relentless_turnip wrote: »relentless_turnip wrote: »-Reducing group sizes to 12(reduces radius check)
-Healing to only effect group members(reduces radius check)
-Only one type of each heal on a group member i.e. recasting rapids would refresh the effect rather than stacking it.
I dunno. Honestly, this sounds like the same band-aid solutions that got us to this point in the first place. Ultimately, this sort of tweaking is the same thing that got us here. I think that this will have us back here talking about performance before too long.
Do you feel it is anymore of a band aid fix than putting a cooldown on 60% of skills in the game?
I'm not sure, but I know which makes the gameplay feel worse.
jcmlongb16_ESO wrote: »I think a lot of the lag etc is due to packet loss and high latency.
For example, 2am this morning BST, on XBox EU there were a total of approx 14 DC and 30 AD, zero bars showing on all alliances, the mini load screens were still triggering, even withing southern high rock. In a 2v2 it took 3-5 button presses for leap to go off.
Any skill that requires a 'lock on' say heavy attack with a lightning staff or toppling charge wont go off without a light attack first, the only ability that consistently land are AOE, if this problem was fixed there would be less AOE's used.
One thing I find very strange is when something is changed to see if it fixes an issue when it doesn't the change is left in place, this is a very odd debugging process as you will never know if the subsequent change would have been effective if it wasn't for a previous change being left in.
Czekoludek wrote: »@ZOS_RichLambert Please, someone from ZOS should watch @FENGRUSH response. Great vid with so many valid points and propositions that will definietely hurt game less then what we see in OP.
https://www.youtube.com/watch?v=nO-NLBjSO1U
I thought about these proposed tests and think that Zeni take the wrong approach here, looking at wrong direction.
Sugaroverdose wrote: »High packet loss and high latency is a consequences of high server stress, not a reason.
relentless_turnip wrote: »relentless_turnip wrote: »-Reducing group sizes to 12(reduces radius check)
-Healing to only effect group members(reduces radius check)
-Only one type of each heal on a group member i.e. recasting rapids would refresh the effect rather than stacking it.
I dunno. Honestly, this sounds like the same band-aid solutions that got us to this point in the first place. Ultimately, this sort of tweaking is the same thing that got us here. I think that this will have us back here talking about performance before too long.
Do you feel it is anymore of a band aid fix than putting a cooldown on 60% of skills in the game?
I'm not sure, but I know which makes the gameplay feel worse.
ZOS is being more technical and aggressive in their proposed tests. Both are band-aids, but the ZOS method also includes some disincentive, and that is really where the focus should be. ZOS is approaching this with a little more punishment than I think they need to do, but this is just a test, not a solution, and these tests should help prove the direction that the need to go.
ZOS obviously feels that the solution lies somewhere along the lines of getting players to reduce how often they reuse AoE. The main question seems to be determining the level where AoE use is not a problem, whether that can be single player or needs to be across the entire group, and whether it should be a solution that involves timing limits or cost limits.
At this time, I don't expect that any of these tests are potential solutions. I think they are just gathering facts.
ZOS_RichLambert wrote: »Over the years, player power has grown considerably. With the addition of the Champion System, various armor/weapons sets, and changes to abilities, we have reached the stage where players - with the right build - can cast near-infinite numbers of abilities.
At launch, Cyrodiil’s processes were able to keep up with the number of AOEs cast, because most players couldn’t cast that many of them: they ran out of Magicka or Stamina, so they had to use AOEs judiciously. Over time, as player knowledge grew and regen builds grew in power, more players could cast more and more AOEs before running out of resources.
jcmlongb16_ESO wrote: »Sugaroverdose wrote: »High packet loss and high latency is a consequences of high server stress, not a reason.
You can have an under-worked server and but a poor network infrastructure and that would also cause it, I use BT as my isp and I don't get anywhere near the disconnections that my friend on Virgin get. There was also noticeable increase here in the UK when we went into lock down and people started working from home.
I'm not disputing that the servers may need an upgrade, but that wont help if the data centre is letting the servers down.
Czekoludek wrote: »@ZOS_RichLambert Please, someone from ZOS should watch @FENGRUSH response. Great vid with so many valid points and propositions that will definietely hurt game less then what we see in OP.
https://www.youtube.com/watch?v=nO-NLBjSO1U
I thought about these proposed tests and think that Zeni take the wrong approach here, looking at wrong direction.
bigdavid11b16_ESO wrote: »If anybody remembers. the day that nobody could group. is the day that cyrodiil had zero lag. Maybe you all should have a little ponder as to why. The reasoning is that there were no people spamming abilities that were linked to group utility
example : PURGE
Why can we not just start at once place. Group size. Lower it to a max of 12 and go from there.
Solo heal spammers does nothing good to alliance vs alliance battle btwCzekoludek wrote: »@ZOS_RichLambert Please, someone from ZOS should watch @FENGRUSH response. Great vid with so many valid points and propositions that will definietely hurt game less then what we see in OP.
https://www.youtube.com/watch?v=nO-NLBjSO1U
I thought about these proposed tests and think that Zeni take the wrong approach here, looking at wrong direction.
No, I watched the video - Fengrush is clearly speaking about what he wants from the game that suits his playstyle not what is best for the game overall.
Wanting heals to only work within your group is absurd, this is Alliance vs. Alliance combat so those on the same alliance should be able to throw out a heal to somebody near them even if they don't know each other.
Dusk_Coven wrote: »Put PvP on its own server running it's own ruleset so it won't keep messing up what's fun in PvE.
If this goes through on PvE you will probably have to rebalance all the endgame PvE achievements or have a cutoff where the "original" achievement can no longer be attained because of a drastically different ruleset.
TineaCruris wrote: »Dusk_Coven wrote: »Put PvP on its own server running it's own ruleset so it won't keep messing up what's fun in PvE.
If this goes through on PvE you will probably have to rebalance all the endgame PvE achievements or have a cutoff where the "original" achievement can no longer be attained because of a drastically different ruleset.
I'm still trying to figure out why they can't just do what ever they did to make the MYM event work pretty smoothly, but do it all the time.
What did they do that made it better? And why can't they be doing that all the time?
jcmlongb16_ESO wrote: »I think a lot of the lag etc is due to packet loss and high latency.
For example, 2am this morning BST, on XBox EU there were a total of approx 14 DC and 30 AD, zero bars showing on all alliances, the mini load screens were still triggering, even withing southern high rock. In a 2v2 it took 3-5 button presses for leap to go off.
Any skill that requires a 'lock on' say heavy attack with a lightning staff or toppling charge wont go off without a light attack first, the only ability that consistently land are AOE, if this problem was fixed there would be less AOE's used.
One thing I find very strange is when something is changed to see if it fixes an issue when it doesn't the change is left in place, this is a very odd debugging process as you will never know if the subsequent change would have been effective if it wasn't for a previous change being left in.
CTO: It is offical, AOE-s are killing the performance. We need stronger hardware.
CFO: Hold on, let me crunch some numbers .... Yep just as I thought. It will cost money. No can do ...
Third guy: But what if we simply limp the combat system. Like with a 3 seconds cooldown. I mean, they will hardly notice.
The whole room: GENIUS !
Blizzard hearing of this: GENIUS !
Players: Why do you hate your player base. Is the money we are giving you somehow offensive and you decide not to invest this offensive money into hardware infrastructure.
Czekoludek wrote: »@ZOS_RichLambert Please, someone from ZOS should watch @FENGRUSH response. Great vid with so many valid points and propositions that will definietely hurt game less then what we see in OP.
https://www.youtube.com/watch?v=nO-NLBjSO1U
I thought about these proposed tests and think that Zeni take the wrong approach here, looking at wrong direction.
No, I watched the video - Fengrush is clearly speaking about what he wants from the game that suits his playstyle not what is best for the game overall.
Wanting heals to only work within your group is absurd, this is Alliance vs. Alliance combat so those on the same alliance should be able to throw out a heal to somebody near them even if they don't know each other.
At this point I don't give a damn anymore. Test whatever you need to test, fix whatever needs fixing. ANYTHING that can make PvP work and not have your character spaz, freeze, unable to cast I'll take it. And if this discourages the lowest life form in Cyrodiil - ballgroups - oh boy! EVEN BETTER! Those brainless 1 skill spammers need to disappear.