aren't resetting"
This is 2020.... computers can do math pretty dang well..... Percentages on combat is NOT the source of lag... seriously where in the world did you get that to think that was the issue?
There are architectural level issues that have bad scalability, and that is what they have to fix.
Changing dmg *= 1.2343213213 ; to dmg += 200; would be an insane suggestion.
If they are on some servers from the 90's that don't have cpu's capable of simple math..... then yeah that's the real issue.
AC is NOT the source of the issue either.... Faster actions is outscaled by simply having more players playing too.
Thevampirenight wrote: »It is no easy thing to do but at the end of it all the game will be a lot better performing and will be back on able on track for the many new things I'm sure will come. Got to have hope that things will be better which I'm sure they will be.
It’s funny to see people write these long winded comments and or threads about how animation canceling is somehow causing the lag, but let’s be honest AC has been around since the beginning of the game so how did it all of a sudden magically cause this lag?
The only thing that has changed is proc sets, costumes, flashy mounts, Cp increases, and new classes like warden and necro that have flashy animations that cause more server calculations.
I get it it you don’t like ac, than fine don’t use it, but please stop blaming it for the cause of lag
Thevampirenight wrote: »Plus the many % based calculations and other things do not help at all it makes it worse worse and worse.
Just how glitching games back in the day isn't considered skill.
The OP of the thread linked below has a much clearer explanation about the client-side desync OP is trying to explain. Unfortunately, OP is including a lot of irrelevant information which is why I provided this link by a Zos dev who used to be a top player in ESO.
https://forums.elderscrollsonline.com/en/discussion/511531/how-the-new-block-is-system-going-to-work-explained-by-zos-gilliams-livestream-twitch-video-clip/p1
It's no longer that lag as before. I think it solve one kind of lag.
As I said, someone can't play ESO without cheating. XD
Why is the only argument against AC is always ''it wasnt intended'' like thats a bad thing? You know what else wasnt intended? Discovery of penicillin. But it turned out to be a lifesaver for countless people.
So many people dont have the necessary muscle memory to execute AC and thats okay. But that doesnt give you the right to butcher gameplay fluidity for many other people
Thevampirenight wrote: »Why is the only argument against AC is always ''it wasnt intended'' like thats a bad thing? You know what else wasnt intended? Discovery of penicillin. But it turned out to be a lifesaver for countless people.
So many people dont have the necessary muscle memory to execute AC and thats okay. But that doesnt give you the right to butcher gameplay fluidity for many other people
Well given how down hill Eso Performance has become for many players it might either have to come down to fluidity
allowing animation canceling to continue on with no changes and allow bad performance to continue to drive many players away or fixing performance combat may be less fluid but have a playable game in return maybe even enticing players back and new players into the game. As time goes on as performance improvements overhauls are added the game it could even feel more fluid. Maybe not as before but well closer to it. Fluidity might never be the same but at the same time it could come closer to it.
This game has real limitations, there is a reason why we don't have capes or cloaks. Game can't handle it and there is many other limitations as well so they have to work within those limitations. Even if we like it or not they have to do work with those limits of the game engine and those limits actually put into place what they can and can not do with it. So I do think players should keep this in mind and that includes myself of course. Even if we really want something the game might not be able to handle it.
Its not about muscle memory, or about butchering gameplay fluidity this is about performance and play ability of the product.
precambria wrote: »THEY actually found a way to NERF SKILL, well I'll be damned.... it really does feel like my actions per second are capped now and basically slow mode has been activated, I didn't use animations cancelling to much but bar swap and chaining the right skills with light weaving made a huge difference. It honestly feels like they just made it so that people who were capable of being many times faster of the rest were brought down to the "average" level with a general slowing down of combat and skill responsiveness.
Cancelling an animation isn't skill.
Just how glitching games back in the day isn't considered skill.
Animations are there for a reason. If they didn't want people to see them, then we'd be playing a text-based MMO.
Siohwenoeht wrote: »Thevampirenight wrote: »Why is the only argument against AC is always ''it wasnt intended'' like thats a bad thing? You know what else wasnt intended? Discovery of penicillin. But it turned out to be a lifesaver for countless people.
So many people dont have the necessary muscle memory to execute AC and thats okay. But that doesnt give you the right to butcher gameplay fluidity for many other people
Well given how down hill Eso Performance has become for many players it might either have to come down to fluidity
allowing animation canceling to continue on with no changes and allow bad performance to continue to drive many players away or fixing performance combat may be less fluid but have a playable game in return maybe even enticing players back and new players into the game. As time goes on as performance improvements overhauls are added the game it could even feel more fluid. Maybe not as before but well closer to it. Fluidity might never be the same but at the same time it could come closer to it.
This game has real limitations, there is a reason why we don't have capes or cloaks. Game can't handle it and there is many other limitations as well so they have to work within those limitations. Even if we like it or not they have to do work with those limits of the game engine and those limits actually put into place what they can and can not do with it. So I do think players should keep this in mind and that includes myself of course. Even if we really want something the game might not be able to handle it.
Its not about muscle memory, or about butchering gameplay fluidity this is about performance and play ability of the product.
I've asked before, but where is the direct evidence that animation cancelling has anything to do with poor performance? All either side has is conjecture because no one knows the exact coding. Some of us have basic or better understanding of how server calculations work in general, and would bet that cancelling animations which have already registered their effect before the animation ends adds exactly zero load to the server.
I could say for instance; having no player collision which allows people to stack on top of each other, forcing the server to constantly evaluate which player a given ability is hitting would have much more impact than the math required behind activating abilities and light attacks/block in rapid succession.
But without any evidence to back up that claim, it's just an opinion, as is what you say causes excess server load.
Why is the only argument against AC is always ''it wasnt intended'' like thats a bad thing? You know what else wasnt intended? Discovery of penicillin. But it turned out to be a lifesaver for countless people.
Thevampirenight wrote: »Siohwenoeht wrote: »Thevampirenight wrote: »Why is the only argument against AC is always ''it wasnt intended'' like thats a bad thing? You know what else wasnt intended? Discovery of penicillin. But it turned out to be a lifesaver for countless people.
So many people dont have the necessary muscle memory to execute AC and thats okay. But that doesnt give you the right to butcher gameplay fluidity for many other people
Well given how down hill Eso Performance has become for many players it might either have to come down to fluidity
allowing animation canceling to continue on with no changes and allow bad performance to continue to drive many players away or fixing performance combat may be less fluid but have a playable game in return maybe even enticing players back and new players into the game. As time goes on as performance improvements overhauls are added the game it could even feel more fluid. Maybe not as before but well closer to it. Fluidity might never be the same but at the same time it could come closer to it.
This game has real limitations, there is a reason why we don't have capes or cloaks. Game can't handle it and there is many other limitations as well so they have to work within those limitations. Even if we like it or not they have to do work with those limits of the game engine and those limits actually put into place what they can and can not do with it. So I do think players should keep this in mind and that includes myself of course. Even if we really want something the game might not be able to handle it.
Its not about muscle memory, or about butchering gameplay fluidity this is about performance and play ability of the product.
I've asked before, but where is the direct evidence that animation cancelling has anything to do with poor performance? All either side has is conjecture because no one knows the exact coding. Some of us have basic or better understanding of how server calculations work in general, and would bet that cancelling animations which have already registered their effect before the animation ends adds exactly zero load to the server.
I could say for instance; having no player collision which allows people to stack on top of each other, forcing the server to constantly evaluate which player a given ability is hitting would have much more impact than the math required behind activating abilities and light attacks/block in rapid succession.
But without any evidence to back up that claim, it's just an opinion, as is what you say causes excess server load.
Well given they went out of the way to make the block changes a big focus of this very big performance update they did where we had to reinstall the game. Plus what Gilliam said about Desyncs, I looked up the word on Wikipedia and it redirects straight to the lag definition page. https://en.wikipedia.org/?title=Desync&redirect=no
Not only what Gilliam said on his video but also what Brian wheeler had to say.
Block is an ability that everyone can use at any time, which means it can create a lot of traffic for the server to handle. In our continued efforts to improve performance, we are adjusting how the ability works under the hood. You will still be able to do everything you used to with Block. What you’ll notice is animations will blend a bit differently out of a “block cancel”, but the effectiveness of an ability will remain and function the same; the ability will still fire when “block cancelled” but you won’t have any “dead time” before the global combat cooldown ends. This should also get rid of a few health desync issues when getting killing blows with abilities that have been triggered after a block cancel. By refactoring Block much the same way we did with Sprint in the previous Update, we expect the usage of that ability to be more performant.
Going by GIlliams video, I think its the dead time meaning possibly the health desync between client and server being the thing they fixed with it. So what they fixed was something people really like about annimation canceling faster casting times and faster damaging. They still left in the animation canceling but you won't get extra damage from doing so. All it will do I believe will shorten some abilties animation times allowing them to fire faster. But it will no longer cause the client to be desynced from the server when you block cancel.
Also looked up Dead time and it basically means
noun
time in which someone or something is inactive or unable to act productively.
"the dead time spent on airplanes and buses"
PHYSICS
the period after the recording of a particle or pulse when a detector is unable to record another.
https://en.wikipedia.org/wiki/Dead_time
So what they did is made it so the two have to communicate they can't just desync out. This means they fixed the majority of lag/desyncs that made block canceling work. Now abilties fire off the same and communicate the same even if animation canceling so you no longer get that extra damage when it comes to animation canceling. So basically it works the same as if your not using animation canceling. When it comes to block animation canceling abilties. At least from what I understand that is what they did with it.
Siohwenoeht wrote: »Thevampirenight wrote: »Siohwenoeht wrote: »Thevampirenight wrote: »Why is the only argument against AC is always ''it wasnt intended'' like thats a bad thing? You know what else wasnt intended? Discovery of penicillin. But it turned out to be a lifesaver for countless people.
So many people dont have the necessary muscle memory to execute AC and thats okay. But that doesnt give you the right to butcher gameplay fluidity for many other people
Well given how down hill Eso Performance has become for many players it might either have to come down to fluidity
allowing animation canceling to continue on with no changes and allow bad performance to continue to drive many players away or fixing performance combat may be less fluid but have a playable game in return maybe even enticing players back and new players into the game. As time goes on as performance improvements overhauls are added the game it could even feel more fluid. Maybe not as before but well closer to it. Fluidity might never be the same but at the same time it could come closer to it.
This game has real limitations, there is a reason why we don't have capes or cloaks. Game can't handle it and there is many other limitations as well so they have to work within those limitations. Even if we like it or not they have to do work with those limits of the game engine and those limits actually put into place what they can and can not do with it. So I do think players should keep this in mind and that includes myself of course. Even if we really want something the game might not be able to handle it.
Its not about muscle memory, or about butchering gameplay fluidity this is about performance and play ability of the product.
I've asked before, but where is the direct evidence that animation cancelling has anything to do with poor performance? All either side has is conjecture because no one knows the exact coding. Some of us have basic or better understanding of how server calculations work in general, and would bet that cancelling animations which have already registered their effect before the animation ends adds exactly zero load to the server.
I could say for instance; having no player collision which allows people to stack on top of each other, forcing the server to constantly evaluate which player a given ability is hitting would have much more impact than the math required behind activating abilities and light attacks/block in rapid succession.
But without any evidence to back up that claim, it's just an opinion, as is what you say causes excess server load.
Well given they went out of the way to make the block changes a big focus of this very big performance update they did where we had to reinstall the game. Plus what Gilliam said about Desyncs, I looked up the word on Wikipedia and it redirects straight to the lag definition page. https://en.wikipedia.org/?title=Desync&redirect=no
Not only what Gilliam said on his video but also what Brian wheeler had to say.
Block is an ability that everyone can use at any time, which means it can create a lot of traffic for the server to handle. In our continued efforts to improve performance, we are adjusting how the ability works under the hood. You will still be able to do everything you used to with Block. What you’ll notice is animations will blend a bit differently out of a “block cancel”, but the effectiveness of an ability will remain and function the same; the ability will still fire when “block cancelled” but you won’t have any “dead time” before the global combat cooldown ends. This should also get rid of a few health desync issues when getting killing blows with abilities that have been triggered after a block cancel. By refactoring Block much the same way we did with Sprint in the previous Update, we expect the usage of that ability to be more performant.
Going by GIlliams video, I think its the dead time meaning possibly the health desync between client and server being the thing they fixed with it. So what they fixed was something people really like about annimation canceling faster casting times and faster damaging. They still left in the animation canceling but you won't get extra damage from doing so. All it will do I believe will shorten some abilties animation times allowing them to fire faster. But it will no longer cause the client to be desynced from the server when you block cancel.
Also looked up Dead time and it basically means
noun
time in which someone or something is inactive or unable to act productively.
"the dead time spent on airplanes and buses"
PHYSICS
the period after the recording of a particle or pulse when a detector is unable to record another.
https://en.wikipedia.org/wiki/Dead_time
So what they did is made it so the two have to communicate they can't just desync out. This means they fixed the majority of lag/desyncs that made block canceling work. Now abilties fire off the same and communicate the same even if animation canceling so you no longer get that extra damage when it comes to animation canceling. So basically it works the same as if your not using animation canceling. When it comes to block animation canceling abilties. At least from what I understand that is what they did with it.
But you cannot "speed up" damage. The damage is registered before the animation ends, within the GCD unless it is a cast time ability. Even most channels "tick" meaning the damage is registered at intervals and if cancelled by block or roll dodge, only the registered damage remains, it does not add what ever damage didn't tick.
You cannot use ani-cancelling to increase or decrease the time an ability takes to register it's effect.
Even in the post from Gilliam, he states that this is not removing block cancelling, but adjusting when animations end. You are still able to block cancel and have the previous ability's effect register.