https://www.youtube.com/watch?v=GixDXD44_yA&feature=youtu.be&t=149 At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.
Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.
Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.
They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
don't remove aoe caps without adding the softcaps you forgot to mention.
tanks will be even less viable without caps...
but then again PVP community already killed them in PvP and PvE
Forumer-in-Prison wrote: »Remove all AOE (damage and Healing) in Cyrodiil.
Problem solved.
I want ESO PVP to become like this...https://www.youtube.com/watch?v=GixDXD44_yA&feature=youtu.be&t=149
For me the whole problem with the AoE cap debate is that it stems from the notion that to a few should have the ability to kill the many. That exists in modern warfare, yes.Artillery, bombs.......... Thing is, I don't want ESO battles to be resemble modern warfare. Devs should look to pre-modern times for inspiration instead and model-in not just the strengths, but also the weaknesses "balling up" used to have back then. And that has nothing to do with being vulnderable to high explosives.
Remove AOE caps
There..that's it
Rune_Relic wrote: »Forumer-in-Prison wrote: »Remove all AOE (damage and Healing) in Cyrodiil.
Problem solved.
I want ESO PVP to become like this...https://www.youtube.com/watch?v=GixDXD44_yA&feature=youtu.be&t=149
The problem there is you have the PVE community encouraged to develop and use group tactics.
They specialise into certain roles and they aren't compatible to standalone in Cyrodiil.
Imagine a dedicated healer.
Some of these players choose these roles as they aren't comfortable performing others and aren't very good at them.
For them the option is to form a group and let a tank healer and dps cover each others weaknesses and stick to what they are good at.
They pretty much rely on AoE as a form of compensation to allow each other to exist as a team.
Despite the arguments, we do actually want PVE players to venture into PVP and vice versa.
A fractured game is a fractured community.
BUT yes.....if the AoE cap was set to "1" there would be absolutely "0 LAG"
RAGUNAnoOne wrote: »Rune_Relic wrote: »Forumer-in-Prison wrote: »Remove all AOE (damage and Healing) in Cyrodiil.
Problem solved.
I want ESO PVP to become like this...https://www.youtube.com/watch?v=GixDXD44_yA&feature=youtu.be&t=149
The problem there is you have the PVE community encouraged to develop and use group tactics.
They specialise into certain roles and they aren't compatible to standalone in Cyrodiil.
Imagine a dedicated healer.
Some of these players choose these roles as they aren't comfortable performing others and aren't very good at them.
For them the option is to form a group and let a tank healer and dps cover each others weaknesses and stick to what they are good at.
They pretty much rely on AoE as a form of compensation to allow each other to exist as a team.
Despite the arguments, we do actually want PVE players to venture into PVP and vice versa.
A fractured game is a fractured community.
BUT yes.....if the AoE cap was set to "1" there would be absolutely "0 LAG"
it would really help then if you oh I don't know A stop calling people "*** carebears" and B instead of 7 NBs ganking at once in quest hubs why not have one that will actually try a honorable duel on occasion. the only reason that I am not 100% turned off by PvP was because my first experience was battling an AD inside that Bruma building. if it wasn't for the terrain allowing me to effectively cut off his/her storm atronach I would have lost but it was the only fun PvP moment I ever had.
Player collision please. watch as those full raid (plus) 'ball zergs' stop occupying 1 square inch on the map. Then AoE caps make sense, as players who are spread out actually facilitate a 'realistic' feel to combat and mechanics, and the calculations might actually become easier, as I'm sure figuring who, exactly, becomes designated as the first set of people to be hit at 100%, then the next, etc.
I'd also like to see population capping implemented with this - 40 of one faction enters cyrodiil, then 40 of another faction is allowed in, and whoever shows up for the 3rd faction can fill out any number up to 40, WITH a ratio of +/- to help with queuing. Too many times its been 15-20 against 15-20....then BAM its 60 vs 20, ballzerging the whole time as these pvp 'guilds' (almost think theres a couple of multiboxers running around) show up and everything goes through the roof (lag being one of them). Have a group of 40? Great, wait as 40 players from at least one of the factions is Q'd and ready to go to even out the numbers. This coupled with having a Home campaign ONLY, with overflow having the CHOICE of any campaign to sit in, in the meantime (you don't get rewards from guest anyways - pick one you have friends in) whilst continuing to Q for the Main campaign to give you that option if you choose it. Remove population as counting as soon as people enter IC as well - poplocked, but 90% is farming sewers?
Also, what would be wrong with a PVP ONLY campaign? Strip out the pve content, remove IC pve (James Bond Golden Eye Battles in tunnels?) Get rid of anything that isn't relatable to PLAVER versus PLAYER, and potentially increase the PLAYER versus PLAYER reward bonus in lieu of that aspect. Make it worthwhile to not enter Cyrodiil to ROLEPLAY.
Anyways, I keep hearing sheep bleating that AoE caps are the be all and end all to fixing EVERYTHING that's wrong. Ever think there may be more to it?
Rune_Relic wrote: »@Xsorus ...cant quote for some reason.....Remove AOE caps
There..that's it
I will try to show you why this is a bad idea.
You probably will ignore this....but I will say it anyway.
compuversal.com/eso/aoe-caps.pdf
First a quick question.
Do you really believe there would be any Lag whatsoever if all AoE caps were set at 1 ?
If you are half as intelligent as I thought you to be....then you hopefully answered that there would be no lag.
The reason being the AoE is working pretty much the same as single target skills.
Then you will understand the attached pdf and the consequences of unlimited group size and unlimited aoe caps.
Every time you hit something it send an update from client to the server, the server checks validity and updates your resources and the targets resources, and sends two update packets to the clients to update themselves.
So if there are 1000 players on screen, all hitting each other every tick, using single target skills or AoE skills capped at one, then there will be 1000 packets/tick or 500 packets/second going through the megaserver to the client (just in your area and your campaign alone).
There is no lag here.
The server network can handle this kind of traffic no problem.
This is why we had 100s of players on screen in beta without much issue.
No we are going to up the AoE cap to 6 and all 6 targets will be hit. AoE will become more and more popular over time.
Player population and thus player density will also increase with game popularity and prime time.
if 10 players are using aoe and 990 players are using single target.... 10x6 + 990x1 = 1050 packets /tick = 525 packets/s
if 100 players are using aoe and 900 players are using single target.... 100x6 + 900x1 = 1500 packets /tick = 750 packets/s
if 500 players are using aoe and 500 players are using single target.... 500x6 + 500x1 = 3500 packets /tick = 1750 packets/s
if 900 players are using aoe and 100 players are using single target.... 900x6 + 100x1 = 5500 packets /tick = 2750 packets/s
ZOS already clearly stated they don't have a problem with large numbers of players causing lag....only with burst traffic.
That burst traffic is created by players hitting considerably more players per tick.
The max amount of players that can be hit per tick is 100% dependant on AoE caps and player density.
No we are going to up the AoE cap to 60 and all 60 targets will be hit.
if 10 players are using aoe and 990 players are using single target.... 10x60 + 990x1 = 1590 packets /tick = 795 packets/s
if 100 players are using aoe and 900 players are using single target.... 100x60 + 900x1 = 6900 packets /tick = 3450 packets/s
[Notice with just 100 players using AoE @ 60 cap I am making more traffic than 900 players using AoE @ 6 cap]
if 500 players are using aoe and 500 players are using single target.... 500x60 + 500x1 = 30500 packets /tick = 15250 packets/s
if 900 players are using aoe and 100 players are using single target.... 900x60 + 100x1 = 54100 packets /tick = 27050 packets/s
You hopefully realise this is perfectly consistent with the evolution of Lag from Beta through to now.
With Cyrodiil performance utterly destroyed when caps were raised from 6 to 60 in 1.6
Server performance really doesn't give a crap about who lives or dies or diminishing returns....only how many packets it has to send and receive for client updates.
If ZOS made caps unlimited, the bigger the group, the greater the multiplyer on the Radius of the AoE they are using. A 100 man group can carpet bomb 100x the area of the the original AoE. But instead of only hitting 600 or even worse 6000 players with every tick......with unlimited AoE I will hit everyone within that increased radius without fail.
So that 10m radius AoE becomes a 100m radius AoE (square root group size x radius).
And any players that are problematic can be focused down...so that ALL PLAYERS within a 10m radius can be blown up with 100x base AoE damage per tick.
The only winner here is the biggest bomb group. Through sustained carpet bombing a massive area or melting anything of choice instantly AND ANYWHERE IN BETWEEN.
I don't know about you.....but that's not where I want cyrodiil PVP to be.
The only way to stop this is to;
1. get a handle on AoE Caps again.
2. limit group size (problematic) or limit the max hits per tick that can land on any player.
Rune_Relic wrote: »@Xsorus ...cant quote for some reason.....Remove AOE caps
There..that's it
I will try to show you why this is a bad idea.
You probably will ignore this....but I will say it anyway.
compuversal.com/eso/aoe-caps.pdf
First a quick question.
Do you really believe there would be any Lag whatsoever if all AoE caps were set at 1 ?
If you are half as intelligent as I thought you to be....then you hopefully answered that there would be no lag.
The reason being the AoE is working pretty much the same as single target skills.
Then you will understand the attached pdf and the consequences of unlimited group size and unlimited aoe caps.
Every time you hit something it send an update from client to the server, the server checks validity and updates your resources and the targets resources, and sends two update packets to the clients to update themselves.
So if there are 1000 players on screen, all hitting each other every tick, using single target skills or AoE skills capped at one, then there will be 1000 packets/tick or 500 packets/second going through the megaserver to the client (just in your area and your campaign alone).
There is no lag here.
The server network can handle this kind of traffic no problem.
This is why we had 100s of players on screen in beta without much issue.
No we are going to up the AoE cap to 6 and all 6 targets will be hit. AoE will become more and more popular over time.
Player population and thus player density will also increase with game popularity and prime time.
if 10 players are using aoe and 990 players are using single target.... 10x6 + 990x1 = 1050 packets /tick = 525 packets/s
if 100 players are using aoe and 900 players are using single target.... 100x6 + 900x1 = 1500 packets /tick = 750 packets/s
if 500 players are using aoe and 500 players are using single target.... 500x6 + 500x1 = 3500 packets /tick = 1750 packets/s
if 900 players are using aoe and 100 players are using single target.... 900x6 + 100x1 = 5500 packets /tick = 2750 packets/s
ZOS already clearly stated they don't have a problem with large numbers of players causing lag....only with burst traffic.
That burst traffic is created by players hitting considerably more players per tick.
The max amount of players that can be hit per tick is 100% dependant on AoE caps and player density.
No we are going to up the AoE cap to 60 and all 60 targets will be hit.
if 10 players are using aoe and 990 players are using single target.... 10x60 + 990x1 = 1590 packets /tick = 795 packets/s
if 100 players are using aoe and 900 players are using single target.... 100x60 + 900x1 = 6900 packets /tick = 3450 packets/s
[Notice with just 100 players using AoE @ 60 cap I am making more traffic than 900 players using AoE @ 6 cap]
if 500 players are using aoe and 500 players are using single target.... 500x60 + 500x1 = 30500 packets /tick = 15250 packets/s
if 900 players are using aoe and 100 players are using single target.... 900x60 + 100x1 = 54100 packets /tick = 27050 packets/s
You hopefully realise this is perfectly consistent with the evolution of Lag from Beta through to now.
With Cyrodiil performance utterly destroyed when caps were raised from 6 to 60 in 1.6
Server performance really doesn't give a crap about who lives or dies or diminishing returns....only how many packets it has to send and receive for client updates.
If ZOS made caps unlimited, the bigger the group, the greater the multiplyer on the Radius of the AoE they are using. A 100 man group can carpet bomb 100x the area of the the original AoE. But instead of only hitting 600 or even worse 6000 players with every tick......with unlimited AoE I will hit everyone within that increased radius without fail.
So that 10m radius AoE becomes a 100m radius AoE (square root group size x radius).
And any players that are problematic can be focused down...so that ALL PLAYERS within a 10m radius can be blown up with 100x base AoE damage per tick.
The only winner here is the biggest bomb group. Through sustained carpet bombing a massive area or melting anything of choice instantly AND ANYWHERE IN BETWEEN.
I don't know about you.....but that's not where I want cyrodiil PVP to be.
The only way to stop this is to;
1. get a handle on AoE Caps again.
2. limit group size (problematic) or limit the max hits per tick that can land on any player.
You realize you can hit more then 6 people right now with AOEs correct?
RustedValor wrote: »Removing the AOE caps would make the battles end much quicker with ball groups, which would reduce the lag overall. Good luck healing through all that damage.
Player collision please. watch as those full raid (plus) 'ball zergs' stop occupying 1 square inch on the map. Then AoE caps make sense, as players who are spread out actually facilitate a 'realistic' feel to combat and mechanics, and the calculations might actually become easier, as I'm sure figuring who, exactly, becomes designated as the first set of people to be hit at 100%, then the next, etc.
Rune_Relic wrote: »Rune_Relic wrote: »@Xsorus ...cant quote for some reason.....Remove AOE caps
There..that's it
I will try to show you why this is a bad idea.
You probably will ignore this....but I will say it anyway.
compuversal.com/eso/aoe-caps.pdf
First a quick question.
Do you really believe there would be any Lag whatsoever if all AoE caps were set at 1 ?
If you are half as intelligent as I thought you to be....then you hopefully answered that there would be no lag.
The reason being the AoE is working pretty much the same as single target skills.
Then you will understand the attached pdf and the consequences of unlimited group size and unlimited aoe caps.
Every time you hit something it send an update from client to the server, the server checks validity and updates your resources and the targets resources, and sends two update packets to the clients to update themselves.
So if there are 1000 players on screen, all hitting each other every tick, using single target skills or AoE skills capped at one, then there will be 1000 packets/tick or 500 packets/second going through the megaserver to the client (just in your area and your campaign alone).
There is no lag here.
The server network can handle this kind of traffic no problem.
This is why we had 100s of players on screen in beta without much issue.
No we are going to up the AoE cap to 6 and all 6 targets will be hit. AoE will become more and more popular over time.
Player population and thus player density will also increase with game popularity and prime time.
if 10 players are using aoe and 990 players are using single target.... 10x6 + 990x1 = 1050 packets /tick = 525 packets/s
if 100 players are using aoe and 900 players are using single target.... 100x6 + 900x1 = 1500 packets /tick = 750 packets/s
if 500 players are using aoe and 500 players are using single target.... 500x6 + 500x1 = 3500 packets /tick = 1750 packets/s
if 900 players are using aoe and 100 players are using single target.... 900x6 + 100x1 = 5500 packets /tick = 2750 packets/s
ZOS already clearly stated they don't have a problem with large numbers of players causing lag....only with burst traffic.
That burst traffic is created by players hitting considerably more players per tick.
The max amount of players that can be hit per tick is 100% dependant on AoE caps and player density.
No we are going to up the AoE cap to 60 and all 60 targets will be hit.
if 10 players are using aoe and 990 players are using single target.... 10x60 + 990x1 = 1590 packets /tick = 795 packets/s
if 100 players are using aoe and 900 players are using single target.... 100x60 + 900x1 = 6900 packets /tick = 3450 packets/s
[Notice with just 100 players using AoE @ 60 cap I am making more traffic than 900 players using AoE @ 6 cap]
if 500 players are using aoe and 500 players are using single target.... 500x60 + 500x1 = 30500 packets /tick = 15250 packets/s
if 900 players are using aoe and 100 players are using single target.... 900x60 + 100x1 = 54100 packets /tick = 27050 packets/s
You hopefully realise this is perfectly consistent with the evolution of Lag from Beta through to now.
With Cyrodiil performance utterly destroyed when caps were raised from 6 to 60 in 1.6
Server performance really doesn't give a crap about who lives or dies or diminishing returns....only how many packets it has to send and receive for client updates.
If ZOS made caps unlimited, the bigger the group, the greater the multiplyer on the Radius of the AoE they are using. A 100 man group can carpet bomb 100x the area of the the original AoE. But instead of only hitting 600 or even worse 6000 players with every tick......with unlimited AoE I will hit everyone within that increased radius without fail.
So that 10m radius AoE becomes a 100m radius AoE (square root group size x radius).
And any players that are problematic can be focused down...so that ALL PLAYERS within a 10m radius can be blown up with 100x base AoE damage per tick.
The only winner here is the biggest bomb group. Through sustained carpet bombing a massive area or melting anything of choice instantly AND ANYWHERE IN BETWEEN.
I don't know about you.....but that's not where I want cyrodiil PVP to be.
The only way to stop this is to;
1. get a handle on AoE Caps again.
2. limit group size (problematic) or limit the max hits per tick that can land on any player.
You realize you can hit more then 6 people right now with AOEs correct?
hhhmmm.. Didn't think you would read the thread but you might have actually considered reading the quoted... AoE cap at 6 above pre 1.6 and AoE cap at 60 above post 1.6, which absolutely killed performance in Cyrodiil.
..because ...well ....cap went from 6 to 60.
So how much traffic (server client updates) do you think you will generate with NO CAP on AoE targets ?
Especially considering the bigger the group the greater you can multiply the AoE radius ?
I am not just talking about that 24 man group you are targetting but the other 50 or so players standing on the flag that aren't actually in that ball group you are trying to kill....but just ...you know ...fighting ..because keep.
I take it that's why you want NO CAP rather than a 24 man cap @ 100%.
https://www.youtube.com/watch?v=DBxXjYjgSIc
https://www.youtube.com/watch?v=_2BqTrX8zVk
https://www.youtube.com/watch?v=z80NOqSLx94I did not even need to read your explanation TLDR;Rune_Relic wrote: »@Xsorus ...cant quote for some reason.....Remove AOE caps
There..that's it
I will try to show you why this is a bad idea.
You probably will ignore this....but I will say it anyway.
compuversal.com/eso/aoe-caps.pdf
At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.
Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.
Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.
They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
Yolokin_Swagonborn wrote: »Aren't they still going to have to have secondary effect caps unless you want talons rooting 100 people. So the calculations that we have now will still have to be in the game. If you still have to run LOS and number checks for secondary effects then we will still have server side overhead caused by AOE.