ZOS_RichLambert wrote: »We will be very upfront, but please be aware that if these tests confirm our hypothesis, then chain-casting AOE abilities will no longer form the core of the ESO PvP experience in the way it has for the last few years.
Can we have a test with a strict cutoff on "in combat"? My personal tinfoil theory is the in combat bug is causing lag. When people don't die, its retaining info from that fight for sometimes hours. This would explain the oft cited "ball groups cause lag"... they don't die and are hit by lots of people. All of that data has to be constantly calculated until that group dies.
Thanos7895 wrote: »ZOS_GinaBruno wrote: »Hi all,
Just posted an update in the main stickied thread, but wanted to cross-post here as well for extra visibility.
As we approach the end of our scheduled tests, we’ve determined that we’d like to run at least two more tests to gather additional data, which are outlined below. Our goal here is to see how a combination of changes from previous tests affect the performance, as we’ve found they have not had a significant impact individually.Our current plan is to disable all tests and double AP once Update 28 launches for PC on November 2. At that time, we’ll need to take some time to analyze the data collected from all the tests and determine next steps. Once we have a better idea of what that entails, we’ll let everyone know.
- October 19 - 26:
- Shared global AoE cooldown with a 3 second timer
- Group size limited to 12 in Cyrodiil
- Ally-targeted abilities only applied to group members
- October 26 – November 2:
- Shared global AoE cooldown with a 3 second timer
- Group size limited to 12 in Cyrodiil
- Ally-targeted abilities only applied to group members
- Global ramping cost per successive AoE cast by 50%/100%/150%
- Regen decrease per successive AoE cast by 33%/66%/99%
Will ZOS be providing refunds for ESO Plus for the 2 months of playtime where Cyro has been under tests? I mean since you are putting the 7 year old game back to a beta state with these tests it seems only fair...
relentless_turnip wrote: »I don't know if a shared GCD is your intended solution or simply a metric to see how much you need to reduce aoe by?
If it is only your intention to implement this as a fix, I think many people will be upset. Taking up to 10secs to buff on some characters with the first buff running out before all can be applied is frustrating. If it is simply a benchmark for reducing radius checks that may be a different story.
If skills will be altered to remove radius checks and none to as little cooldowns as possible, this may be salvageable. I would still rather you just reverted the harrowstorm patch. Surely gaining stadia isn't as important as maintaining the other 3 platforms already invested in the game.
Soul_Demon wrote: »Thanos7895 wrote: »ZOS_GinaBruno wrote: »Hi all,
Just posted an update in the main stickied thread, but wanted to cross-post here as well for extra visibility.
As we approach the end of our scheduled tests, we’ve determined that we’d like to run at least two more tests to gather additional data, which are outlined below. Our goal here is to see how a combination of changes from previous tests affect the performance, as we’ve found they have not had a significant impact individually.Our current plan is to disable all tests and double AP once Update 28 launches for PC on November 2. At that time, we’ll need to take some time to analyze the data collected from all the tests and determine next steps. Once we have a better idea of what that entails, we’ll let everyone know.
- October 19 - 26:
- Shared global AoE cooldown with a 3 second timer
- Group size limited to 12 in Cyrodiil
- Ally-targeted abilities only applied to group members
- October 26 – November 2:
- Shared global AoE cooldown with a 3 second timer
- Group size limited to 12 in Cyrodiil
- Ally-targeted abilities only applied to group members
- Global ramping cost per successive AoE cast by 50%/100%/150%
- Regen decrease per successive AoE cast by 33%/66%/99%
Will ZOS be providing refunds for ESO Plus for the 2 months of playtime where Cyro has been under tests? I mean since you are putting the 7 year old game back to a beta state with these tests it seems only fair...
That is quite a good question.......probably the only game in history to be doing 2 months of beta testing on a 7 year old game while forcing paying customers on a live server to pay for it. The players have lost faith in ZOS over the years of using the test server due to ZOS not using the feedback they worked so hard to provide them....so now you simply break all taboos by forcing participation, for two months on a live server- Not really the kind of thing you would do I think if you want to retain customers.......has anyone there brought up what they think customers may do or what can they do when you force beta testing on them while taking money to provide a fun experience for them? Bottom line here is NONE Of the testing is fun....your game is no longer any fun, and isnt that the whole point of a video game? Fun.
silvereyes wrote: »I think you may be missing the forest for the trees here. You are so laser focused on getting your server frame time metrics down that you forgot the entire point of the exercise, which was to make Cyrodiil less frustrating for players.
Personally, I'd almost prefer to just leave things be at this point. I'd much prefer to have the only times my skills don't fire be when two zerg balls collide, rather than enshrine skills not firing as an official gameplay mechanic that affects 100% of my play time in Cyrodiil.
One should not forget that both AoE healing and AoE damage ought to have opportunity costs to reward skillful play - a which is a principle ESO did ignore in the first place 7 years ago.
That being said, the global cooldowns should not apply to ungrouped players, as this is just unjust. Some classes don't care (Stamblade), some are unplayable (MagTemplar), and those who are op anyways are becoming even more unique, relatively speaking (StamNecro, StamWarden).
Could anyone suggest some viable builds I could switch to for the next two weeks? I play a Magplar healer and have exactly 1 skill (LA shield) on my bar that is not considered AoE.
Could anyone suggest some viable builds I could switch to for the next two weeks? I play a Magplar healer and have exactly 1 skill (LA shield) on my bar that is not considered AoE.
Can we have a test with a strict cutoff on "in combat"? My personal tinfoil theory is the in combat bug is causing lag. When people don't die, its retaining info from that fight for sometimes hours. This would explain the oft cited "ball groups cause lag"... they don't die and are hit by lots of people. All of that data has to be constantly calculated until that group dies.
ZOS_GinaBruno wrote: »Hi all,
Just posted an update in the main stickied thread, but wanted to cross-post here as well for extra visibility.
As we approach the end of our scheduled tests, we’ve determined that we’d like to run at least two more tests to gather additional data, which are outlined below. Our goal here is to see how a combination of changes from previous tests affect the performance, as we’ve found they have not had a significant impact individually.Our current plan is to disable all tests and double AP once Update 28 launches for PC on November 2. At that time, we’ll need to take some time to analyze the data collected from all the tests and determine next steps. Once we have a better idea of what that entails, we’ll let everyone know.
- October 19 - 26:
- Shared global AoE cooldown with a 3 second timer
- Group size limited to 12 in Cyrodiil
- Ally-targeted abilities only applied to group members
- October 26 – November 2:
- Shared global AoE cooldown with a 3 second timer
- Group size limited to 12 in Cyrodiil
- Ally-targeted abilities only applied to group members
- Global ramping cost per successive AoE cast by 50%/100%/150%
- Regen decrease per successive AoE cast by 33%/66%/99%
visionality wrote: »In german we have a saying: "pouring out the toddler with the bath". This is exactly what those two additional weeks (and the reasoning for it) look like.
Lets assume you are successful and manage to reach the server FPS numbers you desire. Then what? Install those setups permanently for PVP? Whole classes will just disappear from Cyrodiil, groups will give up, guilds will disperse. Al that remains will be gankers, ubertanks and proctards, all for them running solo because that will guarantee the best (spare) healing for them.
Is this your vision for Cyrodiil? Ganker searching for other gankers to gank? Ubertanks permabatteling another ubertank on a ressource flag that will never turn?
Another german saying: "dear god, have mercy and throw down some brains!"
Nordic__Knights wrote: »im having an lil trouble understanding how this is working but if i place my wall my BOL gos on CD but if i BOL my wall doesn't and both are AOE and when placed wall>BOL it is dealt with as so but when placed BOL>walll its not dealt with as so because wall never gets the delay of 3s