Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »ITT Small Scale PvPer trying to convince the forum goers that AoE caps ruined PvP.
The mass exodus of the tens of thousands of pvpers happened within a couple months of release, before the performance degradation began, and the reason they left were due to AoE caps resulting in ball zergs everywhere. That part really isnt up for debate.
You have sources for how many PvPers left? I bet you dont. So yeah, its definitely debatable.
A absolutely massive amount. Servers completely emptied out over the course of a patch. This is back when there were many filled PVP servers.
Here is a source directly related. What I don't understand is how you can be so obstinate over this claim. "I bet you dont." Why are you betting against it? You really dont believe people didn't want to play in an environment where they couldnt hit more than 6 people at a time while they are being overrun by 30+? Drop an AOE stun and it hits 6 as 24 run right past you. Yea, that makes a lot of sense.
https://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
Servers always clear out after a game launches and players realize its not going to be what they wanted. Thats not news in the MMO genre. Trying to paint that exodus as if AoE caps was the sole reason or the deciding factor in why those players left is being misleading and typical of yourself and those that continue to bring up AoE caps. Youre a pretty well known 1vXer that has gone on plenty of rants about how you cant AoE down hoardes of players in the past. This isnt about making the game better and reviving PvP. Its always has and always will be about you wanting to be all powerful in an online environment. You could care less about fairplay or balance. So excuse me if I shrug off the opinions of someone that has a monetary interest in all of this.
I dont have monetary interest in this, and Fengrush is 100% correct.
I guess that settles it. Wait, it really doesnt. We have AoE caps in this game, thats not changing. So keep wailing about how you cant 1v30/50/100 players. Im certain the Developers are going to reverse course on that topic 6 years into the games development.
The irony...
No, we do not have AoE caps in this game any more. They were removed a couple years ago, which any actual Cyrodiil player would know. They were unfortunately removed too late to save it, since over 90% of the players had already left, and thus the servers resources were reallocated to elsewhere.
I'm also curious about the source. Very interesting if true, but it's so common to hear clueless people confidently explain technical details about how mmo server performance works.
Also curious where all these skilled pvpers went- not too many games out there offer a similar experience which is part of the reason I think they can afford to slack a bit on performance.
I'm also curious about the source. Very interesting if true, but it's so common to hear clueless people confidently explain technical details about how mmo server performance works.
Also curious where all these skilled pvpers went- not too many games out there offer a similar experience which is part of the reason I think they can afford to slack a bit on performance.
As far as knowledge of technical details, I personally hosted and administrated a daoc freeshard with a fairly large population for quite a while, with instant50, perma full buffs, character rp transfers, capture the flag, ingame hourly pvp and bg map rotation voting, etc. My knowledge of server architecture, xml database management, C++, etc as well as extensive experience exploiting mmo vulnerabilities for 23 years, should suffice, but I understand if it does not in your view.
Nowhere, they didnt go to any other game, as there is no alternative anymore, they simply left. PvP guilds that had been together for years/decades scattered to the winds, on a break waiting for the next decent pvp to show up, yet none showed up.
I also wouldnt call it simply “slacking a bit on performance” when 20 players cant fight in the same place anymore without desyncs and abilities not firing.
I'm also curious about the source. Very interesting if true, but it's so common to hear clueless people confidently explain technical details about how mmo server performance works.
Also curious where all these skilled pvpers went- not too many games out there offer a similar experience which is part of the reason I think they can afford to slack a bit on performance.
As far as knowledge of technical details, I personally hosted and administrated a daoc freeshard with a fairly large population for quite a while, with instant50, perma full buffs, character rp transfers, capture the flag, ingame hourly pvp and bg map rotation voting, etc. My knowledge of server architecture, xml database management, C++, etc as well as extensive experience exploiting mmo vulnerabilities for 23 years, should suffice, but I understand if it does not in your view.
Nowhere, they didnt go to any other game, as there is no alternative anymore, they simply left. PvP guilds that had been together for years/decades scattered to the winds, on a break waiting for the next decent pvp to show up, yet none showed up.
I also wouldnt call it simply “slacking a bit on performance” when 20 players cant fight in the same place anymore without desyncs and abilities not firing.
You just admitted to cheating. That explains a lot.
I'm also curious about the source. Very interesting if true, but it's so common to hear clueless people confidently explain technical details about how mmo server performance works.
Also curious where all these skilled pvpers went- not too many games out there offer a similar experience which is part of the reason I think they can afford to slack a bit on performance.
As far as knowledge of technical details, I personally hosted and administrated a daoc freeshard with a fairly large population for quite a while, with instant50, perma full buffs, character rp transfers, capture the flag, ingame hourly pvp and bg map rotation voting, etc. My knowledge of server architecture, xml database management, C++, etc as well as extensive experience exploiting mmo vulnerabilities for 23 years, should suffice, but I understand if it does not in your view.
Nowhere, they didnt go to any other game, as there is no alternative anymore, they simply left. PvP guilds that had been together for years/decades scattered to the winds, on a break waiting for the next decent pvp to show up, yet none showed up.
I also wouldnt call it simply “slacking a bit on performance” when 20 players cant fight in the same place anymore without desyncs and abilities not firing.
You just admitted to cheating. That explains a lot.
I did not. I have never cheated in eso and in fact the last time I hacked an mmo was 1998.
BrokenGameMechanics wrote: »[
Both VD and Magika Det literally only work on zergballs. Furthermore, zergballs are the only people I have ever seen be upset by these. If you have any reason for wanting them removed, other than because they wiped your zergball, I would love to hear it.
One I got just shy of 100K PVP kills. Two I almost never, ever run in a group. But I do stay primarily in the inner ring. I tend to be right in the middle of whatever is hotest. "Zergballs" as you call them, as opposed shall I say, 4-man Cheese Balls which seems to be your preferred play style as near as I can determine, get annoyed precisely because it is 100% Mozzarella Cheese play that has nothing to do with skill or tactical group engagement.
Sooo much has changed across the board that there is actually some true tactical, skilled play that is and can be used against large ball groups running around spamming Ultis. Ulti spamming zergballs running are still way too annoying, BUT we don't need to return to the era of Cheese Balls, which never "skilled" play, to deal with the situation of Zergballs. Their utility time has passed, remove them.
I guess a case could be made for retaining them as they are still a viable, yet effective option for more casual players given the simplicity of play, however, these days it is far too often to see a great back and forth between two sides utterly ruined by VD.
Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »ITT Small Scale PvPer trying to convince the forum goers that AoE caps ruined PvP.
The mass exodus of the tens of thousands of pvpers happened within a couple months of release, before the performance degradation began, and the reason they left were due to AoE caps resulting in ball zergs everywhere. That part really isnt up for debate.
You have sources for how many PvPers left? I bet you dont. So yeah, its definitely debatable.
A absolutely massive amount. Servers completely emptied out over the course of a patch. This is back when there were many filled PVP servers.
Here is a source directly related. What I don't understand is how you can be so obstinate over this claim. "I bet you dont." Why are you betting against it? You really dont believe people didn't want to play in an environment where they couldnt hit more than 6 people at a time while they are being overrun by 30+? Drop an AOE stun and it hits 6 as 24 run right past you. Yea, that makes a lot of sense.
https://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
Servers always clear out after a game launches and players realize its not going to be what they wanted. Thats not news in the MMO genre. Trying to paint that exodus as if AoE caps was the sole reason or the deciding factor in why those players left is being misleading and typical of yourself and those that continue to bring up AoE caps. Youre a pretty well known 1vXer that has gone on plenty of rants about how you cant AoE down hoardes of players in the past. This isnt about making the game better and reviving PvP. Its always has and always will be about you wanting to be all powerful in an online environment. You could care less about fairplay or balance. So excuse me if I shrug off the opinions of someone that has a monetary interest in all of this.
I dont have monetary interest in this, and Fengrush is 100% correct.
I guess that settles it. Wait, it really doesnt. We have AoE caps in this game, thats not changing. So keep wailing about how you cant 1v30/50/100 players. Im certain the Developers are going to reverse course on that topic 6 years into the games development.
The irony...
No, we do not have AoE caps in this game any more. They were removed a couple years ago, which any actual Cyrodiil player would know. They were unfortunately removed too late to save it, since over 90% of the players had already left, and thus the servers resources were reallocated to elsewhere.
Where is the proof of these numbers?
Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »ITT Small Scale PvPer trying to convince the forum goers that AoE caps ruined PvP.
The mass exodus of the tens of thousands of pvpers happened within a couple months of release, before the performance degradation began, and the reason they left were due to AoE caps resulting in ball zergs everywhere. That part really isnt up for debate.
You have sources for how many PvPers left? I bet you dont. So yeah, its definitely debatable.
A absolutely massive amount. Servers completely emptied out over the course of a patch. This is back when there were many filled PVP servers.
Here is a source directly related. What I don't understand is how you can be so obstinate over this claim. "I bet you dont." Why are you betting against it? You really dont believe people didn't want to play in an environment where they couldnt hit more than 6 people at a time while they are being overrun by 30+? Drop an AOE stun and it hits 6 as 24 run right past you. Yea, that makes a lot of sense.
https://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
Servers always clear out after a game launches and players realize its not going to be what they wanted. Thats not news in the MMO genre. Trying to paint that exodus as if AoE caps was the sole reason or the deciding factor in why those players left is being misleading and typical of yourself and those that continue to bring up AoE caps. Youre a pretty well known 1vXer that has gone on plenty of rants about how you cant AoE down hoardes of players in the past. This isnt about making the game better and reviving PvP. Its always has and always will be about you wanting to be all powerful in an online environment. You could care less about fairplay or balance. So excuse me if I shrug off the opinions of someone that has a monetary interest in all of this.
I dont have monetary interest in this, and Fengrush is 100% correct.
I guess that settles it. Wait, it really doesnt. We have AoE caps in this game, thats not changing. So keep wailing about how you cant 1v30/50/100 players. Im certain the Developers are going to reverse course on that topic 6 years into the games development.
The irony...
No, we do not have AoE caps in this game any more. They were removed a couple years ago, which any actual Cyrodiil player would know. They were unfortunately removed too late to save it, since over 90% of the players had already left, and thus the servers resources were reallocated to elsewhere.
Where is the proof of these numbers?
There were tens of thousands of pvp players who came here for launch, and zos boasted this themselves. If you think theres more than 1000 total cyrodiil players left in eso, then I would love to know where they are.
Kalik_Gold wrote: »What PvP game did these mass exodus PvP MMO players go to?
Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »Nomadic_Atmoran wrote: »ITT Small Scale PvPer trying to convince the forum goers that AoE caps ruined PvP.
The mass exodus of the tens of thousands of pvpers happened within a couple months of release, before the performance degradation began, and the reason they left were due to AoE caps resulting in ball zergs everywhere. That part really isnt up for debate.
You have sources for how many PvPers left? I bet you dont. So yeah, its definitely debatable.
A absolutely massive amount. Servers completely emptied out over the course of a patch. This is back when there were many filled PVP servers.
Here is a source directly related. What I don't understand is how you can be so obstinate over this claim. "I bet you dont." Why are you betting against it? You really dont believe people didn't want to play in an environment where they couldnt hit more than 6 people at a time while they are being overrun by 30+? Drop an AOE stun and it hits 6 as 24 run right past you. Yea, that makes a lot of sense.
https://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
Servers always clear out after a game launches and players realize its not going to be what they wanted. Thats not news in the MMO genre. Trying to paint that exodus as if AoE caps was the sole reason or the deciding factor in why those players left is being misleading and typical of yourself and those that continue to bring up AoE caps. Youre a pretty well known 1vXer that has gone on plenty of rants about how you cant AoE down hoardes of players in the past. This isnt about making the game better and reviving PvP. Its always has and always will be about you wanting to be all powerful in an online environment. You could care less about fairplay or balance. So excuse me if I shrug off the opinions of someone that has a monetary interest in all of this.
I dont have monetary interest in this, and Fengrush is 100% correct.
I guess that settles it. Wait, it really doesnt. We have AoE caps in this game, thats not changing. So keep wailing about how you cant 1v30/50/100 players. Im certain the Developers are going to reverse course on that topic 6 years into the games development.
The irony...
No, we do not have AoE caps in this game any more. They were removed a couple years ago, which any actual Cyrodiil player would know. They were unfortunately removed too late to save it, since over 90% of the players had already left, and thus the servers resources were reallocated to elsewhere.
Where is the proof of these numbers?
There were tens of thousands of pvp players who came here for launch, and zos boasted this themselves. If you think theres more than 1000 total cyrodiil players left in eso, then I would love to know where they are.
Each of those campaigns can hold up to 450 players at the same time from all alliances(that is if ZOS didn't change the 150 players per each alliance population cap).
Speaking of PC EU server, the campaigns are usually on average low-medium population and are only full in prime time(around 18:00-21:00 UTC).
For a game as large as ESO I would expect dozens or even a hundred+ of different campaigns of 450 players each for only PVP on the server, but only 4 are enough for the population.
That speak volumes, there are barely any PVP players left.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler @ZOS_RichLambert
This discussion is not meant to cause drama, bait any responses, or disrupt in any way. It is meant to clear up some misunderstandings and state hope for the future.
This discussion is not meant to cause drama, bait any responses, or disrupt in any way. It is meant to clear up some misunderstandings and state hope for the future.
While discussing Cyrodiils performance in guild last night, I found that the majority of players version of history seemed to be unfortunately incorrect, obscured by time and . At this point, fixing Cyrodiil requires a good understanding of how we got here.
lack of communication
During development, it was determined that adding PvP would bring in a vast crowd of players from the other side of the market.
The most successful PvP game to date, Dark Age of Camelot, which at one point had hundreds of thousands of accounts, was determined to be the model, due to its design around 3 sided realm combat, which could be easily fit into the ESO universe. Members of DAoCs team were brought in to work on it. The design was worked out, and Cyrodiil was chosen as the location, mainly due to its centralized map geography, and being centered around the Imperial City, which would serve as this games Darkness Falls, a pve/pvp location open to only whichever side was winning.
The marketing campaign to court PvPers was extensive, and worked very well. Tens of thousands of PvP focused players flooded the beta server at launch. During this beta, hundreds of players on screen at the same time fought with very little lag, all skills fired when pressed, bars swapped, no health desyncs, etc.
What happened next, was unfortunate.
During this time period, small skilled groups coming from DAoC and another pvp games, dominated the large zergs, as can be expected. This lead to the usual spam reports of statements like "we had 40 people, how did we lose to 4 people?!?" and "they must be hacking, theres no way..." and "if this isnt changed, me and my massive zerg guild will cancel our subscriptions," etc.
Now a quick history lesson on the subject of zerging.
DAoC devs were use to the flood of angry reports from zergers dying, and knew to disregard it, because logically you cannot die to 4 players AoE abilities unless you are stacked like a blob and not paying attention. In truth, most of these threats to quit were just salty nonsense, as people hate losing in anything competitive, and would rather blame the system itself than their own failures. In DAoC, the answer given to them, and adopted by the good groups, was "spread on incoming" and "pay attention to your surroundings” aka pan your camera. This resulted in a strong pvp community with dozens of groups 8v8ing every night, as well as zergs still roaming with 100+ people. Due to a high skill ceiling, the pvp community was very healthy and lasted many many years.
Fast forward to Warhammer Online. During its beta, zergs were getting dominated by small skilled groups, and made the usual demands and threats to quit. Unfortunately, the dev team had changed quite a bit since DAoC, and they were not experienced enough to know to ignore the flood of reports. I can understand it from a customer service reps view (being a non game player) that if the majority demand it change, it should change. Thus, a massive change was wedged into the launch patch notes to say that AoE caps were now enabled, so that you could only hit a few people with your AoE abilities, allowing zergs to win via sheer numbers. Unfortunately, and as expected by me and other experienced PvPers, the result was a mass exodus of all the skilled groups within a month from launch, which left only zergs. With no actual competition going on (zerg v zerg isnt competition, its an unorganized mess), the pvp community died, and thus the game died quickly.
The exact same thing happened in Guild Wars 2, so I wont go into detail there.
Now back to ESO. During the week before launch, due to the mass reports from zergers dying to skilled small groups, an internal discussion was had on the subject, resulting in somehow the same quick decision being made, to add AoE caps to the launch build.
it was wedged into the patch notes claiming it had always been there, despite that being both incorrect and clearly a very strange thing to say in patch notes. Patch notes are to update you to changes, not to say "this is how this works FYI" for no apparent reason. This had two major consequences. One being the mass exodus of the skilled groups for obvious reasons, and the introduction of blob groups. In a blob zerg, due to the AoE cap, you could be content to be nearly unkillable, since any AoE would likely hit a different 6 people each time due to movement. The combination of a loss of skilled smallman groups, and introduction of blob zergs, drove away the majority of the tens of thousands of PvP only players who came to play ESO.
ZOS_JessicaFolsom wrote: »All AoE effect abilities in ESO have a max target limit of six, and always have. The exceptions to this are Alliance War-specific abilities, and several others, which are specifically noted (in tooltips) as having a higher or lower limit. So, if an AoE’s ability tooltip does not list it as having a special number (greater than or less than 6) of targets, it was designed to affect 6 targets, maximum.
ZOS_JessicaFolsom wrote: »The following abilities had a higher max limit than six, and have been fixed to be in-line with all other area-of-effect abilities:
Consuming Darkness (Nightblade)
Dragonknight Standard (Dragonknight)
Negate Magic (Sorcerer)
Scalding Rune (Fire Rune Morph - Mages Guild)
Soul Shatter (Soul Magic)
The massive loss of the pvp crowd, resulted in a removal of resources from the cyrodiil servers, which combined with blob zergs, caused massive server calculation issues. The movement of dozens of players tight together spamming AoE abilities was/is tough on the server, as it has to determine which players receive the effects of AoE abilities (again limited to 6) on constantly moving blobs based on the individuals x y z coordinates, not to mention the lighting effects involved as well. This caused constant server crashes and performance loss to all involved, resulting in even further exodus of pvp players.
The unfortunate solution to all this, was to first lower the population caps from the thousands boasted before launch to much lower numbers, to make the population bars look higher. Then to address the players, by stating the creation of a new spell, magika detonation, which would by design, only destroy zergs. The concept of removing AoE caps, which had been repeatedly stated over and over to be the only real solution, was once again pushed into the light by the few skilled PvP groups left, because magika detonation wouldnt work unless AoE caps were removed as well. Unfortunately, once again the zergers immediately began their angry campaign against the changes, and once again due to sheer numbers of them, magika detonation was nerfed to increase only 25% per player, up to a cap of 250%. This meant zero change to blob groups, and the server instabilities continued. Eventually, after the second major population cap drop (now only a few hundred players) to make the bars look populated again, somebody got the message that AoE caps were the cause of Cyrodiils problems. The statement was made that they may be removed, once again followed by the zergers angry demands and threats against what would destroy their only playstyle (stack on crown and spam 11121), thus AoE caps were only nerfed, to where now the first 6 players take full damage, then 6 more take 50%, then 25% for the next 6, etc... Thus the blobbings continued, because that was meaningless to a 24+ player blob group.
The end result. Finally, many years too late, the decision was made to remove AoE caps completely. Most of these blob groups then either left the game, or started playing smaller groups to avoid embarrassment at losing to 4 people.
Cyrodiil finally had the chance to be playable. Unfortunately, due to most of the server resources having been moved away from Cyrodiil in the years prior, it was now unplayable with 20+ people in one area at once, with massive health desyncs, skills and bar swaps not happening, nobody taking damage, and ping jumping around between 300 and 999+. The loss of both the skilled groups and the majority of zergers, lead to the tiny Cyrodiil population we have now, with not even enough players to fill two campaigns.
So here we are today. The big reason for this thread, is because going forward, a correct analysis of what happened is important. Its not that the MMO market consists of only 1-2% pvp players now, its that they all left for good reason, because no games are offering them a competitive environment with servers that can handle a fight.
My conclusion, and the big takeaway here, is that Cyrodiil CAN be popular. It was hindered from its potential for so long that it lost its following, but the system itself is still viable. As stated by numerous players, during PvP events you see spikes of server performance that are unseen the rest of the year, which are clearly a resource shift, which then disappears at the end of the event. If ZOS adds resources (a lot of resources) and creates a new marketing campaign to announce this, they will bring in a massive influx of thousands of new and old players, excited to see Cyrodiil at the potential they saw in beta. These players are still out there, waiting for any MMO with a good combat system to make the correct environment available.
GeorgeBlack wrote: »Not gonna watch any of that.
Want skilled pvp? Go see Line][Age 2003-2008 and Tera Online 2014.
Eso combat has 0 skill.
No money from PvP = no point to care about PvP.
What MMO is now worth to play in similar fast paced action combat style with massive battles?
Where does this false narrative come from? They don’t make PvP content that people could buy anyway, and most regular PvPers buy all the chapters and have ESO Plus. The incorrectly perpetuated myth that PvPers don’t spend money is just straight up wrong. If anything, I’d say it’s the other way around. All you have to do is go mount up on a resource during prime time to see that nearly everyone is running around on apex or radiant apex mounts.
No money from PvP = no point to care about PvP.
What MMO is now worth to play in similar fast paced action combat style with massive battles?
Where does this false narrative come from? They don’t make PvP content that people could buy anyway, and most regular PvPers buy all the chapters and have ESO Plus. The incorrectly perpetuated myth that PvPers don’t spend money is just straight up wrong. If anything, I’d say it’s the other way around. All you have to do is go mount up on a resource during prime time to see that nearly everyone is running around on apex or radiant apex mounts.
^This
And if you look at streamers (People who get more people playing the game and old players to return) a lot of the big streamers stream pvp...
Makes no sense to say PvP is such a small part of the community
There were less than 20 total players using Cheat Engine in Cyrodiil. Most of them were banned. The result however was that zergers had new ammo in their argument that they died unfairly to smaller groups, because like I said above, "people hate losing in anything competitive, and would rather blame the system itself than their own failures." Less than .1% of players were cheating, and for a short period of time, yet I see that excuse thrown around here. It is incorrect.
I think the conclusion of this thread is nothing in ESO is skilled anymore and everyone's statements are false. Thanks for coming to lowbeis Ted talk, were all screwed.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler @ZOS_RichLambert
Cyrodiil CAN be popular. It was hindered from its potential for so long that it lost its following
BackStabeth wrote: »There were less than 20 total players using Cheat Engine in Cyrodiil. Most of them were banned. The result however was that zergers had new ammo in their argument that they died unfairly to smaller groups, because like I said above, "people hate losing in anything competitive, and would rather blame the system itself than their own failures." Less than .1% of players were cheating, and for a short period of time, yet I see that excuse thrown around here. It is incorrect.
People cheat because they want to win. You do not know, you cannot possibly know how many people were using Cheat Engine. Cheat Engine happens to be one of the most popular of all time, ways of cheating a lot of games. This is logically, the most irresponsible claim you have made.
People get burned for cheating constantly, as a matter of fact it's so popular to cheat, and happens so often, that ZoS has had to employ technology to catch and even ban cheaters because there are so many of them. How you could say only 20 people were cheating, or less than for that matter, is way beyond my ability to understand. You expect people to believe that less than 20 people were using Cheat Engine?
And yeah, 24 people dying to a group of 4 people using AoE skills is unfair, it should never happen, it's not realistic at all, it doesn't happen in the real world, it doesn't happen in any game serious about PvP play, it doesn't happen in fiction, in movies, in any other way, why should it happen in ESO.
It's not anyone's failures except for ZoS. If 4 people are unfairly using game mechanics to kill 24 people, there is a glaring problem, there is something terribly wrong. And if those 4 people were truly as skilled as you continue to claim, then the AoE ability wouldn't matter, not at all, not one lick. But that's the only thing that has changed in the entire conversation you are posting here, is AoE. One thing. That takes no skill to use, no skill at all, it's just aiming and pushing a button. If you are that guy, you have no skill at all, you are not a skilled PvPer at all. You are a taking advantage of an unfair game mechanic, a button pusher with no imagination at all.
Sounds like some conspiracy theory stuff to me. In reality performance decreased dramatically with the lighting patch which transferred many calculations to the server side to combat cheating. From that point on each patch added more spaghetti code causing problems due to rushing content. They also started adding more proc sets, costumes, flashy mounts and skill animations. Everybody’s cp also started increasing causing much more server calculations as well.
To say resources were taking away seems unfounded since the performance issues can be traced back to the lighting patch and then each patch afterwards. That would also suggest they were taking resources away each patch which would make no sense. The problem is their coding and there is no amount of resources or improved servers that can change that. They need to take the time to fix their code or the performance will continue to degrade with each patch.
Kingslayer513 wrote: »OP's ideas sounds good on paper but that's definitely not what's causing the lag. It's actually pretty funny how many uninformed forum goers are applauding OP when they don't have a clue though.
The correct answer is this:Sounds like some conspiracy theory stuff to me. In reality performance decreased dramatically with the lighting patch which transferred many calculations to the server side to combat cheating. From that point on each patch added more spaghetti code causing problems due to rushing content. They also started adding more proc sets, costumes, flashy mounts and skill animations. Everybody’s cp also started increasing causing much more server calculations as well.
To say resources were taking away seems unfounded since the performance issues can be traced back to the lighting patch and then each patch afterwards. That would also suggest they were taking resources away each patch which would make no sense. The problem is their coding and there is no amount of resources or improved servers that can change that. They need to take the time to fix their code or the performance will continue to degrade with each patch.
To add on to this post, the whole concept of "taking away resources" doesn't make any sense at all within the megaserver architecture. The problem is fully about the increased server (calculation) load and bottlenecked resources server side due to poor design implementation.