Anyone who heavy attacks triggeres a desyncs. Its a no brainer that with over complicated skills and sets we will have more bugs and issues.
Anyone who heavy attacks triggeres a desyncs. Its a no brainer that with over complicated skills and sets we will have more bugs and issues.
There is a big difference. HA, overload, or other skill desyncs the target.
Balls are using setups that create a field of desync with 28-41m of the ball that desyncs all clients entering the field. I think this is why you can approach a keep with Ball groups running inside, and not even visible to you client, and suddenly disconnect. You don't have to be targeted by the ball group for your client to desync, proximity is enough.
Could someone explain this?
Patch notes 10.3.1 :
While in Vengeance, the following abilities debuff effects cannot be cleansed
Dragonknight Standard’s Major Defile
Patch notes 10.3.2 :
Vengeance Abilities
... Dragonknight Standard: Fixed an issue where the Major Defile from this ultimate could not be cleansed.
I mean, it wasn't an issue to fix, it was intended considering the previous patch notes...
MincMincMinc wrote: »
Anyone who heavy attacks triggeres a desyncs. Its a no brainer that with over complicated skills and sets we will have more bugs and issues.
MincMincMinc wrote: »Anyone who heavy attacks triggeres a desyncs. Its a no brainer that with over complicated skills and sets we will have more bugs and issues.
There is a big difference. HA, overload, or other skill desyncs the target.
Balls are using setups that create a field of desync with 28-41m of the ball that desyncs all clients entering the field. I think this is why you can approach a keep with Ball groups running inside, and not even visible to you client, and suddenly disconnect. You don't have to be targeted by the ball group for your client to desync, proximity is enough.
I think you are misusing desync. What you are talking about is more of a clientside crash.
Desync is when there is a mismatch between the server and client. For example I hold light attack slightly longer, but let go. The client sees it as a light attack but the server sees it as a heavy attack. Both do different damage calculations because different buffs apply. Mismatch calculations like this have to recorrect themselves and the server has to push out a decision.
Do widespread desyncs cause server lag? IDK it cant be helping. Problem is how many desyncs are there? Considering they are not being fixed, zos probably cant quantify how many are affecting the server. Its just really hard to tell when a desync happens. On skills like dizzy swing or executes it is very clear.... but not all skills are that high burst. How many aoe dot ticks desync? Imagine 2x the serverload on a aoe dot that hits 10 people x 20s ticks.
Again another reason starting from scratch with skills may be a good idea. 10 years of copy/paste and deleting sections of code just to be patched up must be a mess.
People are hung up and worried about balance because they didn't just strip the game down to existing class skills, they also put significant resources into a massive complete redesign of all 126 class skills.Don't get hung up on the class skills people, as someone who does a lot of UAT (User Acceptance Testing) but right now that's not what is being tested right now it's about stress testing
silky_soft wrote: »So this test is ready to roll or what?
Thanks for your work! Do you feel that group comp will continue to be the pre-fight game-deciding advantage it is now? Or do you feel that random groups will now have a decent fighting chance against comp groups, provided that they are able to play with sufficient on-field coordination and individual skill?Raid comp will be important
xylena_lazarow wrote: »Thanks for your work! Do you feel that group comp will continue to be the pre-fight game-deciding advantage it is now? Or do you feel that random groups will now have a decent fighting chance against comp groups, provided that they are able to play with sufficient on-field coordination and individual skill?Raid comp will be important
xylena_lazarow wrote: »Thanks for your work! Do you feel that group comp will continue to be the pre-fight game-deciding advantage it is now? Or do you feel that random groups will now have a decent fighting chance against comp groups, provided that they are able to play with sufficient on-field coordination and individual skill?Raid comp will be important
That's good to hear, much as I love the build system, I'd consider giving it up to have big dynamic zerg fights where randoms matter and players care, like we had years ago. Dunno if that's possible but I'm glad we're trying something.A Zone General should be able to clear a keep, even with a ballgroup present.
xylena_lazarow wrote: »That's good to hear, much as I love the build system, I'd consider giving it up to have big dynamic zerg fights where randoms matter and players care, like we had years ago. Dunno if that's possible but I'm glad we're trying something.A Zone General should be able to clear a keep, even with a ballgroup present.