So after the first week with practically zero ball groups, now they are back and so is the awful lag.
The first day of the 1st test, lag was bad as there was many ball groups, then it got better as they stopped playing around Wednesday.
Today ball groups are back again testing stuff and lag is unbearable. We'll see if they stop playing later in the week and how it effects lag spikes.
In another thread, someone said that the lag was back the moment a ball group came on yesterday. i.e. Before todays new test.
Which begs the question, if that ball group caused the same amount of lag when they couldn't cast AOEs as frequently, what is causing the lag?
here is your answer
this is not affected by the current AoE Testing
Organized group would fix this by running all classes and have all effect up all the time.
hows that even possible? isnt a second cast supposed to refresh the timer regardless of who casted it?
it refresh if it the same caster, if you have multiple people casting rapid regen for example, it stacks. And that screenshot is from a "medium" size group of 12 man, a 24 man group can easily have 10-15 rapidregen on EACH player. This is why the game becomes unplayable as soon a ballgroup shows up.
Good investigative work.
Seems simple enough to only allow one regen per person. I thought that was already the case. No wonder they are so hard to kill.
Organized group would fix this by running all classes and have all effect up all the time.
hows that even possible? isnt a second cast supposed to refresh the timer regardless of who casted it?
it refresh if it the same caster, if you have multiple people casting rapid regen for example, it stacks. And that screenshot is from a "medium" size group of 12 man, a 24 man group can easily have 10-15 rapidregen on EACH player. This is why the game becomes unplayable as soon a ballgroup shows up.
Good investigative work.
Seems simple enough to only allow one regen per person. I thought that was already the case. No wonder they are so hard to kill.
It would hit pugs way way harder as they are not organized so it will be an demand for only one dot of each type on you.
Yes organized will still win but you might be able to run away.
Organized always win, this is already seen in above shot, more back bar resto staff and you can spam rapid regen to cover more than 4 players in group.
Causals wonder why AOE don't work.
Are they testing this on the main server? It seems to me like they should test on, you know, the test server.
SidraWillowsky wrote: »Are they testing this on the main server? It seems to me like they should test on, you know, the test server.
I don't know what the main reason is that people don't have the PTS, but I know one thing that's keeping some people that I know away is the fact that the PTS is huge- you need to download what amounts to a second copy of the game. I know more than a few people who don't have that kind of space to allocate on their drives.
Maybe a Cyro-only test server where people get rewards on their live accounts for helping out with testing?
Organized group would fix this by running all classes and have all effect up all the time.
hows that even possible? isnt a second cast supposed to refresh the timer regardless of who casted it?
it refresh if it the same caster, if you have multiple people casting rapid regen for example, it stacks. And that screenshot is from a "medium" size group of 12 man, a 24 man group can easily have 10-15 rapidregen on EACH player. This is why the game becomes unplayable as soon a ballgroup shows up.
Good investigative work.
Seems simple enough to only allow one regen per person. I thought that was already the case. No wonder they are so hard to kill.
It would hit pugs way way harder as they are not organized so it will be an demand for only one dot of each type on you.
Yes organized will still win but you might be able to run away.
Organized always win, this is already seen in above shot, more back bar resto staff and you can spam rapid regen to cover more than 4 players in group.
Causals wonder why AOE don't work.
cross healing being braindead easy helps organized groups just as much as disorganized groups because it allows those organized groups to focus on everything besides healing. healing should require some effort, just hitting a button over and over again and putting a big hot on you entire raid is too generous, especially when that hot stacks. imagine the outcry if stam could just cast vigor and put it on a second person with every cast over and over and over again at range, lol. there should obviously be an advantage to grouping, but the way that cross healing works with regen is simply too generous.
SidraWillowsky wrote: »Are they testing this on the main server? It seems to me like they should test on, you know, the test server.
I don't know what the main reason is that people don't have the PTS, but I know one thing that's keeping some people that I know away is the fact that the PTS is huge- you need to download what amounts to a second copy of the game. I know more than a few people who don't have that kind of space to allocate on their drives.
Maybe a Cyro-only test server where people get rewards on their live accounts for helping out with testing?
this has pretty much never worked in any game as it's impossible to come up with a reward that appeals to everyone that will convince enough people to download PTS and play for enough time to gather valuable data. large scale tests have to be done on live servers because no one ever shows up on PTS, and ESO won't be the exception.
So after the first week with practically zero ball groups, now they are back and so is the awful lag.
The first day of the 1st test, lag was bad as there was many ball groups, then it got better as they stopped playing around Wednesday.
Today ball groups are back again testing stuff and lag is unbearable. We'll see if they stop playing later in the week and how it effects lag spikes.
Hmmm
...
Too early to draw conclusions but it's interesting that players might have been right all along, blaming ball groups for lag.
If that playstyle is indeed the source of bad performance, how do you think ZOS should deal with ball groups on a technical level of game mechanics?
TX12001rwb17_ESO wrote: »So after the first week with practically zero ball groups, now they are back and so is the awful lag.
The first day of the 1st test, lag was bad as there was many ball groups, then it got better as they stopped playing around Wednesday.
Today ball groups are back again testing stuff and lag is unbearable. We'll see if they stop playing later in the week and how it effects lag spikes.
Hmmm
...
Too early to draw conclusions but it's interesting that players might have been right all along, blaming ball groups for lag.
If that playstyle is indeed the source of bad performance, how do you think ZOS should deal with ball groups on a technical level of game mechanics?
Simple solution, for every group member AP gain is halved for everyone in said group.
1600 AP > 800 AP > 400 AP > 200 AP > 100 AP > 50 AP > 25 AP > 12 AP > 6 AP > 3 AP > 1 AP > 0 AP
With too many group members AP gain would be almost non-existence and with 12 people or more nobody would gain AP, most groups would drop to only 2 or 3 people less AP gain becomes impossible thus eliminating ball groups.
Another solution would be to do this with AOE damage and reduce it for each group member or better yet they can just implement Friendly Fire to the game, if you try to spam an AOE in group you can damage and kill your own allies.
The only outcome of these test is to further punish players for playing PvP.
That's it.
The server lag won't get better until they IMPROVE THE SERVERS. Absolutely every single issue that was there before is still going strong and trying to play in Cyrodiil during prime time is just torture even more now than before.
Don't get why ZOS is insisting on implementing these tests, if the game can't handle PvP remove it and be done with it because it's getting ridiculous.