Hidden 30- second cooldown on swapping CP's

  • deleted221106-002999
    deleted221106-002999
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    Hey everyone, the cooldown was added to alleviate some performance concerns on both the server and database. As this was something that changed a system new with PTS, we didn't call it out in the Live launch notes.

    So, the add-on had a cooldown introduced in order to prevent anticipated extra server load? Can you kindly explain what the effect would be on the servers if these abilites that we previously enjoyed passively as players did NOT have to be actively swapped around and were, as before, passively active? I mean, presumably the feared problem with the servers is a new one caused by the introduction of the requirement that players' micromanagement ping the server to repeatedly request swapping these abilties around?

    Perhaps a better result for the servers and definitely for most of the players would be to REMOVE the swapping altogether, since that would remove all the extra communication that is being generated by this horrible, clearly unwanted and terribly designed micromanagement system?
  • Saucy_Jack
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    PIE KING HEARTILY DISLIKES THE CURRENT GREEN TREE IMPLEMENTATION AND THINKS MOST IF NOT ALL STARS IN IT SHOULD BE PASSIVES.

    HUZZAH!
    ALL HAIL SNUGGLORR THE MAGNIFICENT, KING OF THE RNG AND NIRN'S ONE TRUE GOD! Also, become a Scrub-scriber! SJ Scrubs: Playing games badly to make you feel better about yourself.
  • Noggin_the_Nog
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    Souterain wrote: »
    Hey everyone, the cooldown was added to alleviate some performance concerns on both the server and database. As this was something that changed a system new with PTS, we didn't call it out in the Live launch notes.

    Perhaps a better result for the servers and definitely for most of the players would be to REMOVE the swapping altogether, since that would remove all the extra communication that is being generated by this horrible, clearly unwanted and terribly designed micromanagement system?

    Well said - could not agree more
  • Linaleah
    Linaleah
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    Sergykid wrote: »
    if you want extra loot in the chest just give up your 10% mount speed, you can live without it.
    if you want to find better fish just give up your 30 minutes on food, you don't use expensive food overland anyway.

    you get the idea, you can live with just 4 slotted, you don't have to get all the possible bonuses at once. What's next, you ask for all spells passives just because you have skill points invested in them, why you need to slot the ability.

    I already gave up on all of those. I still a whole lot more slottables than I have slots and I have a choice to either give up on them all together and continue disrupting my play flow.

    here is an actual example for you.

    I go out fishing because I'm still working on my angler. while moving between the fishing holes, I run into.. several chests, a bunch of crafting nodes, couple of urns that are safe and a backpack that I need to steal from to loot, so I'm stealthing for it. while looting that backpack, I will also pickpocket and stab the yellow npc hanging around.

    and this is a very short loop, that I will likely repeat in some variation for the next hour or two.

    not counting speed boosts. not counting potions.

    lets count how many slottables would be very useful for that short little loop.

    master gatherer for speed, plentiful harvest for bonus mats, treasure hunter, home maker (pretty much the only reason I look backpacks and urns is because they have a chance to have furnishing recipes), cutpurse's art, Reel technique, Anglers instincts, sustaining shadows.

    and that is assuming that I'm going to also slot and unslot infamous (for extra gold) only when I go to the refuge rather then use phirrari in a field. (sorry if i misspelled her name). and this is ALSO giving up on fairly useful Fadeaway and relying on spectral assasin passive from dark brotherhood (which gives me 15% chance, vs shadowstrike's guarantee)

    this is a MINIMUM of 8 slottables. and that is considering that harvesting bonuses used to be completely passive and not requiring micromanagement, movement speed boosts ALSO used to be passive and did not require micromanagement and stealth detection radius that I now need to spend cp on, used to be my bosmer main's racial passive.

    even with giving up bonuses that I used to have, didn't need to micromanage and could aquire with a lot less CP then is required right now.... we STILL have TOO. MANY. SLOTTABLES. that IMO should have been passive.

    and I'm again assuming that I'm ok with switching over to meticulous disassembly and Infamous when I get to town rather then having them permanently active.

    but yeah, sure there are no problems here, none at all.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Zephiran23
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    Sergykid wrote: »
    if you want extra loot in the chest just give up your 10% mount speed, you can live without it.
    if you want to find better fish just give up your 30 minutes on food, you don't use expensive food overland anyway.

    you get the idea, you can live with just 4 slotted, you don't have to get all the possible bonuses at once. What's next, you ask for all spells passives just because you have skill points invested in them, why you need to slot the ability.

    However, ZOS have introduced a system that is designed to encourage you to swap skills as the current situation suggests. It is also meant to reward long term players by giving them more CP to use, the more hours they put into the game.

    Presumably more hours played leads to greater opportunities for profits either as ESO+, new Chapters, or crown store sales. Locking in long term paying customers is a desirable pathway for the monetization team. So rewards that have small database costs are a good way to retain players, without for example the hours required for art and animation teams to create new equipment or non-combat pets.

    There appears to be a discrepancy in approach between different parts of the company as to how best to maximise profits from us (the players). Given the length of time between when the CP lock was announced and the launch of U29, it is surprising that the server load of players frequently wishing to change which stars to have active was not thoroughly considered.
  • AlexWaff
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    Bottom line - slots make sense and feel nice for the combat trees, and were carried over and forced into the Craft tree just for consistency's sake, yet all the skills that inherited it are bad choices. They'll either need to vastly strip down what is active and what isn't, but the problem is there won't be nearly enough meaningful slottable skills left - if at all. So they'll end up either having to remove the Craft slots entirely, or redesign completely new skills that make sense to be slotted (hard, perhaps impossible considering the nature of the Craft constellation)
  • silvereyes
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    The green constellation has too many slottables that should be passive. The other constellations have too many passives prolonging the CP grind . It's almost like there's an obvious solution here....
    https://forums.elderscrollsonline.com/en/discussion/564637/cp-2-0-passive-stars-vs-active-stars/p1
  • DMuehlhausen
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    Wait...what??? The one thing I was really looking forward to about this patch was that add-on. With a 30 second cool-down, constantly switching green tree choices as I move around the map just turned into a even bigger PITA.

    Yeah it's really a pain. I run a dps build during the day and heal for trials. While I only have to do it once though as well. Switching my builds now takes like 10 minutes where before it was just a couple clicks and off you go.
  • AlexWaff
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    Wait...what??? The one thing I was really looking forward to about this patch was that add-on. With a 30 second cool-down, constantly switching green tree choices as I move around the map just turned into a even bigger PITA.

    Yeah it's really a pain. I run a dps build during the day and heal for trials. While I only have to do it once though as well. Switching my builds now takes like 10 minutes where before it was just a couple clicks and off you go.

    Oh yeah, so if you want to swap all 4 you have to wait 2 minutes total in between? make it 4-5 minutes form both Warfare and Fitness...
  • renne
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    Souterain wrote: »
    Hey everyone, the cooldown was added to alleviate some performance concerns on both the server and database. As this was something that changed a system new with PTS, we didn't call it out in the Live launch notes.

    So, the add-on had a cooldown introduced in order to prevent anticipated extra server load? Can you kindly explain what the effect would be on the servers if these abilites that we previously enjoyed passively as players did NOT have to be actively swapped around and were, as before, passively active? I mean, presumably the feared problem with the servers is a new one caused by the introduction of the requirement that players' micromanagement ping the server to repeatedly request swapping these abilties around?

    Perhaps a better result for the servers and definitely for most of the players would be to REMOVE the swapping altogether, since that would remove all the extra communication that is being generated by this horrible, clearly unwanted and terribly designed micromanagement system?

    I knew I'd read this somewhere - apparently the previous system of passives was actually really bad for the server because it was constantly checking to see if the passive was active even if you were doing an unrelated activity.

    From Brian Wheeler here: https://forums.elderscrollsonline.com/en/discussion/559230/update-29-combat-preview/p1

    "[The] current Champion System relies on passive abilities and this was largely due to the technology that was available at the time. On the backend, the game will perform a check on most passive abilities each time you perform an action, whether that be drinking a potion, dodge rolling, or using an ability on your hotbar. The game must also constantly check passive abilities for the right thing at the right time. For example, a Champion ability such as Bastion requires the game to check if a damage shield was cast on every action your character does. Multiply that by the 30-40 passives you have on your character, and the result is a system that puts unnecessary stress on the server."
  • Sirona_Starr
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    I think the easiest solution to this is to expand the number of slottables in the green tree to the maximum number of slottables. From reading through this thread, I think it's 19? Slotted, don't need to be swapped, no impact on performance, if presumably performance is the reason for the 30 second cooldown. Since, ZOS is all about trying to improve performance, why introduce a system that "theoretically" negatively impacts performance, unless there is a cooldown?
  • Tannus15
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    I think the easiest solution to this is to expand the number of slottables in the green tree to the maximum number of slottables. From reading through this thread, I think it's 19? Slotted, don't need to be swapped, no impact on performance, if presumably performance is the reason for the 30 second cooldown. Since, ZOS is all about trying to improve performance, why introduce a system that "theoretically" negatively impacts performance, unless there is a cooldown?

    They were not anticipating an automated addon that will swap cp slottables on the fly. This is clearly again the "spirit" of the new system, if not the word, so at the last moment they added a delay to kill that addon. They want to provide the ability for addons to swap slottables, but more like the gear changing addons, not very fast, very often changes like Jack of all trades.
  • VaranisArano
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    Tannus15 wrote: »
    I think the easiest solution to this is to expand the number of slottables in the green tree to the maximum number of slottables. From reading through this thread, I think it's 19? Slotted, don't need to be swapped, no impact on performance, if presumably performance is the reason for the 30 second cooldown. Since, ZOS is all about trying to improve performance, why introduce a system that "theoretically" negatively impacts performance, unless there is a cooldown?

    They were not anticipating an automated addon that will swap cp slottables on the fly. This is clearly again the "spirit" of the new system, if not the word, so at the last moment they added a delay to kill that addon. They want to provide the ability for addons to swap slottables, but more like the gear changing addons, not very fast, very often changes like Jack of all trades.

    People keep saying "it's against the spirit of the system" to swap slottables on the fly, like somehow a system that prioritizes micromanagement and manually swapping slottables for quick activities is a well-designed system.

    Seriously, apparently ZOS intends for our formerly fluid gameplay with passives to become a micromanaging slottable-swapping minigame (with cooldowns!) in order to protect the server and database.

    Let's just say I have a lot of questions about how we got to this point.
  • Fennwitty
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    Tannus15 wrote: »
    They were not anticipating an automated addon that will swap cp slottables on the fly. This is clearly again the "spirit" of the new system, if not the word, so at the last moment they added a delay to kill that addon. They want to provide the ability for addons to swap slottables, but more like the gear changing addons, not very fast, very often changes like Jack of all trades.

    Addons should be be near the top of 'things to consider'. They literally coded it into the API for people to use for addons.

    Edited by Fennwitty on March 9, 2021 11:27PM
    PC NA
  • Rikakiah
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    renne wrote: »
    Souterain wrote: »
    Hey everyone, the cooldown was added to alleviate some performance concerns on both the server and database. As this was something that changed a system new with PTS, we didn't call it out in the Live launch notes.

    So, the add-on had a cooldown introduced in order to prevent anticipated extra server load? Can you kindly explain what the effect would be on the servers if these abilites that we previously enjoyed passively as players did NOT have to be actively swapped around and were, as before, passively active? I mean, presumably the feared problem with the servers is a new one caused by the introduction of the requirement that players' micromanagement ping the server to repeatedly request swapping these abilties around?

    Perhaps a better result for the servers and definitely for most of the players would be to REMOVE the swapping altogether, since that would remove all the extra communication that is being generated by this horrible, clearly unwanted and terribly designed micromanagement system?

    I knew I'd read this somewhere - apparently the previous system of passives was actually really bad for the server because it was constantly checking to see if the passive was active even if you were doing an unrelated activity.

    From Brian Wheeler here: https://forums.elderscrollsonline.com/en/discussion/559230/update-29-combat-preview/p1

    "[The] current Champion System relies on passive abilities and this was largely due to the technology that was available at the time. On the backend, the game will perform a check on most passive abilities each time you perform an action, whether that be drinking a potion, dodge rolling, or using an ability on your hotbar. The game must also constantly check passive abilities for the right thing at the right time. For example, a Champion ability such as Bastion requires the game to check if a damage shield was cast on every action your character does. Multiply that by the 30-40 passives you have on your character, and the result is a system that puts unnecessary stress on the server."

    That's fair, but it's poor, short-sighted coding. To update it, some things should only be checked during the relevant activity. I'm sure a lot of things will still be checked every time for combat modifiers, but something like resource gather speed and additional loot from resource chance should ONLY be checked when you click "gather". This is how almost every craft "passive" should work and would have zero bearing on any other aspect of the game since those checks wouldn't be called outside of the relevant actions.
  • AlexWaff
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    Rikakiah wrote: »
    renne wrote: »
    Souterain wrote: »
    Hey everyone, the cooldown was added to alleviate some performance concerns on both the server and database. As this was something that changed a system new with PTS, we didn't call it out in the Live launch notes.

    So, the add-on had a cooldown introduced in order to prevent anticipated extra server load? Can you kindly explain what the effect would be on the servers if these abilites that we previously enjoyed passively as players did NOT have to be actively swapped around and were, as before, passively active? I mean, presumably the feared problem with the servers is a new one caused by the introduction of the requirement that players' micromanagement ping the server to repeatedly request swapping these abilties around?

    Perhaps a better result for the servers and definitely for most of the players would be to REMOVE the swapping altogether, since that would remove all the extra communication that is being generated by this horrible, clearly unwanted and terribly designed micromanagement system?

    I knew I'd read this somewhere - apparently the previous system of passives was actually really bad for the server because it was constantly checking to see if the passive was active even if you were doing an unrelated activity.

    From Brian Wheeler here: https://forums.elderscrollsonline.com/en/discussion/559230/update-29-combat-preview/p1

    "[The] current Champion System relies on passive abilities and this was largely due to the technology that was available at the time. On the backend, the game will perform a check on most passive abilities each time you perform an action, whether that be drinking a potion, dodge rolling, or using an ability on your hotbar. The game must also constantly check passive abilities for the right thing at the right time. For example, a Champion ability such as Bastion requires the game to check if a damage shield was cast on every action your character does. Multiply that by the 30-40 passives you have on your character, and the result is a system that puts unnecessary stress on the server."

    That's fair, but it's poor, short-sighted coding. To update it, some things should only be checked during the relevant activity. I'm sure a lot of things will still be checked every time for combat modifiers, but something like resource gather speed and additional loot from resource chance should ONLY be checked when you click "gather". This is how almost every craft "passive" should work and would have zero bearing on any other aspect of the game since those checks wouldn't be called outside of the relevant actions.

    If it doesn't work this way, then they really are barking up the wrong tree. Why would these things EVER be getting checked except in the one and only specific situation where they apply?
  • AlexWaff
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    @ZOS_GinaBruno I'd like to request you at least be consistent with these decisions.
    If you intend to keep this cooldown, if nothing else, implement it for everything that works in the same way.
    30 second cooldown between each gear piece being equipped.
    30 second cooldown between each skill bar skill being changed.
    Anything else that works in the same way should either receive the same treatment, or nothing should.
    As it is right now, nobody can accept that reasoning.
  • deleted221106-002999
    deleted221106-002999
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    renne wrote: »
    I knew I'd read this somewhere - apparently the previous system of passives was actually really bad for the server because it was constantly checking to see if the passive was active even if you were doing an unrelated activity.

    From Brian Wheeler here: https://forums.elderscrollsonline.com/en/discussion/559230/update-29-combat-preview/p1

    "[The] current Champion System relies on passive abilities and this was largely due to the technology that was available at the time. On the backend, the game will perform a check on most passive abilities each time you perform an action, whether that be drinking a potion, dodge rolling, or using an ability on your hotbar. The game must also constantly check passive abilities for the right thing at the right time. For example, a Champion ability such as Bastion requires the game to check if a damage shield was cast on every action your character does. Multiply that by the 30-40 passives you have on your character, and the result is a system that puts unnecessary stress on the server."

    Thank you very much for taking the time to dig out this information. :)

    Given they've been working on cp2 for 2+ years, that seems to me an abundance of time to address the really bad code implied by Mr Wheeler in your quote. There are different ways to signal action than "check on most passive abilities"[/wheeler]. But apparently they've stuck with the same horror code and imposed limits on the checking by dumping the problem onto the client at the player's end by ensuring that we only have a limited subset of passives available at a given time. With a cooldown, too, now.

    2+ years to 'develop' this 'solution'? Outstanding. :(
  • Seminolegirl1992
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    Saucy_Jack wrote: »
    PIE KING HEARTILY DISLIKES THE CURRENT GREEN TREE IMPLEMENTATION AND THINKS MOST IF NOT ALL STARS IN IT SHOULD BE PASSIVES.

    HUZZAH!

    What he said^
    @Seminolegirl1992 PC/NA CP 2400+ PVE, PVP, RP, Housing: Tel Galen, Fair Winds, Moon Sugar, Grand Psijic, Forsaken, HOTLC, Bastion, Ravenhurst, Gardner, Alinor, Hakkvild's, Gorinir, Kragenhome, Hundings, & more- feel free to come see!
    Former Empress | Swashbuckler Supreme | Godslayer | Gryphon Heart | Immortal Redeemer | Tick Tock Tormentor | Dro-m'athra Destroyer | Dawnbringer
  • karthrag_inak
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    Hey everyone, the cooldown was added to alleviate some performance concerns on both the server and database. As this was something that changed a system new with PTS, we didn't call it out in the Live launch notes.

    Why? There is already flood control, yes? Getting booted from "too many messages to server" has been around forever.
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.
  • karthrag_inak
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    Karth thinks extra green cp slots will be new ESO+ perk. =^.^=
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.
  • Contaminate
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    renne wrote: »
    Souterain wrote: »
    Hey everyone, the cooldown was added to alleviate some performance concerns on both the server and database. As this was something that changed a system new with PTS, we didn't call it out in the Live launch notes.

    So, the add-on had a cooldown introduced in order to prevent anticipated extra server load? Can you kindly explain what the effect would be on the servers if these abilites that we previously enjoyed passively as players did NOT have to be actively swapped around and were, as before, passively active? I mean, presumably the feared problem with the servers is a new one caused by the introduction of the requirement that players' micromanagement ping the server to repeatedly request swapping these abilties around?

    Perhaps a better result for the servers and definitely for most of the players would be to REMOVE the swapping altogether, since that would remove all the extra communication that is being generated by this horrible, clearly unwanted and terribly designed micromanagement system?

    I knew I'd read this somewhere - apparently the previous system of passives was actually really bad for the server because it was constantly checking to see if the passive was active even if you were doing an unrelated activity.

    From Brian Wheeler here: https://forums.elderscrollsonline.com/en/discussion/559230/update-29-combat-preview/p1

    "[The] current Champion System relies on passive abilities and this was largely due to the technology that was available at the time. On the backend, the game will perform a check on most passive abilities each time you perform an action, whether that be drinking a potion, dodge rolling, or using an ability on your hotbar. The game must also constantly check passive abilities for the right thing at the right time. For example, a Champion ability such as Bastion requires the game to check if a damage shield was cast on every action your character does. Multiply that by the 30-40 passives you have on your character, and the result is a system that puts unnecessary stress on the server."

    I have no words for how bad that coding is. You shouldn’t be checking every action against the presence of every passive, each specific action should be calling those passives to calculate. Talk about unnecessary bloat holy crap.
  • Zenzuki
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    Solution:
    • Make all Craft Tree skills entirely passive.
    • Remove Green Slots Banner
    • Add One slot to Red & Blue Trees
    • Center Red & Blue Slot Banners on screen for esthetics
    • Profit

    You're Welcome ZOS! :wink:
    Can Open...
    Worms EVERYWHERE!
  • Shantu
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    This is just flat out bad programming and resource management. I can understand server validation on competitive game play to prevent cheating, but there is nothing competitive in the green tree. All these passive and slottable perks could bypass server checks and be stored locally via dynamically encrypted files processed client side and validated as needed without the need to commit anything to a memory location that might be subject to hacking. It's not like you need to check a hundred calculations to decon a piece of gear or open a treasure chest. Seriously. :/
  • Tenthirty2
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    I'm a newer player to ESO, about a year now, was loving it, having fun building my CP skills and starting to see the benefits.
    Still learning of course, there is a lot to learn! I've only the one character and got her up to CP 535, so I was just hitting my stride (can't imagine what this is like for those of you with multiple characters omg).

    Then this...mess?

    I've been looking over the new CP system and not liking any of it and then realized why.

    I've been playing Fallout 76 since beta and for those who don't know 76 has a skills system based on "Perk Cards".
    You slot and unslot skills as you need them which should sound very familiar...
    It's a terrible ponderous time-wasting system in 76.
    And it's a terrible ponderous time-wasting system now in ESO and it blows my mind that they moved to this.

    I did read about why the CP system was overhauled. I guess it was supposed to help improve performance bcuz the original way the game proc skills and abilities created a huge overhead.
    So it was a very poorly designed client<>server architecture I guess?

    So what I see from reading others' complaints as I'm also starting to learn about the new changes, ZoS' "fix" for game performance is to implement things that intentionally slow down the game experience for the players.
    This results in better performance simply bcuz the game is having to do less at once.
    But the unfortunate result is this tends to take a lot of QoL things we had before and maybe took for granted and flushes them down the toilet.

    In the past I'd posted things in the Fo76 forum and would often use ESO as a better example of how to implement <aThing> bcuz compared to 76 there was a lot done well in ESO.

    I still need to sit down with a glass of wine or three and look over the new changes, but so far all this looks like is intentionally hobbling the player experience because ZoS is either unwilling or unable to increase client<>server performance in a better way.

    Also, launching a MAJOR overhaul patch like this when there was still a day left of the Tribunal Celebration?
    Um, WTH??
    So yeah, missed out on that last day. :/
    • "Some enjoy bringing grief to others. They remind M'aiq of mudcrabs - horrible creatures, with no redeeming qualities."
    • "When my time comes, I will smile. And that will be all." -Sir Nathain Galien
    • IGN: TenThirty2 (PC/PS: NA, PC/PS: EU)
  • DYSEQTA
    DYSEQTA
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    renne wrote: »
    I knew I'd read this somewhere - apparently the previous system of passives was actually really bad for the server because it was constantly checking to see if the passive was active even if you were doing an unrelated activity.

    From Brian Wheeler here: https://forums.elderscrollsonline.com/en/discussion/559230/update-29-combat-preview/p1

    "[The] current Champion System relies on passive abilities and this was largely due to the technology that was available at the time. On the backend, the game will perform a check on most passive abilities each time you perform an action, whether that be drinking a potion, dodge rolling, or using an ability on your hotbar. The game must also constantly check passive abilities for the right thing at the right time. For example, a Champion ability such as Bastion requires the game to check if a damage shield was cast on every action your character does. Multiply that by the 30-40 passives you have on your character, and the result is a system that puts unnecessary stress on the server."

    The entire green tree could be passive and it wouldn't impact anything of any importance. It is known what activities the green tree contains passives for and if they are checking an arbitrary list of passives every time an arbitrary action occurs then these people have no business writing software as that is simply ridiculous.

    Farming a node? Two passive checks. Repairing armor? One passive check. Fill in the rest for yourself.
    For the King!
  • Sambucca1973
    Sambucca1973
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    Since this has become about the Crafting Tree, I'll had some experience using Homemaker, Plentiful Harvest, Treasure Hunter, and Plentiful Harvest in two public dungeons and one trial (all of them max CP points and all slotted):

    1. I'm not seeing any difference compared to CP 1.0. Getting lots of white-level stuff (voidcloth/shadowspun worth zero), lockpicks, low-level loot (like gears), the occasional blue piece.
    2. Plentiful Harvest does seem to work as advertised. Often getting multiple things from one node. Not always, but often enough that it's worthwhile.
    3. I haven't gotten a second furnishing plan from "containers" that are supposed to hold them. Yes, it's only a 10% chance but maybe the percentage needs to be improved?
    4. Not seeing much change in harvesting runestones. Occasionally more runes, but nothing like more kuta or more mundane.

    In other words, I'm really seeing no difference between CP2.0 and CP1.0 with having to slot these skills. I have not run any dungeons/trials without them slotted to see just how abysmal the rewards are. So, I'll try that tomorrow.

    If Zenimax intends to stick with this, at least make investing in these points and skills worth something for players. A better chance of purple or legendary items. Having over 1,000 CP, being level 160, investing in these particular areas, and still getting a whole lot of white, zero-value items (or lockpicks or things that sell for 1 gold) - on top of the "slot your skills" mini-game - is just annoying.
  • giuli
    giuli
    Soul Shriven
    Hi all,

    why not a new skill tree?
    you could acquire the new skills through the green constellation.
    Together with the new skills introduce a new skill bar, called utility bar, where you can use, as buff and with a maximum of 4 active buffs , the utilities from the new skill tree.
    The same utility bar could then be used, if expanded in the number of spaces (at least 10 with the arrows to change the active bar) for potions, food and everything that can be used today by the quick bar.

    is this a bad idea?
    wouldn't it make life better in the game?

    it should not overload the servers since every day we have various buff constantly up
    Edited by giuli on March 10, 2021 9:20AM
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Update to my previously fluid gameplay:

    My green tree slottables are as follows:
    Professional Upkeep
    Steed's Blessing
    Master Gatherer
    Plentiful Harvest
    Meticulous Dissasembly
    Friends in Low Places
    Infamous

    I've told ZOS:
    Right now, my Silencer can log into Belkarth, do her writs, repair her armor, sell off junk to vendors, pick a few pockets, murder a few folks, fence the loot, and then head out for her morning farming loop for materials and chests without ever having to slot or unslot anything. That's fluid gameplay. I didn't ever have to stop and think about my CP. I just played the game!

    Let's see how it goes...

    I start with Steed's Blessing, Master Gatherer, Plentiful Harvest, and Meticulous Dissasembly. This works well for writs and deconstructing junk jewelry, after a brief panic when I nearly crafted 110 necklaces instead of 2. :lol: I Harvest a few nodes along the way, so its a good thing I've got my harvesting passives on.

    Armor repair: swap Meticulous Dissasembly for Professional Upkeep

    Now, for the Justice System.
    I swap Professional Upkeep for Friends in Low Places. Eventually, I'll use Cutpurse's Art instead, when I unlock it. I pickpocket a few folks and head for the Fence.

    Fencing: I swap Friends In Low Places for Infamous. Awkwardly, the fenced value of my white-qualityitems seems to be the same with and without Infamous? Okay, I've got to go pick, pick, stab a few more NPCs to check with green quality items. And it's after I pick, pick, stab 2 NPCs that I realize that I've completely forgotten to equip Friends in Low Places again and am instead using the useless Infamous. :lol: Well played ZOS!

    Also, is anyone else having issues with Infamous not working alongside the Haggling Passives from Thieves Guild? Because neither the value of my goods to be fenced nor laundered goods was increased. Am I missing something here?

    Farming: swap out Infamous in favor of Treasure Hunter and I'm all good to go on a farming run with a final set of: Steed's Blessing, Plentiful Harvest, Master Gatherer, and Treasure Hunter.


    Feedback time.

    Cooldown feedback: I wasn't seeing it when I manually swapped my slottables. Which is a good thing!

    Menu Management: I'm on PC and this sucks. Every time I swap a single slottable, I have to:
    1. Hit the "=" sign to go to the Champion menu
    2. Click on the Thief Craft tree
    3. Mouse over the stars until I find the one I want (was it too hard to label them, seriously?)
    4. Click and drag that star up to the Champion Bar
    5. Either Esc or Alt twice to back out of the Champion menu
    6. Finally get one with my next activity.

    I did this 5-step process at least four times in the course of what used to be my fluid morning gameplay just to use the Slottables that presumably you expect I should want to use. I'll probably get faster as time goes on, but its still a pain.

    Devs, that's a pain in the rear. I really, really hope that it makes a significant improvement on the performance side, because it's a significant decrease in quality of life for me with a mouse and keyboard.


    Bottom line: No, I can't have my usual fluid gameplay AND use your new CP slottables. Either I have to "set and forget" my four farming ones or I have to stop what I'm doing, dive into the Champion menu, and swap my slottable before doing what I want with the slottable that benefits it.

    Devs, was this what you intended to happen?
  • HelixUnited
    HelixUnited
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    I dont see how the cool down is for server stability, zos says its to reduce the amount of calculations the server has to do but surely over the old cp system it is having to do more? people swapping to repair server has to calculate this, swapping for nodes..swapping for chests... so on and so on and its not 1 person out of all players even if its only 50% of players doing it surely this is more strain on the server than the old cp.
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