Isnt that already obvious?LegendaryChef wrote: »This is my one complaint about the ruleset for IC. If a single player kills me, they absolutely deserve almost all of my stones. If a zerg kills me while I'm alone, they should get a smaller percentage of my stones for each player above 2, or something like that. They do not deserve the full benefit from killing me, because I was nothing but a bump in the road, and I had literally zero chance of winning the fight.
There should also be a reward for escaping a zerg, since that takes far more skill than the zergers are using...if you get hit by 10+ people and survive to get out of combat, there should be a reward...
So everyone should reroll a NB then?
Isnt that already obvious?LegendaryChef wrote: »This is my one complaint about the ruleset for IC. If a single player kills me, they absolutely deserve almost all of my stones. If a zerg kills me while I'm alone, they should get a smaller percentage of my stones for each player above 2, or something like that. They do not deserve the full benefit from killing me, because I was nothing but a bump in the road, and I had literally zero chance of winning the fight.
There should also be a reward for escaping a zerg, since that takes far more skill than the zergers are using...if you get hit by 10+ people and survive to get out of combat, there should be a reward...
So everyone should reroll a NB then?
Good point. Did you report this bug/explpoit already? Cant be intended to be like this...Isnt that already obvious?LegendaryChef wrote: »This is my one complaint about the ruleset for IC. If a single player kills me, they absolutely deserve almost all of my stones. If a zerg kills me while I'm alone, they should get a smaller percentage of my stones for each player above 2, or something like that. They do not deserve the full benefit from killing me, because I was nothing but a bump in the road, and I had literally zero chance of winning the fight.
There should also be a reward for escaping a zerg, since that takes far more skill than the zergers are using...if you get hit by 10+ people and survive to get out of combat, there should be a reward...
So everyone should reroll a NB then?
I mean... you can chose Sorc, too.
spenc_cathb16_ESO wrote: »
spenc_cathb16_ESO wrote: »
I guess that is a good point, though with sorcerers all it takes is another sorcerer to give chase and you aren't likely to get away...
My original point stands though...you shouldn't lose all your stones just for being in the wrong room fighting a mob when a zerg rolls through.
Good point. Did you report this bug/explpoit already? Cant be intended to be like this...Isnt that already obvious?LegendaryChef wrote: »This is my one complaint about the ruleset for IC. If a single player kills me, they absolutely deserve almost all of my stones. If a zerg kills me while I'm alone, they should get a smaller percentage of my stones for each player above 2, or something like that. They do not deserve the full benefit from killing me, because I was nothing but a bump in the road, and I had literally zero chance of winning the fight.
There should also be a reward for escaping a zerg, since that takes far more skill than the zergers are using...if you get hit by 10+ people and survive to get out of combat, there should be a reward...
So everyone should reroll a NB then?
I mean... you can chose Sorc, too.
Rune_Relic wrote: »Rune_Relic wrote: »So If I can now hit 60 people for 100% damage...at same cost...why would I use anything but AoE ?
Perhaps there is still a few people that remember before caps were raised to 60.
You know...after which they had to cut campaign sizes down to 1/10th the size because raising the players hit caused so much more lag.
Some people have really, really short memories or have serious power craving issues.
Giving players god like abilities does not (has not) fix lag.
It just gives a bigger group of players even more godlike abilities.
We are trying to get away from players with 1 sec TTK....and your solution is to go back to a 1 sec TTK with OP skills.
Even if you replace 4 executional branches with 1 branch..you still have to do all the Hots/Dots/Heals/Damage calcs on 60 people regardless...which have to be selected form an infinite number of people within a selection radius. Which also have to identify potential synergie players to be notified
Will it be quicker....obviously.
Will it improve anything in the greater scheme of things...nope.
All I see is a "make me godmode" scream.
Sorry, you clearly don't know what you are talking about...
Firstly, you make it sound as if people contemplate not using AOE because of the existence of the AOE cap. That's ridiculous. I don't think "oh, my fire ring will only hit 6 people at max damage so I will use crystal fragments instead trololol". Tell me, if you were fighting 60 people now - why would you choose anything but AOE (out of choice?) People use abilities based on their build and what they are trying to achieve with that build. They do not choose abilities based on the existence (or not) of an AOE cap and it is stupid to suggest otherwise.
They choose skills based on cost vs damage. When playing against multiple adversaries all that matters is how much total DPS you can push out in that regard.
In regard to lag I think most of us remember as well as you do. The lag however is caused by the server not being able to handle what is being asked of it. In the current state of affairs it has to calculate all of the diminishing returns. With no AOE cap, none of these calculations are necessary in the absence of a cap. I am not going to go into too much detail here as I am on my phone but this should be obvious. Saying we won't see an improvement is almost certainly wrong.
Rubbish. You have changed 4 lines of code for 1 line of code.
All the rest of the lines of code are the same after that point...at upto 60x regardless of diminishing return.. it still has to cycle through all the 60 players after selecting them from a pool that could be infinite.
Regardless, if we don't seen an improvement in lag because of the reduction in calculations we will most certainly see a reduction in lag because of the need for people to play differently. Running in a blob will prove far more dangerous and (heaven forbid!) spreading out will have an advantage. Less blobs = less lag.
Running in a blob will be resolved the same way it was resolved when caps were raised to 60.
People will mitigate and adapt...exactly as they did last time and I warned would happen last time.
Whoch is way campaign size was hammered and lag got 10x worse
This has nothing to do with craving power or wanting God mode. It's about countering a game style that ruins the enjoyment of the game for the majority of people outside the bubble of people who choose to play this way - I am confident, based on your post, that you are one of them.
Miss and miss....try harder...
http://forums.elderscrollsonline.com/en-GB/discussion/214013/pvp-zerg-fix/p1
If you can come back and give me a cohesive argument as to why having huge numbers should warrant a reduction in damage you receive I might listen. Otherwise, I can't see why anyone would be against the removal of caps except because their playstyle benefits from it.
...
Youre overthinking things in that thread you made. Also, all that matters is DPS when facing multiple adverseries = completely and 100% false.
You want to institute mechanics that punish players. Removing AOE caps simply puts things on an even playing field.
Also its pretty likely no matter how much coding youve done that you dont know how convoluted or what type of impact 'changes in code' would make. Removing AOE caps would prevent 20v20 barrier/heal flooding from going on so long though.
Addressing the defensive side of the equation is another story, start with AOE caps. They are an abomination to PvP.
You shouldnt take half damage from someone because youre standing next to 6 people in your faction.
Maybe if they actually played their game.LegendaryChef wrote: »Has the thought ever crossed anyone's mind that maybe........
Zos workers run in zergs?
Maybe if they actually played their game.LegendaryChef wrote: »Has the thought ever crossed anyone's mind that maybe........
Zos workers run in zergs?
#FREEFENGRUSH
Just say it already, no one else in here besides us.Maybe if they actually played their game.LegendaryChef wrote: »Has the thought ever crossed anyone's mind that maybe........
Zos workers run in zergs?
I've seen one of the devs play, in a duo actually. Unfortunately, it was a particularly embarrassing display and looked more like a brand new console player than someone who literally made the game. I would say who it was, but that would be naming and shaming.
Just say it already, no one else in here besides us.Maybe if they actually played their game.LegendaryChef wrote: »Has the thought ever crossed anyone's mind that maybe........
Zos workers run in zergs?
I've seen one of the devs play, in a duo actually. Unfortunately, it was a particularly embarrassing display and looked more like a brand new console player than someone who literally made the game. I would say who it was, but that would be naming and shaming.
Maybe if they actually played their game.LegendaryChef wrote: »Has the thought ever crossed anyone's mind that maybe........
Zos workers run in zergs?
I've seen one of the devs play, in a duo actually. Unfortunately, it was a particularly embarrassing display and looked more like a brand new console player than someone who literally made the game. I would say who it was, but that would be naming and shaming.
PainfulFAFA wrote: »Just say it already, no one else in here besides us.Maybe if they actually played their game.LegendaryChef wrote: »Has the thought ever crossed anyone's mind that maybe........
Zos workers run in zergs?
I've seen one of the devs play, in a duo actually. Unfortunately, it was a particularly embarrassing display and looked more like a brand new console player than someone who literally made the game. I would say who it was, but that would be naming and shaming.
Tell us!
Was it the lead pvp designer? lmfao the irony if it were true
They really should take a long hard look at what made the non-vet campaigns so popular pre-update.
Almost nobody has Efficient Purge there so people can't spam Purge forever to shake off endless siege and negative effects.
Barrier is very weak due to much lower resource pools. Result of all this? Trains just didn't work as well in non-vet. Any competent group could wipe them with clever siege placement and decent coordination.
And lo and behold, non-vet was probably the most lag free campaign we had for a long time, while it was still pop locked every evening at prime time. It's like they're trying so very hard to ignore the answer when it's right under their noses.
One thing I'd personally be interested in seeing is the Efficient Purge morph being replaced with a stamina morph (no reduced cost, just costing stamina instead of magicka). Need to get rid of the mindless spamming of purge and this would give stamina players an option for purging harmful effects too (I dont think any classes except for the templar have any affordable options).
They really should take a long hard look at what made the non-vet campaigns so popular pre-update.
Almost nobody has Efficient Purge there so people can't spam Purge forever to shake off endless siege and negative effects.
Barrier is very weak due to much lower resource pools. Result of all this? Trains just didn't work as well in non-vet. Any competent group could wipe them with clever siege placement and decent coordination.
And lo and behold, non-vet was probably the most lag free campaign we had for a long time, while it was still pop locked every evening at prime time. It's like they're trying so very hard to ignore the answer when it's right under their noses.
One thing I'd personally be interested in seeing is the Efficient Purge morph being replaced with a stamina morph (no reduced cost, just costing stamina instead of magicka). Need to get rid of the mindless spamming of purge and this would give stamina players an option for purging harmful effects too (I dont think any classes except for the templar have any affordable options).
No aoe caps
Dynamic ultimate regen
1.6 cast time proxy but with no cap on the damage increase from 1.7
This 3 things and zergs will be gone instantly, thus reducing the lag and let players have fun instead of getting overrun by +50 people who have no idea how to pvp besides pressing one single button
and if i get zerged in IC from like 20 men+ i dont wanna lose my tel'var stones because they dont deserve it at all!
This is my one complaint about the ruleset for IC. If a single player kills me, they absolutely deserve almost all of my stones. If a zerg kills me while I'm alone, they should get a smaller percentage of my stones for each player above 2, or something like that. They do not deserve the full benefit from killing me, because I was nothing but a bump in the road, and I had literally zero chance of winning the fight.
There should also be a reward for escaping a zerg, since that takes far more skill than the zergers are using...if you get hit by 10+ people and survive to get out of combat, there should be a reward...
They really should take a long hard look at what made the non-vet campaigns so popular pre-update.
Almost nobody has Efficient Purge there so people can't spam Purge forever to shake off endless siege and negative effects.
Barrier is very weak due to much lower resource pools. Result of all this? Trains just didn't work as well in non-vet. Any competent group could wipe them with clever siege placement and decent coordination.
And lo and behold, non-vet was probably the most lag free campaign we had for a long time, while it was still pop locked every evening at prime time. It's like they're trying so very hard to ignore the answer when it's right under their noses.
One thing I'd personally be interested in seeing is the Efficient Purge morph being replaced with a stamina morph (no reduced cost, just costing stamina instead of magicka). Need to get rid of the mindless spamming of purge and this would give stamina players an option for purging harmful effects too (I dont think any classes except for the templar have any affordable options).
Giving stamina players access to purge just increases the purge spamming... bad idea. Just cap it at six players max.