ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
yay we got a green ZOS sticker
ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
....... What a jokeZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
ZOS would actually have to post in the thread (aside from this post, obviously) for them to be friendly and constructive. One step at a time!I'd be so ashamed writing this. Is ZOS anywhere near friendly and constructive in this debate? I'd consider your behaviour pretty rude tbh, not even allowing a discussion between community and devs.ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
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?
spenc_cathb16_ESO wrote: »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 never got a response to these questions, can you guys possibly give an answer? @Wrobel @ZOS_BrianWheeler
ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
Joy_Division wrote: »ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
Greetings!
Although we do enjoy seeing the presence of the Green ZoS employee, we would like to request that you please try to constructively add insight as to why AoE caps exist, why 87% of the population's wishes have been ignored, and avoid forum policing. Let us keep it informative and resembling an actual discussion of give and take of ideas please.
ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
markgd88nrb18_ESO wrote: »I wonder just how difficult it would be to switch off AoE caps for say a week in April just for a "What if" look into how it affects current gameplay and performance.
#AbolishAoeApril
ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
And I have three direct questions that I hope he would answer if he deigns to drop into this thread:
- How is the investigation into more effective damage of large groups going?
- What is the rationale behind the 6 people damage falloff cap?
- What is the rationale behind the 60 people hard cap?
And I have three direct questions that I hope he would answer if he deigns to drop into this thread:
- How is the investigation into more effective damage of large groups going?
- What is the rationale behind the 6 people damage falloff cap?
- What is the rationale behind the 60 people hard cap?
And I have three direct questions that I hope he would answer if he deigns to drop into this thread:
- How is the investigation into more effective damage of large groups going?
- What is the rationale behind the 6 people damage falloff cap?
- What is the rationale behind the 60 people hard cap?
And I have three direct questions that I hope he would answer if he deigns to drop into this thread:
- How is the investigation into more effective damage of large groups going?
- What is the rationale behind the 6 people damage falloff cap?
- What is the rationale behind the 60 people hard cap?
ZOS_GregoryV wrote: »Greetings,
Although we do enjoy seeing so many members in an active discussion/poll, we would like to request that we please try to refrain from any spamming, such as spammy tagging, as that can be considered non-constructive. Let us keep it friendly and constructive please.
And I have three direct questions that I hope he would answer if he deigns to drop into this thread:
- How is the investigation into more effective damage of large groups going?
- What is the rationale behind the 6 people damage falloff cap?
- What is the rationale behind the 60 people hard cap?
i "pass" on poll.
Why?
Need to be tested.
@ZOS make a patch on PTS for a week and look how remove AoE will change gameplay.
There is... strange thing right now on PvP at PTS.
Vicious Death + unreflectable Meteor + maaany other changes.
Some ppl says that all changes are for better, some that all are crap... Just give testers another toy and remove cap
Let's see what will happen.