There someone said it.
It actually needs to happen to save the remaining PvP playerbase.
It will feel awful, it will hurt, but jesus... the lag. The lag would be gone forever.


Don't change things because their server or game engine can't handle it.
Fix what's broken instead of breaking what's working.
#StopTheLagNotTheSkills
No. Imagine playing a game where you only have 5 skills you can use at any given time, and they all have cooldowns. I'd go back to SWTOR if I wanted cooldowns, at least I'd get a better storyline and be able to use more abilities.
Hypertionb14_ESO wrote: »in pvp at least.. it would be an improvement to have 5second recast cooldowns..
wouldnt be the crazy skill spam it is and would actually have some light and heavy attacks.... and targeted blocking them.
omg and even strategic timing of skills!
but nope....
here comes the hate...
[*img]http://zx6r.com/attachments/zx6r/24587d1388717765-so-many-holes-flameshield.jpg[/img]
Don't change things because their server or game engine can't handle it.
Fix what's broken instead of breaking what's working.
#StopTheLagNotTheSkills
I dont think any piece of server hardware could handle the magnitude of what ESO is trying to accomplish. It is becoming painfully clear patch after patch that the whole fundamental system is flawed fatally. With every passing update, performance suffers more.
Button mashing I suspect is the main culprit. The object is to stop button mashing leading to client/server overload.
There is a reason latency increases precipitously prior to the server itself bogging down. Data transfer on demand is at ridiculously high levels. In no other game I have ever played has there been this much on demand immediate response to completely open ended multiplicative scaling input.
The games design is the problem, I am suggesting to change the design.

There someone said it.
It actually needs to happen to save the remaining PvP playerbase.
It will feel awful, it will hurt, but jesus... the lag. The lag would be gone forever.
No. Imagine playing a game where you only have 5 skills you can use at any given time, and they all have cooldowns. I'd go back to SWTOR if I wanted cooldowns, at least I'd get a better storyline and be able to use more abilities.
This.
Actually I've been casually playing swtor with a friend lately nice change to have some closed world PVP with no lag.
No. Imagine playing a game where you only have 5 skills you can use at any given time, and they all have cooldowns. I'd go back to SWTOR if I wanted cooldowns, at least I'd get a better storyline and be able to use more abilities.
This.
Actually I've been casually playing swtor with a friend lately nice change to have some closed world PVP with no lag.
Voidstar still lags with only 16 people. The Makeb 4v4 (LOL!) still lags.
Attorneyatlawl wrote: »Don't change things because their server or game engine can't handle it.
Fix what's broken instead of breaking what's working.
#StopTheLagNotTheSkills
I dont think any piece of server hardware could handle the magnitude of what ESO is trying to accomplish. It is becoming painfully clear patch after patch that the whole fundamental system is flawed fatally. With every passing update, performance suffers more.
Button mashing I suspect is the main culprit. The object is to stop button mashing leading to client/server overload.
There is a reason latency increases precipitously prior to the server itself bogging down. Data transfer on demand is at ridiculously high levels. In no other game I have ever played has there been this much on demand immediate response to completely open ended multiplicative scaling input.
The games design is the problem, I am suggesting to change the design.
So, why were games such as Dark Age of Camelot, Warhammer Online, and heck even Aion, able to handle much higher playercounts without becoming almost completely unresponsive serverside over the past 15 years then in your opinion?
It's been done before successfully. It can be done again. So I agree, #StopTheLagNotTheSkills. If you're having framerate issues, that's your PC, not server latency. And yes, with a good enough system, you can keep good framerates even in the biggest brawls in keep sieges in Cyrodiil. Source: My own rig.
Don't change things because their server or game engine can't handle it.
Fix what's broken instead of breaking what's working.
#StopTheLagNotTheSkills
There someone said it.
It actually needs to happen to save the remaining PvP playerbase.
It will feel awful, it will hurt, but jesus... the lag. The lag would be gone forever.
Yolokin_Swagonborn wrote: »Just play a sorc. We already have cooldowns on our abilities.
The only ability in the game that punishes you for spamming it. Imagine if flappy wings, impulse, blazing shield, or sap essence, cost 50% more if cast within 4 seconds...
Thats a fake cooldown for casuals! People who want real cooldowns should play templar.Yolokin_Swagonborn wrote: »Just play a sorc. We already have cooldowns on our abilities.
The only ability in the game that punishes you for spamming it. Imagine if flappy wings, impulse, blazing shield, or sap essence, cost 50% more if cast within 4 seconds...
Attorneyatlawl wrote: »Don't change things because their server or game engine can't handle it.
Fix what's broken instead of breaking what's working.
#StopTheLagNotTheSkills
I dont think any piece of server hardware could handle the magnitude of what ESO is trying to accomplish. It is becoming painfully clear patch after patch that the whole fundamental system is flawed fatally. With every passing update, performance suffers more.
Button mashing I suspect is the main culprit. The object is to stop button mashing leading to client/server overload.
There is a reason latency increases precipitously prior to the server itself bogging down. Data transfer on demand is at ridiculously high levels. In no other game I have ever played has there been this much on demand immediate response to completely open ended multiplicative scaling input.
The games design is the problem, I am suggesting to change the design.
So, why were games such as Dark Age of Camelot, Warhammer Online, and heck even Aion, able to handle much higher playercounts without becoming almost completely unresponsive serverside over the past 15 years then in your opinion?
It's been done before successfully. It can be done again. So I agree, #StopTheLagNotTheSkills. If you're having framerate issues, that's your PC, not server latency. And yes, with a good enough system, you can keep good framerates even in the biggest brawls in keep sieges in Cyrodiil. Source: My own rig.
Because all of this is caused by server side performance degradation and not our machines. Even super rigs experience the slowdowns. In some cases they CAUSE IT for others because their throughput is higher.