What do you mean with “tick constantly instead of every one or two seconds”? A much higher damage tick frequency, like every 0.1 or 0.2 seconds? Wouldn’t that just make for worse combat performance?
JerBearESO wrote: »I feel like they mean it would be a per frame tick, which is not possible for this games design. Performance aside, imagine a set like draugrkin with "constant" tick rate.....
Adding status effect combo mechanics could be cool though, but likely more work than payoff for the devs
What do you mean with “tick constantly instead of every one or two seconds”? A much higher damage tick frequency, like every 0.1 or 0.2 seconds? Wouldn’t that just make for worse combat performance?
yes and not necesarily. we already have skills like jabs it would just be like that but longer and without animation or other crazy effects...
i cant imagine it realistically making the game super laggy but honestly that is up to developers...
JerBearESO wrote: »I beg you understand, adding damage instances is performance expensive. That's why they scaled tick rate back on most DoTs. I would love if ticks were maybe per 0.25 seconds for consistency, totally understand, but it adds much more than you think to calculations on the server. It looks simple, but the behind the scenes processes for each and every damage instance are in fact a lot, so not very likely to see "constant" tick rate, unfortunately
if everyone in cyrodiil or otherwise got up to day and said, "im just going to spam jabs all day", then they could do that.. i do believe that the function of that would have much more of a negative impact on performance then the function of my proposed changes..
if everyone in cyrodiil or otherwise got up to day and said, "im just going to spam jabs all day", then they could do that.. i do believe that the function of that would have much more of a negative impact on performance then the function of my proposed changes..
That’s not at all comparable. Jabs are only available to one class, not everyone. They tick 3 times a second and you cannot have multiple jabs active at the same time. By the way, jabs used to tick 4 times a second and were made to tick slower along with many other DoTs.
In comparison, your suggestion would allow players to place 5+ DoTs that tick 10 times faster or even more. Every single time a DoT ticks, the game needs to check all of your stats, buffs, debuffs plus all of your target’s stats, buffs, debuffs to calculate the damage. It also needs to send this information to you and everyone else in the vicinity. All this is server-side while jab animations are happening on your own computer.
if everyone in cyrodiil or otherwise got up to day and said, "im just going to spam jabs all day", then they could do that.. i do believe that the function of that would have much more of a negative impact on performance then the function of my proposed changes..
That’s not at all comparable. Jabs are only available to one class, not everyone. They tick 3 times a second and you cannot have multiple jabs active at the same time. By the way, jabs used to tick 4 times a second and were made to tick slower along with many other DoTs.
In comparison, your suggestion would allow players to place 5+ DoTs that tick 10 times faster or even more. Every single time a DoT ticks, the game needs to check all of your stats, buffs, debuffs plus all of your target’s stats, buffs, debuffs to calculate the damage. It also needs to send this information to you and everyone else in the vicinity. All this is server-side while jab animations are happening on your own computer.
i still think that it is a poor excuse to say it couldnt work... because that is just how the game works..
and whether or not it would is not the point of this post to begin with..
the point was to propose the idea in theory to the combat system we all know and love.. I appreciate the pessimism though, it is always great knowing your community wants to bore you with how much nothing they can provide to this banquet of theoretical combat gameplay..
if everyone in cyrodiil or otherwise got up to day and said, "im just going to spam jabs all day", then they could do that.. i do believe that the function of that would have much more of a negative impact on performance then the function of my proposed changes..
That’s not at all comparable. Jabs are only available to one class, not everyone. They tick 3 times a second and you cannot have multiple jabs active at the same time. By the way, jabs used to tick 4 times a second and were made to tick slower along with many other DoTs.
In comparison, your suggestion would allow players to place 5+ DoTs that tick 10 times faster or even more. Every single time a DoT ticks, the game needs to check all of your stats, buffs, debuffs plus all of your target’s stats, buffs, debuffs to calculate the damage. It also needs to send this information to you and everyone else in the vicinity. All this is server-side while jab animations are happening on your own computer.
i still think that it is a poor excuse to say it couldnt work... because that is just how the game works..
and whether or not it would is not the point of this post to begin with..
the point was to propose the idea in theory to the combat system we all know and love.. I appreciate the pessimism though, it is always great knowing your community wants to bore you with how much nothing they can provide to this banquet of theoretical combat gameplay..
Maybe you would recieve more favourable and constructive answers to your proposal, if the emerged questions were answered instead of complaining about "pessimism".
A higher tick-frequency will inevitably lead to increased server load, while there was shown no real benefit in doing so until now.
Honestly, a phrase like "most damage over time skills now tick contstantly instead of every one or two seconds" isn't helpful at all, simply because ticking every second over a given amount of time (the DoTs duration) is already ticking constantly for that duration.
That's why you're asked to clarify your suggestion and add which benefits are gained to justify the increased server load.
MindOfTheSwarm wrote: »If you’re going to suggest ideas you need to be more clear. Write out a draft first and then section things clearly. You also need to say why you feel these suggestions would be positive for the future of the game addressing gameplay styles and the identity of classes and elemental damage types that would be affected both positively and negatively.
Example:
Magic Elemental Identity suggestion.
Fire = Best Single Target DoT damage.
Lightning = Best AoE Burst damage.
Frost = Best AoE DoT damage (either straight up or through higher chill chance.)
(This is pretty much already the standard).
Not saying this is what you meant but summarising your suggestion at the end will help get your point across more concisely.
MindOfTheSwarm wrote: »If you’re going to suggest ideas you need to be more clear. Write out a draft first and then section things clearly. You also need to say why you feel these suggestions would be positive for the future of the game addressing gameplay styles and the identity of classes and elemental damage types that would be affected both positively and negatively.
Example:
Magic Elemental Identity suggestion.
Fire = Best Single Target DoT damage.
Lightning = Best AoE Burst damage.
Frost = Best AoE DoT damage (either straight up or through higher chill chance.)
(This is pretty much already the standard).
Not saying this is what you meant but summarising your suggestion at the end will help get your point across more concisely.
if you think about it, you would prolly understand the benefits that i did explain for this change.. the benefit for dots as a whole..
most elements have pretty useful debuffs already so if they underperform as dot builds it is likely due to a lack of dot effects for their damage type(lightning and ice) fire would likely be used exclusively with poison and maybe you would see lightning with bleed, but lightning damage in general applies chance to increase damage taken, which could be very useful if there were more lightning single target dots in the game. same goes for ice damage with its debuff that applies weakness to crits..
i get that it would be convenient for some people but i dont NEED to spell everything out word for word.. i make a statement, and people who play the game should get a good idea of why it might be better or worse realistically. without me having to list every reason why i think that... this is the forums, not my personal soapbox to try and prove anything i believe to be superior in nature to what i already exists. just a place to converse about potentialities.
poison and bleed has gotten a lot of love through sets to make up for their sheer lack of utility when compared to the potential of their elemental counterparts (fire). this change, i believe, makes them more useful or just as useful in a different way to elemental dots.