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PVP news from the guild summit

  • Columba
    Columba
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    the same people who are screaming for no aoe caps are also claiming that perma invulnerabilty as a result of mist form hacking is okay. Their reason fot the latter? "That's how small groups can defeat zergs!" so why do you also need aoe caps removed to defeat zergs when this exploit does the same thing?
  • Itoq
    Itoq
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    I am not sure I like the idea of trying to motivate pve'ers to pvp. From my perspective Cyrodil already has a lot of players who really have a base pve mentallity (many of them learned raiding from WoW and try to apply that style and group management directly to warfare - some even call group pvp 'raiding.')

    However, I do like that there is some effort to make keep control mean more than basically just points. Hopefully, it doesn't lead to more pop imbalances or pop player type imbalances.
    Edited by Itoq on October 2, 2014 5:45AM
  • Xsorus
    Xsorus
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    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.
  • Columba
    Columba
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    So small groups can beat large ones....hmmm guess the zergs aren't all powerful then.
  • JaJaLuka
    JaJaLuka
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    I don't care about caps, put a small timer on impulse and stop people from going invisible during bat swarm AND being able to cast impulse at the same time and I'll be happy. I don't care if someone is emperor or not, they should not be allowed to decimate entire raids the way some people are. This is not skill or fair play and it certainly isn't fun for anyone else.
    This is a clear exploit of a badly designed system. I have absolutely no respect for the people who use these methods. If/when these skills are finally sorted out (which if I'm honest will probably be never knowing zos) you'll finally see what a hack these guys are.
    Krojick, DC Sorc PC NA
    Milámber, EP Sorc PC NA
    Brunack, EP DK PC NA
    General Mark Shephard, EP Temp PC NA (Worst temp NA XD )
    Krojick Nightblade, DC NB PC NA
    Others...
  • Komma
    Komma
    ✭✭✭✭✭
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.
    Kohma Kozzy-cr160-Stamblade
    Komma-cr160-Magicblade
    Komma the Great-cr160-Stam DK
    Kommah-cr160-Mag DK
    Komma Kozzy-cr160-Mag Templar
    Kommuh Kozzy-cr160-Stam Templar
    Komma the White-cr160-Mag Sorc
    The Tazmanian Devil-cr160-Stamsorc
    OTG
  • Manoekin
    Manoekin
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    ✭✭
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.
  • Agrippa_Invisus
    Agrippa_Invisus
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    Manoekin wrote: »
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.

    As an example --

    Yesterday, 10/1/14, on Thornblade NA, the fights in the naves (front door flags for those that don't know) of both Alessia (when retrieving the EP scroll) and the Faregyl (when EP/DC tripped over each other trying to take it). The first resulted in a server crash, the second was so utterly ridiculous and caused the server to lag so terribly I logged for the night.

    The fights when EP retook BRK from AD were not much better. The keep flipped without killing much of the AD inside and we sat there, literally spamming skills at each other, for several minutes before the GUARDS finally killed the AD players and we pushed out and cleaned up the keep.

    Dealing with the stack or being in the stack is a seriously UNFUN style of play. But it's effective, and it flips or defends keeps. And it sucks.

    Thank you, (Insert DC guild leader whose initials are BSG), for showing me the truth of it, and then to certain skeletal AD guilds for reinforcing it.
    Edited by Agrippa_Invisus on October 2, 2014 3:47PM
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Soris
    Soris
    ✭✭✭✭✭
    Manoekin wrote: »
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.

    More specificly,
    Pick your favourite aoe spell and stack in your 24 man bomb squad and charge in a crowded enemy bombgroup.

    Each time YOU cast your favourite AoE dmg or heal spell, the system makes calculations. It decides which 6 enemy/friendly can be hit/healed by your single AoE.

    So lets say this fact "X"

    As you in bombsquad, and as enemy group doing the same;

    24X x (spam factor) + 24Y x (spam factor)

    Result is tons of lag
    Welkynd [Templar/AD/EU]
  • Armitas
    Armitas
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    [*] Buffs will be local to the campaign only for PvP only, they are still considering how to handle buffs for PvE

    The reason for all this is to remove buff servers. They have effectively removed the "buff server" for use on another pvp server via this change but we still lack a way to remove "buff servers" from PvErs.

    1 possible solution is to make the PvE buffs based on total server wide alliance ownership divided by the number of servers. This would validate each server, and also spread populations across each server to maintain the totality PvE buffs.

    So lets say there are 3 servers. To have full PvE keep buffs one must either own all 3 alliance keeps on one server, or 1/3 of the alliance keeps on 3 servers. PvE buffs would be based on total alliance success rather than server based alliance success. Ownership of OP's, scrolls, and resources would each provide different buffs.

    This would mean the success each and every server is directly contingent to success for everyone in PvE. This validates every server as necessary for success which will necessitate population distribution.

    If it is not desired that population be evenly distributed then the value of the campaign can be adjusted based on the length of the campaign. For example the success of a 2 week campaign could be more valuable than the success of a 1 week campaign for total PvE buffs. This would assure that more troops would be stationed in the more valuable campaign while assuring that the lesser value campaigns are not vacant.
    Edited by Armitas on October 2, 2014 4:45PM
    Retired.
    Nord mDK
  • Zintair
    Zintair
    ✭✭✭✭
    Manoekin wrote: »
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.

    There were always AoE caps... There were just a few abilities which didn't have them.

    I thought this was common knowledge by now?

    Makes me wonder....
    Edited by Zintair on October 2, 2014 4:34PM
    Vokundein
    Zintair aka Primetime - VR14 - Guild Leader and PvP Dept Leader

    www.Legend-Gaming.net
  • Braidas
    Braidas
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    apparently they're removing the caps on damaging aoe's but reducing their effectiveness by a scaled percentage after some amount of targets hit.
  • Lfehova
    Lfehova
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    Manoekin wrote: »
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.

    I know everyone claims to be a programmer and have gotten a computer science degree, but I actually have and am...

    Anyways, from what I can infer from my experience and what I can see. The lag is happening from the calculations when a lot of people are spamming spells in the same location.

    For example, one cast of healing springs. It must calculate all hp of all players inside the healing springs. Then take the 6 lowest and apply the heal to them. Without AOE caps, it could just apply it to everybody. So instead of having a call to the database to figure out who's in range, then calculating the six people who should receive it, then modifying their health data. You could remove aoe caps. And the function would be more like, everyone in area get health. And that function would just hit everybody in the area without the added calculations.

    This matters, because it appears each area has its own processor of some sort for calculations. It seems ZoS has made some architectural change on their side recently to try to combat this. As way before, a server would lag in certain locations. Now when zergballs meet, you could be in northern high rock and still lag.

    Either way, you are correct about the meta of deterring zergballs as a way to reduce the lag as well. But I believe there's some data calculation and data management lag that would be alleviated as well.

    But what do I know, I'm just a silly developer and I only manage the ram and memory on phones for mobile apps.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • LonePirate
    LonePirate
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    ✭✭✭
    Armitas wrote: »

    [*] Buffs will be local to the campaign only for PvP only, they are still considering how to handle buffs for PvE

    The reason for all this is to remove buff servers. They have effectively removed the "buff server" for use on another pvp server via this change but we still lack a way to remove "buff servers" from PvErs.

    1 possible solution is to make the PvE buffs based on total server wide alliance ownership divided by the number of servers. This would validate each server, and also spread populations across each server to maintain the totality PvE buffs.

    So lets say there are 3 servers. To have full PvE keep buffs one must either own all 3 alliance keeps on one server, or 1/3 of the alliance keeps on 3 servers. PvE buffs would be based on total alliance success rather than server based alliance success. Ownership of OP's, scrolls, and resources would each provide different buffs.

    This would mean the success each and every server equates to success for everyone in PvE. This validates every server as necessary for success which will necessitate population distribution.

    There is another solution. Create three new campaigns which are each limited to members of a specific alliance. All PVE players would have a buff server and since buffs will not travel from one campaign to another, they do not impact the actual PVP campaigns. There is no need to punish the PVE crowd.
  • Komma
    Komma
    ✭✭✭✭✭
    So with no aoe caps people wont run around in a zerg casting aoe's. I think I understand now...Fixing one problem can cause a much worse problem to rear its ugly head...
    Kohma Kozzy-cr160-Stamblade
    Komma-cr160-Magicblade
    Komma the Great-cr160-Stam DK
    Kommah-cr160-Mag DK
    Komma Kozzy-cr160-Mag Templar
    Kommuh Kozzy-cr160-Stam Templar
    Komma the White-cr160-Mag Sorc
    The Tazmanian Devil-cr160-Stamsorc
    OTG
  • Maulkin
    Maulkin
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    LonePirate wrote: »
    Armitas wrote: »

    [*] Buffs will be local to the campaign only for PvP only, they are still considering how to handle buffs for PvE

    The reason for all this is to remove buff servers. They have effectively removed the "buff server" for use on another pvp server via this change but we still lack a way to remove "buff servers" from PvErs.

    1 possible solution is to make the PvE buffs based on total server wide alliance ownership divided by the number of servers. This would validate each server, and also spread populations across each server to maintain the totality PvE buffs.

    So lets say there are 3 servers. To have full PvE keep buffs one must either own all 3 alliance keeps on one server, or 1/3 of the alliance keeps on 3 servers. PvE buffs would be based on total alliance success rather than server based alliance success. Ownership of OP's, scrolls, and resources would each provide different buffs.

    This would mean the success each and every server equates to success for everyone in PvE. This validates every server as necessary for success which will necessitate population distribution.

    There is another solution. Create three new campaigns which are each limited to members of a specific alliance. All PVE players would have a buff server and since buffs will not travel from one campaign to another, they do not impact the actual PVP campaigns. There is no need to punish the PVE crowd.

    What the hell is this nonsense?

    If ALL PvErs have the same buffs, what's the point of them existing in the first place? If they think the PvE content is too hard without the buffs, just lower the difficulty of the content. Instead of wasting resources and having servers sitting there with empty campaigns just so players could have a constant bonus.

    The buffs just need to go, full stop. They were *** to begin with and ZOS are slowly starting to realise that.
    EU | PC | AD
  • Agrippa_Invisus
    Agrippa_Invisus
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    The buffs should only apply to players currently within the Cyrodiil instance that they are provided from.

    Not in PVE.
    Not in other Cyrodiil instances.

    Only that Cyrodiil instance. They are the rewards for success.

    PVE and cross server buffs ruin campaigns by encouraging extremely poor sportsmanship and bad behavior. They killed Bloodthorn by the desire for that to be a buff campaign. They killed Bow of Shadows. They killed Haderus. They killed Chillrend.

    EP plays at a constant disadvantage without one and the solution isn't to give EP a buff campaign. The solution is to eliminate the concept entirely. It is a total aberration of the dev's original design goals.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Zintair
    Zintair
    ✭✭✭✭
    The buffs should only apply to players currently within the Cyrodiil instance that they are provided from.

    Not in PVE.
    Not in other Cyrodiil instances.

    Only that Cyrodiil instance. They are the rewards for success.

    PVE and cross server buffs ruin campaigns by encouraging extremely poor sportsmanship and bad behavior. They killed Bloodthorn by the desire for that to be a buff campaign. They killed Bow of Shadows. They killed Haderus. They killed Chillrend.

    EP plays at a constant disadvantage without one and the solution isn't to give EP a buff campaign. The solution is to eliminate the concept entirely. It is a total aberration of the dev's original design goals.

    This. Curious how AD would handle if they didn't have 12 buff servers to choose from. Not to mention the amount of buffs is ridiculous.
    Vokundein
    Zintair aka Primetime - VR14 - Guild Leader and PvP Dept Leader

    www.Legend-Gaming.net
  • KenjiJU
    KenjiJU
    ✭✭✭
    Problems with the Current System

    Trade-offs are not pronounced
    Too easy to hit soft caps
    Balance is harder

    Solutions:

    All your character’s stats, attributes, and damage values will be multiplied by 10 (for example, a Health of 2,500 would become a Health of 25,000). This will allow small percentage bonuses to realize a visible impact on your character’s stat lines.

    Eww. I hate bloated stat systems. If anything that makes it feel less meaningful. Nothing like having a weapon with a huge number take a tiny sliver of a health bar. Hated that in every game I've seen it in.

    Also aside from telling the difference between low level and high level items, it's not as easily read at a glance. I hope they rethink that.

    AoE caps is something that can (and likely will) be discussed with our gameplay team, which is scheduled for tomorrow.

    @ZOS_GinaBruno‌ Remove the cap, but reduce damage if it affects more than X number of people. Additional reduction based on each additional target affected. If it hits 5 people, do full. 10, do half. 15, do third. etc. We need more middleground.


    Edit:
    Braidas wrote: »
    apparently they're removing the caps on damaging aoe's but reducing their effectiveness by a scaled percentage after some amount of targets hit.

    I guess that's what I get for not reading very much of the thread.
    Edited by KenjiJU on October 2, 2014 5:10PM
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    KenjiJU wrote: »
    Problems with the Current System

    Trade-offs are not pronounced
    Too easy to hit soft caps
    Balance is harder

    Solutions:

    All your character’s stats, attributes, and damage values will be multiplied by 10 (for example, a Health of 2,500 would become a Health of 25,000). This will allow small percentage bonuses to realize a visible impact on your character’s stat lines.

    Eww. I hate bloated stat systems. If anything that makes it feel less meaningful. Nothing like having a weapon with a huge number take a tiny sliver of a health bar. Hated that in every game I've seen it in.

    Also aside from telling the difference between low level and high level items, it's not as easily read at a glance. I hope they rethink that.

    The idea as stated in the quote is that when you get a % bonus to something you will actually see the impact of that. So instead of gaining, say, 9 magicka you gain 90 from a buff. People will care about 90 more than 9 even if the ratio is the same as before.
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    Lfehova wrote: »
    Manoekin wrote: »
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.

    I know everyone claims to be a programmer and have gotten a computer science degree, but I actually have and am...

    Anyways, from what I can infer from my experience and what I can see. The lag is happening from the calculations when a lot of people are spamming spells in the same location.

    For example, one cast of healing springs. It must calculate all hp of all players inside the healing springs. Then take the 6 lowest and apply the heal to them. Without AOE caps, it could just apply it to everybody. So instead of having a call to the database to figure out who's in range, then calculating the six people who should receive it, then modifying their health data. You could remove aoe caps. And the function would be more like, everyone in area get health. And that function would just hit everybody in the area without the added calculations.

    This matters, because it appears each area has its own processor of some sort for calculations. It seems ZoS has made some architectural change on their side recently to try to combat this. As way before, a server would lag in certain locations. Now when zergballs meet, you could be in northern high rock and still lag.

    Either way, you are correct about the meta of deterring zergballs as a way to reduce the lag as well. But I believe there's some data calculation and data management lag that would be alleviated as well.

    But what do I know, I'm just a silly developer and I only manage the ram and memory on phones for mobile apps.

    I'm just an outsider's POV when it comes to stuff like this.

    Don't care about buff servers. EP just isn't coordinated enough to take and hold one.
  • Ifthir_ESO
    Ifthir_ESO
    ✭✭✭✭✭
    faernaa wrote: »
    .

    Each time YOU cast your favourite AoE dmg or heal spell, the system makes calculations. It decides which 6 enemy/friendly can be hit/healed by your single AoE.

    So lets say this fact "X"

    As you in bombsquad, and as enemy group doing the same;

    24X x (spam factor) + 24Y x (spam factor)

    Result is tons of lag


    Yep. And it's not the server lagging, its the code lagging to make that decision, because even split second delays manifest in-game.

    The servers can handle plenty more players than are on, but you cannot handle badly optimized code.
  • Agrippa_Invisus
    Agrippa_Invisus
    ✭✭✭✭✭
    ✭✭✭
    Manoekin wrote: »
    Lfehova wrote: »
    Manoekin wrote: »
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.

    I know everyone claims to be a programmer and have gotten a computer science degree, but I actually have and am...

    Anyways, from what I can infer from my experience and what I can see. The lag is happening from the calculations when a lot of people are spamming spells in the same location.

    For example, one cast of healing springs. It must calculate all hp of all players inside the healing springs. Then take the 6 lowest and apply the heal to them. Without AOE caps, it could just apply it to everybody. So instead of having a call to the database to figure out who's in range, then calculating the six people who should receive it, then modifying their health data. You could remove aoe caps. And the function would be more like, everyone in area get health. And that function would just hit everybody in the area without the added calculations.

    This matters, because it appears each area has its own processor of some sort for calculations. It seems ZoS has made some architectural change on their side recently to try to combat this. As way before, a server would lag in certain locations. Now when zergballs meet, you could be in northern high rock and still lag.

    Either way, you are correct about the meta of deterring zergballs as a way to reduce the lag as well. But I believe there's some data calculation and data management lag that would be alleviated as well.

    But what do I know, I'm just a silly developer and I only manage the ram and memory on phones for mobile apps.

    I'm just an outsider's POV when it comes to stuff like this.

    Don't care about buff servers. EP just isn't coordinated enough to take and hold one.

    Or perhaps the current guild leadership in EP finds the concept abhorrent and refuses to attempt to perpetuate it? GoS failed to hold or retake Bow because they received no help, not because we didn't like GoS -- nothing but respect for them -- but because we dislike the idea vehemently.

    Hijinx left Chillrend because we didn't want it to turn into a buff server, and went to help the server that needed it more. Alas, EG and NM had different ideas, and it is now a buff campaign.

    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Ifthir_ESO
    Ifthir_ESO
    ✭✭✭✭✭
    Zintair wrote: »
    This. Curious how AD would handle if they didn't have 12 buff servers to choose from. Not to mention the amount of buffs is ridiculous.

    It's not a coincidence that the #1 guilds in the world to complete PvE achievements also have buff servers.

    When EP had buff servers, we were #1 in the weekly, in the all-time AA (Until Alacrity stayed up all night to beat us pre-Orb nerf) and in Hel-Ra.

    Now we aren't #1 in any of them. Make no mistake, holding all keeps/all scrolls on a buff server is an EPIC game changing buff. Anyone telling you differently is being disingenuous or outright lying.

  • Ifthir_ESO
    Ifthir_ESO
    ✭✭✭✭✭
    LonePirate wrote: »
    There is another solution. Create three new campaigns which are each limited to members of a specific alliance. All PVE players would have a buff server and since buffs will not travel from one campaign to another, they do not impact the actual PVP campaigns. There is no need to punish the PVE crowd.

    To me, this is a terrible solution that fixes the symptom, not the problem. Awful idea all around, imo.

    Remove PvE buffs from PvP altogether. Period.

  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    Manoekin wrote: »
    Lfehova wrote: »
    Manoekin wrote: »
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.

    I know everyone claims to be a programmer and have gotten a computer science degree, but I actually have and am...

    Anyways, from what I can infer from my experience and what I can see. The lag is happening from the calculations when a lot of people are spamming spells in the same location.

    For example, one cast of healing springs. It must calculate all hp of all players inside the healing springs. Then take the 6 lowest and apply the heal to them. Without AOE caps, it could just apply it to everybody. So instead of having a call to the database to figure out who's in range, then calculating the six people who should receive it, then modifying their health data. You could remove aoe caps. And the function would be more like, everyone in area get health. And that function would just hit everybody in the area without the added calculations.

    This matters, because it appears each area has its own processor of some sort for calculations. It seems ZoS has made some architectural change on their side recently to try to combat this. As way before, a server would lag in certain locations. Now when zergballs meet, you could be in northern high rock and still lag.

    Either way, you are correct about the meta of deterring zergballs as a way to reduce the lag as well. But I believe there's some data calculation and data management lag that would be alleviated as well.

    But what do I know, I'm just a silly developer and I only manage the ram and memory on phones for mobile apps.

    I'm just an outsider's POV when it comes to stuff like this.

    Don't care about buff servers. EP just isn't coordinated enough to take and hold one.

    Or perhaps the current guild leadership in EP finds the concept abhorrent and refuses to attempt to perpetuate it? GoS failed to hold or retake Bow because they received no help, not because we didn't like GoS -- nothing but respect for them -- but because we dislike the idea vehemently.

    Hijinx left Chillrend because we didn't want it to turn into a buff server, and went to help the server that needed it more. Alas, EG and NM had different ideas, and it is now a buff campaign.

    Yes, the faction without a buff server finds it appalling and just doesn't want the buffs because it isn't right. Come on man. Chillrend WAS the EP buff server, so I don't know what you're talking about. It used to pop lock before Thorn for EP until DC rolled in and smashed you guys. It's not an unfair advantage, it's an earned advantage.
  • Bramir
    Bramir
    ✭✭✭✭
    Manoekin wrote: »
    Manoekin wrote: »
    Lfehova wrote: »
    Manoekin wrote: »
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.

    I know everyone claims to be a programmer and have gotten a computer science degree, but I actually have and am...

    Anyways, from what I can infer from my experience and what I can see. The lag is happening from the calculations when a lot of people are spamming spells in the same location.

    For example, one cast of healing springs. It must calculate all hp of all players inside the healing springs. Then take the 6 lowest and apply the heal to them. Without AOE caps, it could just apply it to everybody. So instead of having a call to the database to figure out who's in range, then calculating the six people who should receive it, then modifying their health data. You could remove aoe caps. And the function would be more like, everyone in area get health. And that function would just hit everybody in the area without the added calculations.

    This matters, because it appears each area has its own processor of some sort for calculations. It seems ZoS has made some architectural change on their side recently to try to combat this. As way before, a server would lag in certain locations. Now when zergballs meet, you could be in northern high rock and still lag.

    Either way, you are correct about the meta of deterring zergballs as a way to reduce the lag as well. But I believe there's some data calculation and data management lag that would be alleviated as well.

    But what do I know, I'm just a silly developer and I only manage the ram and memory on phones for mobile apps.

    I'm just an outsider's POV when it comes to stuff like this.

    Don't care about buff servers. EP just isn't coordinated enough to take and hold one.

    Or perhaps the current guild leadership in EP finds the concept abhorrent and refuses to attempt to perpetuate it? GoS failed to hold or retake Bow because they received no help, not because we didn't like GoS -- nothing but respect for them -- but because we dislike the idea vehemently.

    Hijinx left Chillrend because we didn't want it to turn into a buff server, and went to help the server that needed it more. Alas, EG and NM had different ideas, and it is now a buff campaign.

    Yes, the faction without a buff server finds it appalling and just doesn't want the buffs because it isn't right. Come on man. Chillrend WAS the EP buff server, so I don't know what you're talking about. It used to pop lock before Thorn for EP until DC rolled in and smashed you guys. It's not an unfair advantage, it's an earned advantage.

    Earned? Seriously? You call taking keeps on an empty server earning something?

    Regardless, EP seems to be doing just fine without a buff server, so when they go away, its going to be funny...

  • sean.plackerb14_ESO
    sean.plackerb14_ESO
    ✭✭✭✭
    Bump. Updated original post with news about AOE target cap at the top.
    @sean8102 - Carlore - Daggerfall Covenant
  • c0rp
    c0rp
    ✭✭✭✭✭
    Healing still capped at 6 with damage unlimited targets but damage will decrease with consecutive targetting. Hmm. If it gets rid of zerg trains then its fine with me.
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • Agrippa_Invisus
    Agrippa_Invisus
    ✭✭✭✭✭
    ✭✭✭
    Manoekin wrote: »
    Manoekin wrote: »
    Lfehova wrote: »
    Manoekin wrote: »
    Komma wrote: »
    AoE should not be upped in any fashion. we started with unlimited and what happened? people left in droves form the insanity of small groups farming the *** out of 100 man armies.

    the only people crying about the AoE caps are either new (to this game or MMOs in general) or are the ones who abused it so badly that no one wanted to play this pvp.

    we are STILL plagued with problems of spammed 5-hit AoEs and the groups who melt people with it capped. we FINALLY just saw the end of the mindless bolt-stun sorcs that could level entire armies of foes. no game has ever successfully implemented unlimited AoE and been fun (and STAYED fun) in large scale pvp.

    this issue needs to die already...but of course the heads of the big guilds are mostly the AP farmers who abuse these sort of tactics (coupled with oils, swarms, pulsars, etc) and they're the ones representing us?

    it will be an absolute shame to see this game get catered to those people when the market and the longevity of the game is wildly more dependent on the casuals, part timers, and small guilded friend groups. i say this as a player IN a LARGE PvP guild who has been gaming in MMOs for more than 2 decades who spends almost every (sad) waking hour on this game atm. the restrictions are not breaking this game for anyone but a measly few and their removal will only allow these small powerful groups the ability to wipe others and farm AP faster. which sounds great from a nearsighted perspective but i'm still fighting to see this game last...

    I'd say the people complaining about AoE caps mostly played DAOC, which had far superior PvP because it didn't have AoE Caps, and also the fact we saw not only Guild Wars 2 become complete crap because of Caps but this game has slowly devolved into a laggy mess because of the Caps.

    Oh yea..If you're getting farmed with 100 people by the small groups..That's your own bloody fault for stacking up like baddies.

    How do aoe caps cause lag? Its a serious question. I have always wondered that.

    aoe caps = people group up into large groups because any attack can only hit 6 people, so it decreases your chance to get hit and allows you to heal through the damage easier. So it basically becomes big groups trying to aoe other big groups that are trying to aoe them, and that causes lag since the server has a hard time keeping up. Back before aoe caps entire zergs would get wiped out super quick by organized groups of even just 4 players. Certain emperors would be able to kill zergs by themselves with the emperor buffs. The quicker fights result in a lot less players on screen and casting spells.

    That's just what I get from it.

    I know everyone claims to be a programmer and have gotten a computer science degree, but I actually have and am...

    Anyways, from what I can infer from my experience and what I can see. The lag is happening from the calculations when a lot of people are spamming spells in the same location.

    For example, one cast of healing springs. It must calculate all hp of all players inside the healing springs. Then take the 6 lowest and apply the heal to them. Without AOE caps, it could just apply it to everybody. So instead of having a call to the database to figure out who's in range, then calculating the six people who should receive it, then modifying their health data. You could remove aoe caps. And the function would be more like, everyone in area get health. And that function would just hit everybody in the area without the added calculations.

    This matters, because it appears each area has its own processor of some sort for calculations. It seems ZoS has made some architectural change on their side recently to try to combat this. As way before, a server would lag in certain locations. Now when zergballs meet, you could be in northern high rock and still lag.

    Either way, you are correct about the meta of deterring zergballs as a way to reduce the lag as well. But I believe there's some data calculation and data management lag that would be alleviated as well.

    But what do I know, I'm just a silly developer and I only manage the ram and memory on phones for mobile apps.

    I'm just an outsider's POV when it comes to stuff like this.

    Don't care about buff servers. EP just isn't coordinated enough to take and hold one.

    Or perhaps the current guild leadership in EP finds the concept abhorrent and refuses to attempt to perpetuate it? GoS failed to hold or retake Bow because they received no help, not because we didn't like GoS -- nothing but respect for them -- but because we dislike the idea vehemently.

    Hijinx left Chillrend because we didn't want it to turn into a buff server, and went to help the server that needed it more. Alas, EG and NM had different ideas, and it is now a buff campaign.

    Yes, the faction without a buff server finds it appalling and just doesn't want the buffs because it isn't right. Come on man. Chillrend WAS the EP buff server, so I don't know what you're talking about. It used to pop lock before Thorn for EP until DC rolled in and smashed you guys. It's not an unfair advantage, it's an earned advantage.

    Chillrend never was the EP buff server, Bow of Shadows was until DC claimed it. Chillrend was Dawnbreaker's guilds moving to the new campaign structure. Several Thornblade guilds moved over near the end of the first 2 week period and flipped the map red.

    There'd been multiple gentleman's agreements between the Dawnbreaker guilds (EHJ, TKO, Hijinx) to NOT night/day cap to excess. The Thornblade guilds would not adhere to the agreement and turned the server into a pile of garbage. They night capped it red and then TKO and EHJ double teamed EP into the dirt during prime time. Hijinx left during this period after attempting multiple times to get EP to adhere to the old agreements, without success. Thornblade was in the last week of its first 30 day cycle when this happened.

    EP still won the first two two week cycles of Chillrend. When EG and NM moved to the server, ostensibly to chase the EP from Thorn back, they stayed even after the EP left and chased the remaining AD off the server too.

    I am fairly certain I know exactly what I'm talking about here, having been a participant in the events.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
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