techyeshic wrote: »Good ball groups run quite well with 12. There was an escalation in size by the bad ones so I imagine that the purge and radiating regen spam is still a big culprit and just eased that its not hitting 24 playersj.
We have another test next week but I am not sure what the point is to just have ramping costs when above 6 players. Why not just do group size of 6?
And I know the guild I am in has events with huge players turning out and how that would impact, but I'd like to see the end result be groups still 24, but broken down and assigned to teams of 6 that the crown can arrange who then get the buffs and heals. Maybe different color chevrons to identify.
Note that unlike the other changes this will have none to minimal impact outside Cyrodil. None in dungeons and trials and its no reason to remove healing out of group overland.The limitations of group size is absolutely amazing and is one of the better things ZOS has done for PvP since launch. Hopefully this test will become permanent. For me the performance improvement during primetime was noticeably better yesterday than any of the other tests.
dinokstrunz wrote: »From my experience today lag still occurred when the organised ball groups showed up or large three way faction fights but it wasn't anywhere near as horrific as the previous test weeks, I will probably continue to monitor over the coming days. I'm hopeful the next week or two will be promising.
We will still see lag occur from groups aoe hitting each other during this test(what zos probably thought was the issue originally). For sure 50 allies keeping buffs/hots/smarthealing on each other without these calcs going away by any means was going to be the bulk of the lag. Think enemy dots/effects can be purged off, but ally hots/effects will remain and keep stacking.
What is nice is how this is probably the least intrusive out of any of the tests and seems to make a massive difference.
I hope zos can take ideas for other ways to fix the 50v50 aoe fights causing lag though. They need to honestly find ways to spread combat out or limit how many calculations players can output on enemies without ruining aoe.
Spreading combat out would be as simple as making the resources worth more in keep seiges. My concept would be to make them the rez points while a keep is flagged. If you die within keep/res range you could rez at an owned resource every 5 mins. This goes for defender and attacker. FCs would no longer be able to be placed within keep range on either side. Ap for res take/def are worth exceedingly more while X number of seige is up on both def/atk side.
The one thing I wish they brought back from way back was to make over time effects not stack from multiple sources(through battlespirit). This would still allow for aoes to be unchanged, keeping the integrity of the combat system whole. At the same time this keeps dots viable in small fights due to higher class diversity. However it will prevent persistent calculations from lingering on enemy players. Future proc/dot metas could be avoided aswell like how the sloads/soul meta would have never happened. Catapults(beyond the most calculation dense seige there is) wouldn't be spammed everywhere at breaches.
aside from the combat mechanics on a tech level that they are messing with now, Cyro needs some changes on a strategic level.
for instance the concept of de throne is that two factions will de throne the third, this entails 3 factions fighting at a single keep.
this is by design.
that design needs to change, if the game cannot handle it, dont encourage it. there are other systems in place in Cyro that just are or promote bad gameplay, and these are things ZOS needs to change.
I think a good idea would be to make the keeps way harder to take and scale the guards/gates/walls to the number of enemy players near the keep.
Currently you can take a keep within 4-5 minutes and once you start the chain of capturing a keep after keep, players are naturally drawn to follow in whichever direction the keeps are flipping. If it was harder to zerg a keep, rather than apply some strategy, I think people might spread out more?
NeillMcAttack wrote: »
relentless_turnip wrote: »Maybe there was no visible lag, but attacks still did not fire very often.
Gameplay was a mess with mini-groups all over the map, small sieges that took forever and so on. This test only favours discord voice chat groups that can coordinate the same group sizes as before, while all others are left behind. I found gameplay the worst with this test. Large groups with players that contribute their skills and gear to the whole are the core of cyrodiil PvP.
This.
Cyrodiil PVP is about large battles...and was the core of ESO advertising before launch.
Cyrodiil was intented to be like : https://www.youtube.com/watch?v=rfeMROJhXSY
And yes, at start we had huge pvp battles .. but . cut after "lighting patch".
ZOS give our Cyrodiil PVP back!
Thanks!
just for clarity.
the "lighting" aspect of the patch is not what caused the lag.
that same patch more data was moved server side rather then client side (due to hacking and exploits, anyone remember the gold mat duplication back at launch, and everyone thought the economy would never recover?) this caused the server to be pinged more for combat information rather then leaving it in and trusting the client, the net result being more packets, and more lag.
so yeah, blame the exploiters XD
and even then it didnt stop, cheat engine was used by many (even though lots of PvP'ers CLAIMED that people were just bad and needed to get good, anyone remember blinxy btw?)
this led to one weekend, i feel like it was around ZOS Christmas break (or some holiday) a couple players exploited the crap out of PvP, flying around keeps, spamming meteor ultimate's, making it clear that YES there were exploits and YES people could use them.
they got banned, and ZOS claimed they cracked down on cheats.
however it was often claimed you could still use cheat engine and various other hacks as long as you kept values within a reasonable level, like regen values and damage numbers.
so PvP in this game has lost all trust from many vet players, hard to believe everything is legit and people are all playing fair when it so clearly did exist.
I have seen a site that still sells ESO cheat software. I forwarded I reported, but never heard anything back.
So you can't heal someone not in your group about to die? You just watch it happen?
Maybe there was no visible lag, but attacks still did not fire very often.
Gameplay was a mess with mini-groups all over the map, small sieges that took forever and so on. This test only favours discord voice chat groups that can coordinate the same group sizes as before, while all others are left behind. I found gameplay the worst with this test. Large groups with players that contribute their skills and gear to the whole are the core of cyrodiil PvP.
This.
Cyrodiil PVP is about large battles...and was the core of ESO advertising before launch.
Cyrodiil was intented to be like : https://www.youtube.com/watch?v=rfeMROJhXSY
And yes, at start we had huge pvp battles .. but . cut after "lighting patch".
ZOS give our Cyrodiil PVP back!
Thanks!
just for clarity.
the "lighting" aspect of the patch is not what caused the lag.
that same patch more data was moved server side rather then client side (due to hacking and exploits, anyone remember the gold mat duplication back at launch, and everyone thought the economy would never recover?) this caused the server to be pinged more for combat information rather then leaving it in and trusting the client, the net result being more packets, and more lag.
so yeah, blame the exploiters XD
and even then it didnt stop, cheat engine was used by many (even though lots of PvP'ers CLAIMED that people were just bad and needed to get good, anyone remember blinxy btw?)
this led to one weekend, i feel like it was around ZOS Christmas break (or some holiday) a couple players exploited the crap out of PvP, flying around keeps, spamming meteor ultimate's, making it clear that YES there were exploits and YES people could use them.
they got banned, and ZOS claimed they cracked down on cheats.
however it was often claimed you could still use cheat engine and various other hacks as long as you kept values within a reasonable level, like regen values and damage numbers.
so PvP in this game has lost all trust from many vet players, hard to believe everything is legit and people are all playing fair when it so clearly did exist.
HeroOfNone wrote: »This could change if the community agreed to an aggressive anti-cheat engine installed on their PC. With something that could scan the kernel and memory for cheat tools (to shutdown things like cheat engine) more functions could be shifted client-side again and give better responsiveness. A lot of players were upset when doom eternal did this though, especially since it wasn't announced ahead of time, and felt it was too invasive.