Update on Cyrodiil Performance & Upcoming AOE Tests

  • Calypso589
    Calypso589
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    Eur0ed wrote: »
    NirnStorm wrote: »
    IMO this test is gonna work out great, will definitely fix performance issues.
    On another note, if we disabled combat altogether in PvP, that will also fix performance issues.

    This test is basically "lets see if making our dynamic combat system less dynamic, will fix performance".
    Of course it will. But at what cost?

    I was going to write my own reply..but this is perfect.

    Gutting the flow and feel of combat to fix performance will 100% work while also eliminating the one key thing that makes PVP in this game stand out.

    Well right now the game in Cyrodiil is standing out for the wrong reasons (lag) so while there's understandable concern over the potential hit to the dynamics of combat in Cryodiil I have to ask then....what's your idea?
  • DarkPicture
    DarkPicture
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    So they slowly removing core and unique mechanics of the game XD

    Instead fast and action combat we will get cooldown and cast time combat
    Edited by DarkPicture on July 27, 2020 2:44PM
  • HEIIMS
    HEIIMS
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  • Ode2Order
    Ode2Order
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    People, please read, these tests are only gonna affect things in Cyrodiil, not in PVE or even BG.
  • Rezdayn
    Rezdayn
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    Dagoth_Rac wrote: »
    Do you intend to make these changes global, eventually? That is, will this apply to Trials?

    It is one thing to shake up Cyrodiil where your enemies will be affected by the same limitations. A new meta and equilibrium will be reached. Maybe players won't like it, but you will still be able to PvP.

    But Trials are dependent on certain DPS thresholds being met, and "cleave" damage can be critical to meeting those thresholds. If players have to single target every trash mob, every boss add, etc. That is going to get very tedious, very quickly, and really mess with the intended fight designs.

    Heck, even "easy" content like Darkshade II will be massively impacted. I cannot imagine fighting Grobull or the waves of Dwemer automatons up the hill after Grobull, without tons of AoE. And then there is Vet Black Rose Prison. That is one of the hardest pieces of content in the game and it is all about throwing huge numbers of enemies at you and I do not see clearing that without throwing huge numbers at AoEs at those enemies.

    Agree.

    ZOS please do not put this into pve.
  • Pain In The Axe
    Pain In The Axe
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    Game performed much better Pre Animation Canceling Changes and we didn't have cool downs. Now theres hardly a moment in Grey host where I feel fluid PVP fights. Maybe these changes could potentially help the server but is it worth the cost of dumbing down the game play? I can see this hurting small scale and solo play the most which would be a shame.
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  • LPCDC
    LPCDC
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    ADIOS, EP nooballers.
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  • Nevidyra
    Nevidyra
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    Seriously? This will absolutely kill the fluid combat of ESO and will make Cyrodiil even more dead. You are absolutely putting a hammer to classes like Templars as well-- their SPAMMABLE becomes UNUSABLE.

    Who the hell thought of this, for real????

    Can see a lot of players quitting if this goes through.
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  • StabbityDoom
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    Is it my ignorance here or is this the only MMO with PVP that has to install such a hit to AOE?

    I can't help but feel there's blame shifted to the players instead of recognizing it is at its core the code that is a problem.
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  • Rezdayn
    Rezdayn
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    Ode2Order wrote: »
    People, please read, these tests are only gonna affect things in Cyrodiil, not in PVE or even BG.

    Until..

    image.jpg?w=400&c=1
    Edited by Rezdayn on July 27, 2020 2:48PM
  • Vildebill
    Vildebill
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    It's positive to see that something's being done about the atrocious performance in Cyrodiil, but I hope some of these changes will not be permanent.

    Maybe they could put cooldown on certain abilities that aren't designed to be spammed, and not on the ones that are, like jabs.
    EU PC
  • GoodFella146
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    Limiting groups to 12 players would probably help as well
  • Radiance
    Radiance
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    I don't like this idea at all. In PVE you have to set your aoes simultaneously then do your direct attacks and sometimes they are dropped in the wrong place and need to be recast... No, I don't like this at all but it seems this is where we're at...
  • Rake
    Rake
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    if we delete templars performance will improve
  • JamieAubrey
    JamieAubrey
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    I'm reading this and all I get is RIP BALL ZERGS

    YES YES 10000000 TIMES YES
  • jaws343
    jaws343
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    Nevidyra wrote: »
    Seriously? This will absolutely kill the fluid combat of ESO and will make Cyrodiil even more dead. You are absolutely putting a hammer to classes like Templars as well-- their SPAMMABLE becomes UNUSABLE.

    Who the hell thought of this, for real????

    Can see a lot of players quitting if this goes through.

    People keep saying the spammable becomes useless, but the main post makes it clear that any changes will also come with changes to class skills to account for this. So it could be the sweeps becomes an entirely different skill as a result.

    It could also be that duration is increased for aoe skills to make up for a cooldown in PVE.

    We don't know and it hasn't even been tested yet.

  • Altyrann
    Altyrann
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    Not quite sure why Puncturing Sweeps is used in the example given it's a core class spammable.

    Hoping that we get gameplay design trumping server issues before this goes live in anger!
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    @ZOS_RichLambert
    A few points to make here.

    1) I'm glad you are doing tests on the live servers. I would encourage you to not be shy about running these in the future too.

    2) the date you picked may not be the best. At the start of a new patch it's normally dead in cyro for 1 week. Also New world is running their preview which may also lower population.

    3) please provide a list of abilities which are considered AoE. For example Rapid Regen is single target but searches for allies in the area. Is that an AoE?

    4) I can tell you as a player from beta till now. We never had cost issues casting aoes. People use to pound springs constantly and that gave more than enough magicka to cast offensive abilities in fight. I can't realistically agree that frequency of cast is the problem between now and then. But I can and cpt that there will be other reasons stacked on top. Like CP etc..

    5) if you want any form of sensible test data on this, remove the base tick for offensive captures have it scale only based on the fighting there only. Otherwise people will go full midyear mode and avoid fighting and just flip empty keeps.
    Edited by Izanagi.Xiiib16_ESO on July 27, 2020 4:17PM
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  • Pyvos
    Pyvos
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    Thank you for writing up this comprehensive post on what the ESO team considers the most pertinent issues regarding Cyrodiil performance. I look forward to participating in the tests (such as on my healer) to help provide more information.

    I obviously agree with what other folks have said regarding ESO's combat system being one of its major selling points, so I'm hoping that we can see similar performance gains by having ramping AoE costs. Unilaterally "nerfing" this part of the combat system is not optimal and I'd much rather see a Cyrodiil-wide debuff be applied to characters when they're in the zone that ramps up AoE costs, so PvE is less affected by these changes.
  • JiChaMa
    JiChaMa
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    There are 2 possible ways for zos to cope with lag in cyrodiil:

    1. Hire really high payed it specialists to work on optimisation and pay for better server performance.
    OR
    2. Punish players for using skills, so they cast less and eventually leave cyrodiil.
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  • WombatNipples65
    WombatNipples65
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    If we can't cast AoEs back to back anymore on a 1 second cooldown, go and give us a 3x damage buff... Oh thats too strong?
    PC EU
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  • Pauls
    Pauls
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    Most of all performance problems could be solved with more resources, as it was shown during Midyear Mayhem event. Instead of adding resources you are fine with mutilating currently working combat system by adding limits :/
  • L_Nici
    L_Nici
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    As long as they mean only field AoEs with that I am fine. But if they include, Streak, Jabs, Reverse Slice, Stampede, Blastbones, Bombard, and so on, that will be devastating.
    Edited by L_Nici on July 27, 2020 2:53PM
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  • LeifErickson
    LeifErickson
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    Move things back to client side with new anti cheat.

    Cap groups at 8 or 12.

    Do something other than this.

    If any of those 4 ends up being permanent everyone will quit except people like Dwemer Paleontologist.

  • imredneckson
    imredneckson
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    Fix your game ZOS don't kill it.

    Best ideas I can see or think of, drop CP from the board, increase the cost of spammable AOEs, and/or hire someone who can actually fix the game.
    Edited by imredneckson on July 27, 2020 3:02PM
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  • WombatNipples65
    WombatNipples65
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    Pauls wrote: »
    Most of all performance problems could be solved with more resources, as it was shown during Midyear Mayhem event. Instead of adding resources you are fine with mutilating currently working combat system by adding limits :/

    SPOT ON
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  • nuttytom
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    Well there will be less lag because no one will be playing :smile:
  • Altyrann
    Altyrann
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    Have you considered buffing ST DoTs...
  • BigBragg
    BigBragg
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    If CP is such a strong contributing factor, why not just strip it out of PvP entirely? That would put a lot of builds and players back to meaningful choices instead of being able to do everything and still let us have the fast gameplay we enjoy.

  • Ragnaroek93
    Ragnaroek93
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    This is a horrible idea and will cause so many balance issues...
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
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