Shaun98ca2 wrote: »Problem is the spells themselves are causing the lag.
Your typical healing springs you cast that in a group of 100+ people the system has to quickly and instantly check the health of all 100+ members and decide which 6 people get the heal.
Add in additional combat and that's where your lag is coming from.
Maybe removing caps might quicken the check as now all it has to do is simply heal everybody in range, but im quite certain SOMEBDOY is going to figure out how to lock up the system.
Lets say we remove caps....ok now your BEST class in-game would be Templar as they can heal 3 people with a fairly decent range with no aiming required.
This would now cause new lag being spammed as you have X people in range during combat and the system has to check who needs the heal.
If your group was prioritized there would be less processing required. Healing springs then needs to evaluate over a max of 24 in the first instance. Much less database processing required.Shaun98ca2 wrote: »Your typical healing springs you cast that in a group of 100+ people the system has to quickly and instantly check the health of all 100+ members and decide which 6 people get the heal.
I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.
I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.
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I still think a 30 second res sickness would be enough of a penalty for the defense / offensive recovery window and make things a lot more interesting in keep battles. I don't think camps need to go away - but they are too instant back to fight as it is.
Shaun98ca2 wrote: »Problem is the spells themselves are causing the lag.
Your typical healing springs you cast that in a group of 100+ people the system has to quickly and instantly check the health of all 100+ members and decide which 6 people get the heal.
Add in additional combat and that's where your lag is coming from.
Maybe removing caps might quicken the check as now all it has to do is simply heal everybody in range, but im quite certain SOMEBDOY is going to figure out how to lock up the system.
Lets say we remove caps....ok now your BEST class in-game would be Templar as they can heal 3 people with a fairly decent range with no aiming required.
This would now cause new lag being spammed as you have X people in range during combat and the system has to check who needs the heal.
Agrippa_Invisus wrote: »
Rush in -> Expend all resources -> Die -> Repeat
That's not good gameplay. That's zerging.
this would make it impossible to take keeps in the non-vet only campaign. This cant be done:(WarrioroftheWind_ESO wrote: »I'm almost wondering if they should buff guards to v10 to stay competitive. I seen too many scenarios where it doesn't matter how many sieges shields and heals are up the enemy just bumrushes the flag, or worse stealthers pluck off the guard from redonkulous range before anyone knows what's going on. (If anyone plays Haderus KC LM you know what I'm talking about).
GFBStarWars wrote: »
Make camp group only and not visible on map if you are not in group, only group member that died while in group get the chance to respawn, if u die with another group you cant use that camp.
Agrippa_Invisus wrote: »
Rush in -> Expend all resources -> Die -> Repeat
That's not good gameplay. That's zerging.
It's Zerging when an entire faction is at one keep and crawling on the walls to cover for forward camps, and still has enough to send 50+ to the front and back flags. The issue is not zerging per se - it's the fact that the 100 people charging flags and dying to 30 defenders using oils, ultimate drops and synergy based group abilities to defeat the 100 people - can re-stack the flag with all 100 without a death penalty in basically zero time. While the defenders are recovering mana/stam and constantly taking damage from enemy siege and having to tightly manage their resources the 100 just keep dying rinse and repeat until they wear down the defenders.
And you're right my friend, that's not good game play.