Dude you have to look at daoc bombing videos. People were so fast to spread out when an 8 man grp rushed the 40 ++ zerg bc if they wouldn't they died in seconds...
Well I would leave that up to ZoS to decide based on their engine's capabilities. However, the intent would be to make it so an AoE is not optimal in every combat encounter but rather a zergball buster.
Something along these lines.
e.g
1-5 Players hit would result in 50% of the tooltip damage
6-10 Players hit would result in 100% of the tooltip damage
10+ Players hit would result in 200% of the tooltip damage + blow out mechanic
Wouldn't this make AOE's far stronger than the other option? Or is the 50% against 1-5 the important part?
Exactly. I'm not against opening caps and even making it stronger the more targets it hits. This makes it a tactical skill useful for busting big zerg blobs.
I'm against it being the go to skill in every situation. Thus weaken it against single or just a few players. Decent at mid number range and make it a real ball buster against big blobs.
How would it scale, i.e. at which number of enemies would it exceed the current base damage?
Well I would leave that up to ZoS to decide based on their engine's capabilities. However, the intent would be to make it so an AoE is not optimal in every combat encounter but rather a zergball buster.
Something along these lines.
e.g
1-5 Players hit would result in 50% of the tooltip damage
6-10 Players hit would result in 100% of the tooltip damage
10+ Players hit would result in 200% of the tooltip damage + blow out mechanic
Dude you have to look at daoc bombing videos. People were so fast to spread out when an 8 man grp rushed the 40 ++ zerg bc if they wouldn't they died in seconds...
Yea that kinda tactic makes a great video until other players wise up and realize AoE bomb groups are the winning tactic. What do you think happens the next time that 8-man bomb group runs into a 40-man bomb group?
Believe man I was in that game. I ran with an organized group and that is what the game boiled down to at the end (end for me anyway). Just blobs of players running around popping off AoEs in any largescale encounter. Boring.....
Well I would leave that up to ZoS to decide based on their engine's capabilities. However, the intent would be to make it so an AoE is not optimal in every combat encounter but rather a zergball buster.
Something along these lines.
e.g
1-5 Players hit would result in 50% of the tooltip damage
6-10 Players hit would result in 100% of the tooltip damage
10+ Players hit would result in 200% of the tooltip damage + blow out mechanic
Wouldn't this make AOE's far stronger than the other option? Or is the 50% against 1-5 the important part?
Exactly. I'm not against opening caps and even making it stronger the more targets it hits. This makes it a tactical skill useful for busting big zerg blobs.
I'm against it being the go to skill in every situation. Thus weaken it against single or just a few players. Decent at mid number range and make it a real ball buster against big blobs.
I'm starting to think that damage and damage distribution may be a completely wrong way to deal with the zerg problem.
Perhaps it would be better to slow the zerg down: the more players bunch together, the slower they get. Basically that would restrict the zerg to defensive actions only while it's on the move. It can still fire on anything within range with all its power, but it can't pursue, as a group. Just a thought.
jamesharv2005ub17_ESO wrote: »One of the developers explained why they cant remove AOE caps on an eso live episode. I cant find it now but they said something to the effect of it would kill the already bad performance in cyrodill. Plus also affect the PVE game negatively. Maybe someone can find the link to it.
The only statement regarding aoe caps on ESO Live was when Eric Wrobel said "no we are not removing the aoe cap, because it would impact PvE".jamesharv2005ub17_ESO wrote: »One of the developers explained why they cant remove AOE caps on an eso live episode. I cant find it now but they said something to the effect of it would kill the already bad performance in cyrodill. Plus also affect the PVE game negatively. Maybe someone can find the link to it.
You don't have to see the specific code in order to have an understanding of how code in general functions. Programming logic is fairly standard, and once you get a grip of how programming languages function, it's not hard to begin making inferences about what can and cannot be changed easily in the code of a game.scorpiodog wrote: »Everyone talking about "code" please provide source and line numbers to what you are referring to.
Maybe upload some commented "code" so we can see what you are talking about in programming language?
Is there something I'm missing? Is ZOS's code open to review somewhere? Or are people just talking out of their ass referring to some "code" they've never seen, and wouldn't be able to make heads or tails of if they did see it?
If I'm wrong and people have actually gone through the "code", please educate me and let me know how I can get a copy of said "code"
scorpiodog wrote: »Everyone talking about "code" please provide source and line numbers to what you are referring to.
Maybe upload some commented "code" so we can see what you are talking about in programming language?
Is there something I'm missing? Is ZOS's code open to review somewhere? Or are people just talking out of their ass referring to some "code" they've never seen, and wouldn't be able to make heads or tails of if they did see it?
If I'm wrong and people have actually gone through the "code", please educate me and let me know how I can get a copy of said "code"
Ghost-Shot wrote: »
Ghost-Shot wrote: »
Let's not lose sight of the bigger picture. We were promised something akin to medieval style combat, and in that context numbers should count for a lot. That a small group/individual is not able to confront an army successfully in open combat is not a problem. It would be a problem if they could. However, small numbers should have a chance in a siege defense situation and they should more or less be able to disengage/stay clear of armies at will.
Making AoE abilities more powerful just gets it wrong in every respect.
Ghost-Shot wrote: »jamesharv2005ub17_ESO wrote: »One of the developers explained why they cant remove AOE caps on an eso live episode. I cant find it now but they said something to the effect of it would kill the already bad performance in cyrodill. Plus also affect the PVE game negatively. Maybe someone can find the link to it.
1. There is no PVE setting where you are fighting more than 60 targets, irrelevant.
2. Do you know how the cap works now and how brutal that is on a server? It would be far easier on performance to say there is a hard cap of 60 on AOE's but you do full damage to all 60 rather than 100% to these ones then 50% those ones and 25% to all the rest, that is a cluster f**k of an algorithm that the server is constantly processing.
There is so much fail going on in your post I'm going to have to resort to bullet pointsTheMachineKiller wrote: »No because the devs have already explained how much re-work they'd have to do just to make it possible. It would take their focus and attention away from fixing current issues such as lag and continuous improvement.