Tower_Of_Shame wrote: »PainfulFAFA wrote: »Master_Kas wrote: »kill aoe spamballs... just suppress aoe or decrease it's power enough to make them unefficient.
wether they are 5 or 50 brainless spammers does not change anything.
Before anyone believes this person is for helping smallscale / soloist players, think again. I guaranteee you this is not even half of his group, he usually runs with 30-40+ people for one raid.
brainless spammers eh ?
http://s3.postimg.org/f3j3nuosz/Prootch_1.jpg
Name and shame I know, but this guy is such a hypocrite xD
It all makes sense now.
Zergling defending his right to zerg in the safety of his numbers lol!
Well, to be fair, i think zerging the way he does creates less lag than stacking on crown, and it's more fun to fight that type of group.
Tower_Of_Shame wrote: »Funny that a ZoS employee thinks there should be AoE caps, it shows at least that they don't play their own game.
ofc they do... Didn't you see when they were playing IC when it was coming out, they were streaming? there were like 6 of them and even a 1.7 naked magicka DK would have killed them...
Tower_Of_Shame wrote: »Funny that a ZoS employee thinks there should be AoE caps, it shows at least that they don't play their own game.
ofc they do... Didn't you see when they were playing IC when it was coming out, they were streaming? there were like 6 of them and even a 1.7 naked magicka DK would have killed them...
No I didn't see them streaming because usually listening to them talk is a waste of my time... I mean, how important do you find the toiletry hygiene of the citizens of Tamriel?
The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.
The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.
You could stand in all the red circles you wanted and would never take damage if you had superior numbers
The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.
spenc_cathb16_ESO wrote: »I don't get this reasoning, can you elaborate?
I always thought removing the AOE cap would reduce server calculations, because currently damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30)
If you remove AOE caps it would change to: if any targets in ability range, deal 100% damage.
Surely it is LESS stressful for the server because it just Plies 1 number to everyone within a radius instead of rng assignment of 6 people at 100% 24 at 50% and 30 at 25%.
Applying the same number to everyone is a country mile simpler in excel formula and so surely the same in game code.
The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.spenc_cathb16_ESO wrote: »I don't get this reasoning, can you elaborate?
I always thought removing the AOE cap would reduce server calculations, because currently damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30)
If you remove AOE caps it would change to: if any targets in ability range, deal 100% damage.Surely it is LESS stressful for the server because it just Plies 1 number to everyone within a radius instead of rng assignment of 6 people at 100% 24 at 50% and 30 at 25%.
Applying the same number to everyone is a country mile simpler in excel formula and so surely the same in game code.
You're both absolutely correct in that the current formula presumably involves more calculations due to the things it needs to do in order to apply different amounts of damage to different people, and that applying the same amount of damage (100%) to all of those 60 people would logically involve less calculations in comparison to that.
What I'm getting at is that applying 100% damage to everyone within radius, which is what it would be with no cap, is countably infinite, and would require more calculations that applying 100% damage to just 60 people within radius.
spenc_cathb16_ESO wrote: »Only in extremely rare cases will there be more than 60 people in an abilities range. Sure I tagged 75+ people during the keep take, but that was over a 2 minute span of running between the upper and lower levels of a well defended keep, not all simultaneously in one ability. I think it would be quite the stretch to say that the removal of AOE caps would cause more calculations.The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.spenc_cathb16_ESO wrote: »I don't get this reasoning, can you elaborate?
I always thought removing the AOE cap would reduce server calculations, because currently damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30)
If you remove AOE caps it would change to: if any targets in ability range, deal 100% damage.Surely it is LESS stressful for the server because it just Plies 1 number to everyone within a radius instead of rng assignment of 6 people at 100% 24 at 50% and 30 at 25%.
Applying the same number to everyone is a country mile simpler in excel formula and so surely the same in game code.
You're both absolutely correct in that the current formula presumably involves more calculations due to the things it needs to do in order to apply different amounts of damage to different people, and that applying the same amount of damage (100%) to all of those 60 people would logically involve less calculations in comparison to that.
What I'm getting at is that applying 100% damage to everyone within radius, which is what it would be with no cap, is countably infinite, and would require more calculations that applying 100% damage to just 60 people within radius.
spenc_cathb16_ESO wrote: »Only in extremely rare cases will there be more than 60 people in an abilities range. Sure I tagged 75+ people during the keep take, but that was over a 2 minute span of running between the upper and lower levels of a well defended keep, not all simultaneously in one ability. I think it would be quite the stretch to say that the removal of AOE caps would cause more calculations.The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.spenc_cathb16_ESO wrote: »I don't get this reasoning, can you elaborate?
I always thought removing the AOE cap would reduce server calculations, because currently damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30)
If you remove AOE caps it would change to: if any targets in ability range, deal 100% damage.Surely it is LESS stressful for the server because it just Plies 1 number to everyone within a radius instead of rng assignment of 6 people at 100% 24 at 50% and 30 at 25%.
Applying the same number to everyone is a country mile simpler in excel formula and so surely the same in game code.
You're both absolutely correct in that the current formula presumably involves more calculations due to the things it needs to do in order to apply different amounts of damage to different people, and that applying the same amount of damage (100%) to all of those 60 people would logically involve less calculations in comparison to that.
What I'm getting at is that applying 100% damage to everyone within radius, which is what it would be with no cap, is countably infinite, and would require more calculations that applying 100% damage to just 60 people within radius.
I've never really paid much attention to how many people there are in range .
If you're not likely to hit over 60 players anyway, then the cap doesn't need to be removed. All they need to remove is the diminishing returns formula.
The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.spenc_cathb16_ESO wrote: »I don't get this reasoning, can you elaborate?
I always thought removing the AOE cap would reduce server calculations, because currently damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30)
If you remove AOE caps it would change to: if any targets in ability range, deal 100% damage.Surely it is LESS stressful for the server because it just Plies 1 number to everyone within a radius instead of rng assignment of 6 people at 100% 24 at 50% and 30 at 25%.
Applying the same number to everyone is a country mile simpler in excel formula and so surely the same in game code.
You're both absolutely correct in that the current formula presumably involves more calculations due to the things it needs to do in order to apply different amounts of damage to different people, and that applying the same amount of damage (100%) to all of those 60 people would logically involve less calculations in comparison to that.
What I'm getting at is that applying 100% damage to everyone within radius, which is what it would be with no cap, is countably infinite, and would require more calculations that applying 100% damage to just 60 people within radius.
Rune_Relic wrote: »The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.spenc_cathb16_ESO wrote: »I don't get this reasoning, can you elaborate?
I always thought removing the AOE cap would reduce server calculations, because currently damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30)
If you remove AOE caps it would change to: if any targets in ability range, deal 100% damage.Surely it is LESS stressful for the server because it just Plies 1 number to everyone within a radius instead of rng assignment of 6 people at 100% 24 at 50% and 30 at 25%.
Applying the same number to everyone is a country mile simpler in excel formula and so surely the same in game code.
You're both absolutely correct in that the current formula presumably involves more calculations due to the things it needs to do in order to apply different amounts of damage to different people, and that applying the same amount of damage (100%) to all of those 60 people would logically involve less calculations in comparison to that.
What I'm getting at is that applying 100% damage to everyone within radius, which is what it would be with no cap, is countably infinite, and would require more calculations that applying 100% damage to just 60 people within radius.
But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
Rune_Relic wrote: »But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
They have said they can only really test these things live. Why not create a stress test on the PTS? There has been zero effort to do this, and you KNOW there are plenty of willing people who would love to get the lag fixed in Cyrodiil. The number 1 problem in Cyrodiil right now is zergs. They are the main cause of the lag and they make absolutely no sense. Yet currently they are encouraged as the only way to be successful in PvP.spenc_cathb16_ESO wrote: »Rune_Relic wrote: »The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.spenc_cathb16_ESO wrote: »I don't get this reasoning, can you elaborate?
I always thought removing the AOE cap would reduce server calculations, because currently damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30)
If you remove AOE caps it would change to: if any targets in ability range, deal 100% damage.Surely it is LESS stressful for the server because it just Plies 1 number to everyone within a radius instead of rng assignment of 6 people at 100% 24 at 50% and 30 at 25%.
Applying the same number to everyone is a country mile simpler in excel formula and so surely the same in game code.
You're both absolutely correct in that the current formula presumably involves more calculations due to the things it needs to do in order to apply different amounts of damage to different people, and that applying the same amount of damage (100%) to all of those 60 people would logically involve less calculations in comparison to that.
What I'm getting at is that applying 100% damage to everyone within radius, which is what it would be with no cap, is countably infinite, and would require more calculations that applying 100% damage to just 60 people within radius.
But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
True say, maybe this whole time we've just been wording it wrong to the devs.
@Wrobel Can we have the damage falloff removed from AOE caps for a week or two? Maybe just on one campaign to test it out?
@ZOS_BrianWheeler is it feasible to add a campaign with a modified rule set?
I think the worst thing about AOE caps is not so much that they exist, but that there's that ridiculous calculation that the more people that are hit, the less damage is done. If anything, you should do more damage depending on number of people hit, since AOEs are supposedly designed to be the "vs. group" skills.
The problem with not having AOE caps is the amount of server calculations that would be needed to apply damage to everyone.
What I'm getting at is that applying 100% damage to everyone within radius, which is what it would be with no cap, is countably infinite, and would require more calculations that applying 100% damage to just 60 people within radius.
Rune_Relic wrote: »But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
These two posts exemplify the problem here. Some people are throwing the word "cap" around when it's the "falloff" that they actually want removed. So who wants what, exactly?
Rune_Relic wrote: »But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
These two posts exemplify the problem here. Some people are throwing the word "cap" around when it's the "falloff" that they actually want removed. So who wants what, exactly?
We want the falloff removed, it was just improperly named at the beginning when the falloff was implemented and has stuck ever since.
I don't think it's a problem if you understand the context of the discussion.
The problem here is ZOS unwillingness to even have a discussion on the matter, @Wrobel makes a thread and doesn't even touch the issue, and had said in guild meetings that he will more than likely never get rid of it because he doesn't want small groups to wipe baddies like him in bigger groups.
It's the same reason we will likely never see any form of Dynamic Ulti return, he doesn't want small groups to have any kind of mechanic that they can use to their advantage over the large groups of baddies. To him, if he bring more numbers, regardless of skill, he wins.
eventide03b14a_ESO wrote: »Rune_Relic wrote: »But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
These two posts exemplify the problem here. Some people are throwing the word "cap" around when it's the "falloff" that they actually want removed. So who wants what, exactly?
We want the falloff removed, it was just improperly named at the beginning when the falloff was implemented and has stuck ever since.
I don't think it's a problem if you understand the context of the discussion.
The problem here is ZOS unwillingness to even have a discussion on the matter, @Wrobel makes a thread and doesn't even touch the issue, and had said in guild meetings that he will more than likely never get rid of it because he doesn't want small groups to wipe baddies like him in bigger groups.
It's the same reason we will likely never see any form of Dynamic Ulti return, he doesn't want small groups to have any kind of mechanic that they can use to their advantage over the large groups of baddies. To him, if he bring more numbers, regardless of skill, he wins.
What you are suggesting is that a developer, @Wrobel , is purposely creating an environment that helps him gain an advantage despite that it negatively impacts everyone's performance? It's almost as though you suggesting he's cheating or at the very least using ESO as his own personal playground.
eventide03b14a_ESO wrote: »Rune_Relic wrote: »But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
These two posts exemplify the problem here. Some people are throwing the word "cap" around when it's the "falloff" that they actually want removed. So who wants what, exactly?
We want the falloff removed, it was just improperly named at the beginning when the falloff was implemented and has stuck ever since.
I don't think it's a problem if you understand the context of the discussion.
The problem here is ZOS unwillingness to even have a discussion on the matter, @Wrobel makes a thread and doesn't even touch the issue, and had said in guild meetings that he will more than likely never get rid of it because he doesn't want small groups to wipe baddies like him in bigger groups.
It's the same reason we will likely never see any form of Dynamic Ulti return, he doesn't want small groups to have any kind of mechanic that they can use to their advantage over the large groups of baddies. To him, if he bring more numbers, regardless of skill, he wins.
What you are suggesting is that a developer, @Wrobel , is purposely creating an environment that helps him gain an advantage despite that it negatively impacts everyone's performance? It's almost as though you suggesting he's cheating or at the very least using ESO as his own personal playground.
He's explained this in private guild meetings. He does not want Dynamic Ulti or AoE Cap Falloff removal because it gives an advantage to highly skilled solo/small group players to wipe lesser skilled, larger groups.
It;s not a suggestion, it's his own words. They also don't feel as though AoE Caps or the falloff create much if any of a server performance issue.
Joy_Division wrote: »eventide03b14a_ESO wrote: »Rune_Relic wrote: »But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
These two posts exemplify the problem here. Some people are throwing the word "cap" around when it's the "falloff" that they actually want removed. So who wants what, exactly?
We want the falloff removed, it was just improperly named at the beginning when the falloff was implemented and has stuck ever since.
I don't think it's a problem if you understand the context of the discussion.
The problem here is ZOS unwillingness to even have a discussion on the matter, @Wrobel makes a thread and doesn't even touch the issue, and had said in guild meetings that he will more than likely never get rid of it because he doesn't want small groups to wipe baddies like him in bigger groups.
It's the same reason we will likely never see any form of Dynamic Ulti return, he doesn't want small groups to have any kind of mechanic that they can use to their advantage over the large groups of baddies. To him, if he bring more numbers, regardless of skill, he wins.
What you are suggesting is that a developer, @Wrobel , is purposely creating an environment that helps him gain an advantage despite that it negatively impacts everyone's performance? It's almost as though you suggesting he's cheating or at the very least using ESO as his own personal playground.
He's explained this in private guild meetings. He does not want Dynamic Ulti or AoE Cap Falloff removal because it gives an advantage to highly skilled solo/small group players to wipe lesser skilled, larger groups.
It;s not a suggestion, it's his own words. They also don't feel as though AoE Caps or the falloff create much if any of a server performance issue.
Unfortunate. Apparently he thinks it's OK that highly skilled large groups wipe the floor with lesser skilled people.
eventide03b14a_ESO wrote: »Rune_Relic wrote: »But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
These two posts exemplify the problem here. Some people are throwing the word "cap" around when it's the "falloff" that they actually want removed. So who wants what, exactly?
We want the falloff removed, it was just improperly named at the beginning when the falloff was implemented and has stuck ever since.
I don't think it's a problem if you understand the context of the discussion.
The problem here is ZOS unwillingness to even have a discussion on the matter, @Wrobel makes a thread and doesn't even touch the issue, and had said in guild meetings that he will more than likely never get rid of it because he doesn't want small groups to wipe baddies like him in bigger groups.
It's the same reason we will likely never see any form of Dynamic Ulti return, he doesn't want small groups to have any kind of mechanic that they can use to their advantage over the large groups of baddies. To him, if he bring more numbers, regardless of skill, he wins.
What you are suggesting is that a developer, @Wrobel , is purposely creating an environment that helps him gain an advantage despite that it negatively impacts everyone's performance? It's almost as though you suggesting he's cheating or at the very least using ESO as his own personal playground.
He's explained this in private guild meetings. He does not want Dynamic Ulti or AoE Cap Falloff removal because it gives an advantage to highly skilled solo/small group players to wipe lesser skilled, larger groups.
It;s not a suggestion, it's his own words. They also don't feel as though AoE Caps or the falloff create much if any of a server performance issue.
_adhyffbjjjf12 wrote: »"Removing Aoe Caps means there's a higher chance for smaller group to wipe larger group. For one example like 6 vs 40 or 50."
50 player zerg ball can aoe for 50k plus a second, and can shield for 50k + a second. 5 players can do 10% of that max if they are themeselves balled up. So Zerg ball gains from no aoe caps.
The game can't handle aoe so people argue for more aoe, it's amazing how dense people can be.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
_adhyffbjjjf12 wrote: »"Removing Aoe Caps means there's a higher chance for smaller group to wipe larger group. For one example like 6 vs 40 or 50."
50 player zerg ball can aoe for 50k plus a second, and can shield for 50k + a second. 5 players can do 10% of that max if they are themeselves balled up. So Zerg ball gains from no aoe caps.
The game can't handle aoe so people argue for more aoe, it's amazing how dense people can be.
actaully the problem is people NOT dying by AOE´s thanks to AOE-caps while spammin further AOEs for the next two hours. instead of dying within 5sec.
eventide03b14a_ESO wrote: »eventide03b14a_ESO wrote: »Rune_Relic wrote: »But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
These two posts exemplify the problem here. Some people are throwing the word "cap" around when it's the "falloff" that they actually want removed. So who wants what, exactly?
We want the falloff removed, it was just improperly named at the beginning when the falloff was implemented and has stuck ever since.
I don't think it's a problem if you understand the context of the discussion.
The problem here is ZOS unwillingness to even have a discussion on the matter, @Wrobel makes a thread and doesn't even touch the issue, and had said in guild meetings that he will more than likely never get rid of it because he doesn't want small groups to wipe baddies like him in bigger groups.
It's the same reason we will likely never see any form of Dynamic Ulti return, he doesn't want small groups to have any kind of mechanic that they can use to their advantage over the large groups of baddies. To him, if he bring more numbers, regardless of skill, he wins.
What you are suggesting is that a developer, @Wrobel , is purposely creating an environment that helps him gain an advantage despite that it negatively impacts everyone's performance? It's almost as though you suggesting he's cheating or at the very least using ESO as his own personal playground.
He's explained this in private guild meetings. He does not want Dynamic Ulti or AoE Cap Falloff removal because it gives an advantage to highly skilled solo/small group players to wipe lesser skilled, larger groups.
It;s not a suggestion, it's his own words. They also don't feel as though AoE Caps or the falloff create much if any of a server performance issue.
Let's say they don't cause server performance issue. What they are encouraging is people balling up spamming AoE's. Let's start off by simply stating this in no way makes any sense from a realisitic perspective as the AoE's would hurt your own group as they do in EVERY OTHER TES GAME. Okay no friendly fire, fine. What is the logic of getting hit by an AoE but taking no damage because X amount of other people already have? Most importantly why would they discourage good players from playing their game? I'm trying to understand exactly who they are trying to make PvP appeal to.
Joy_Division wrote: »eventide03b14a_ESO wrote: »Rune_Relic wrote: »But that's not the cap.....thats the falloff
I dont think anyone wants the falloff.
Some are arguing because the want the 6 player falloff raised.
Some are arguing because they want the 60 man cap removed.
These two posts exemplify the problem here. Some people are throwing the word "cap" around when it's the "falloff" that they actually want removed. So who wants what, exactly?
We want the falloff removed, it was just improperly named at the beginning when the falloff was implemented and has stuck ever since.
I don't think it's a problem if you understand the context of the discussion.
The problem here is ZOS unwillingness to even have a discussion on the matter, @Wrobel makes a thread and doesn't even touch the issue, and had said in guild meetings that he will more than likely never get rid of it because he doesn't want small groups to wipe baddies like him in bigger groups.
It's the same reason we will likely never see any form of Dynamic Ulti return, he doesn't want small groups to have any kind of mechanic that they can use to their advantage over the large groups of baddies. To him, if he bring more numbers, regardless of skill, he wins.
What you are suggesting is that a developer, @Wrobel , is purposely creating an environment that helps him gain an advantage despite that it negatively impacts everyone's performance? It's almost as though you suggesting he's cheating or at the very least using ESO as his own personal playground.
He's explained this in private guild meetings. He does not want Dynamic Ulti or AoE Cap Falloff removal because it gives an advantage to highly skilled solo/small group players to wipe lesser skilled, larger groups.
It;s not a suggestion, it's his own words. They also don't feel as though AoE Caps or the falloff create much if any of a server performance issue.
Unfortunate. Apparently he thinks it's OK that highly skilled large groups wipe the floor with lesser skilled people.
What?