ZOS_GinaBruno 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.
ZOS_GinaBruno 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?
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.
Lois McMaster Bujold "A Civil Campaign"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 ***
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.
DarcyMardin wrote: »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.
DMuehlhausen wrote: »DarcyMardin wrote: »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.
ZOS_GinaBruno 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?
Sirona_Starr 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?
Sirona_Starr 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.
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.
ZOS_GinaBruno 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."
ZOS_GinaBruno 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.
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."
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!
ZOS_GinaBruno 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.
ZOS_GinaBruno 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 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."
VaranisArano wrote: »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!