Maintenance for the week of September 8:
• [IN PROGRESS] PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT)

AoE Caps Discussion

  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    usmcjdking wrote: »
    prootch wrote: »
    Xsorus wrote: »
    Pulsar and Batswarm both had caps
    There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.

    Yeah I could have spoken of Talons
    And batswarm was utterly bugged for a long time

    All of this missing the point: massively decrease aoe damage and go for a far better gameplay instead of asking for aoe damage decap that will cause more problems than if solves.
    lol. just lol

    Running in ball groups already gives zerglings artificial mitigation (because of AoE Caps) on top of all the healing and YOU WANT AOE DMG NERFED? just lol no comment wont waste time arguing you.

    Please take some time to read post # 28 and while you're at it, take a listen to what the people from the We Are ESO podcasts argue about the state of PvP. I challenge you to come up with an eleborate counter arguement to what those players have raised about the state of PvP, instead of just stating something for the heck of it without doing some research first.

    The We Are ESO Podcast, to put it kindly, is a huge waste of time. I think that it is good that they are getting together and putting together something else that lets ZOS know we are currently unpleased...but other than that it's wasting time. None of these guys have any business prosing major design changes to the game because their experience in MMO game design and retention is limited to their personal play time and experience with playing the game.

    These are not the type of people you want designing a game that requires an active and growing userbase.

    Anyways, a few good suggestions in here IRT AOE caps. I think the winner-winner-chicken-dinner suggestion was for the 5M AOE radius cap. Worth testing IMO.

    Well judging purely by the design desicions made by the eso dev team so far in regards to pvp i would argue they could not do much worse of a job than the ppl already working at zos did (because those ppl clearly don´t pvp at all).
    Edited by Derra on November 27, 2015 2:01PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Helluin
    Helluin
    ✭✭✭
    I'd wait for some of these fixes - improvements before any changement.

    About AoE Caps there are surely interesting pro.
    The problem is that there are also some con, since this changement could lead to the opposite of what we would like to achieve.
    There could be less zerg but I highly doubt that many ball - bomb groups will change their way to play; on the contrary they would gain also a lot of benefits from the removal of AoE caps.
    Some players are used to bomb - ball gameplay, they do just that and hardly they change it because it's easier to lead, easier to follow and easier to recruit (some groups, guilds, not all).
    Several changements lately seemed done to satisfy this gameplay and it wouldn't be a surprise if some guilds asked it during some meetings.

    Surely, for some reasons, no AoE caps can be better but first other issues should be addressed:

    1) Single Target vs AoE damage
    2) Targeting
    3) Effects, damage and healing of some skills


    1) Some AoE skills, as correctly appointed already in this topic, should do less damage.
    AoE skills should be situational, not the main and only skill spammed - used.
    An increased cost after each use or a cd could be viable options (at least in PvP).
    Another solution, to avoid to create issues in PvE, could be AoE damage reduced just in PvP.
    For example damage of single target skills could be reduced by 40% and AoE one by 60% or keep the 50% reduction for single target damage and reduce the AoE one to 75%.
    Just the AoE dmg from Ultimates should be reduced by the same percentage of single target skills, since Ultimates should be stronger than normal AoE skills.

    In this topic I read really interesting suggestions by @prootch (I like your guild's approach) and by @Enodoc .

    Another solution can be be remove the AoE cap but add a cap to damage received: a character can not receive damage from up to 4-6 different AoE skills.
    This would be quite artificial but it could be an incentive to spread out and to use single target skills more.

    On a further note, the spam of skills like Steel Tornado, Impulse and other ones it's also because of the number of active skills and because of the targeting system.
    Something I've never liked of TESO is that we have too few active skills. Desing choice or because of consoles and controllers is something debatable. Instead of adding more skills per bar, an additional swap to a weapon already used in one bar could be interesting (for example DW+DW+2H).
    Speaking about AoE skills: Magicka Detonation should not be good as single target dmg skill or vs 2-3 targets but it should shine vs many targets; some frontal AoE skills works too well both as single target dmg skill and AoE, so or the single target dmg or the AoE one should be reduced (for example Puncturing Strikes and morphs).

    2) targeting system should be reversed to what it was pre IC.
    Fighting a zerg or a ball - bomb group is not like it was before since: A) keep targeted an healer is not the same, B ) the single target dmg output is nowadays too low (but for some specific combos or the heavily abused Camouflaged Hunter glitch from sneak).
    This is another changement that seems done especially to satisfy this target but with negative consequences for fun and other ways to play.

    3) About effects and healing, I agree with several solutions already posted.

    Imho the skills granting some healing based on the damage dealt (like Strife + morphs, Puncturing Sweep, Burning Embers, etc.) should be revisited in PvP since they get twice the malus of reduced dmg and reduced healing.

    Last but not least, collisions amongst players would be something great.
    I got an answer to my question about it during an ESO Live and I know it's a problem, but it would be something good to spread out more players in PvP.
    Edited by Helluin on November 29, 2015 1:22PM
    "... and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar."
  • Sublime
    Sublime
    ✭✭✭✭
    prootch wrote: »
    Large aoe lagballs will overstack aoe in a trial to outdamage other aoelagballs...

    I think it is worth going a bit more into details at this point.

    Your assumption (how I understand it):
    Two AOE raids trying to kill each other, a "small" one (20) and a big one (40). The large groups still wind due to higher numbers. (Please correct me if either of this is wrong)

    My take on the subject:

    Some facts:
    • no AOE caps on damage abilities
    • the larger group has more healers and dps specced players
    • assuming: a group composition of 60% dps and 40% healers
    • each individual player (no matter which group) does the same damage to another individual player per skill used
    • players of the smaller group deal more total damage per skill used than players from the larger group (+100% to be exact, 20*2=40)
    • each healer gets the same overall effectiveness of his heals due to healing AOE caps

    Let's put these numbers in a slightly better visualization

    Group compositions:
    Large group:
    Healers: 16
    DPS: 24

    Small group:
    Healers: 8
    DPS: 12

    HPS per player:
    (Assuming each healing spell heals 6 players for 100, and the healing is perfectly distributed)
    Large group: 16*100*6= 9600 9600/40=240
    Small group: 8*100*6=4800 4800/240

    Incoming damage per player per second
    (Assuming each damage spell hits for 100)
    Large group: 12*100*40=48000 48000/40=1200
    Small group: 24*100*20=48000 48000/20=2400

    As @prootch stated correctly the large group is still most likely going to win as the incoming damage is halved.. However let's take a scenario with AOE caps as comparison (Same group compositions, same healing and damage numbers):
    • Healing does not change as it is already capped at 6
    • AOE caps on damage: current implementation (first 6 -> 100%, next 24 -> 50%, next 30 -> 25%, rest -> 0%)

    HPS per player(unchanged):
    Large group: 16*100*6= 9600 9600/40=240
    Small group: 8*100*6=4800 4800/240

    Incoming average damage per player per second
    Large group: 12*(6*100+24*50+10*25)=24600 24600/40=615
    Small group: 24*(6*100+14*50)=31200 31200/20=1560

    Obviously, the larger group is still going to win, but the interesting part is that due to the AOE caps the smaler groups does not only take double incoming damage but actually receives 154% additional damage, that's a difference of 54% in comparison to the previous example. As a conclusion we can say that AOE caps benefit larger groups.

    However, most in-game encounters do not take place in an open field and there are many more abilities going in than simple damge spells and heals. Fortunately Barrier, Purge and (hopefully) Maneuver is getting dealt with in a manner that allows us to put it into the same category like healing, where it doesn't actually matter how many players a group has.

    As for the concern that, stacking AOE kills any player entering it, I'm still in campagining to reduce the radius of all AOE's to 5-6m, as this would make stacking AOE in one spot a lot harder while still functioning as punishment tool against bombsquads. Apart from that, it has to be considered that getting a good angle and using the right CC at the right time, can open up the right window of no incoming AOE damage, to get enough damage done to kill an enemy raid.

    Two things to sum up this post, first,w it is mathematically provable that larger groups benefit more from AOE caps than smaller groups. Second, a fight does not only consist out of straight-up encounters, well-timed CC and using LOS are key factors in winning fights against larger groups, therefore removing the AOE caps is only a part of the solution. A part that won't work if skills like Purge, Barrier and Retreating Maneuver aren't addressed properly.
    Edited by Sublime on November 27, 2015 3:45PM
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • Erondil
    Erondil
    ✭✭✭✭✭
    prootch wrote: »
    I would love to see a test too ! preferably on azura (eu-pc)

    @Erondil
    I really doubt aoe decap would do what you intend it to do:

    Large aoe lagballs will overstack aoe in a trial to outdamage other aoelagballs... remaining aoe spamballs, and in huge raids (or multiple raids like decimation). They would not spread all over the map also because they just don't have that many leads and coordination capacity... so we would just get all out aoe decaped deto+steel tornadoe lagspam train. Again and again.

    The most vomitive gameplay ever.
    That's what they're doing right now. That's what they will try to do the first few days without AoE cap. Then a group of 6-8 better and more coordinated player will jump on them with synchronized ultimates and deto, and will destroy them, especially if the removal of AoE cap comes along with a nerf of barrier, purge and manoeuver. After a few wipes, they will try to spread out to not all be destroyed by this group of 8 players, start to use more single target because they won't find that many ennemy ballgroup anymore, and the 8 man group will have to use single target more too because their AoE aren't as effective without cap on a spread group than with AoE cap on a stacked group.
    prootch wrote: »
    When talons and standard were not capped and batswarm was bugged, you could see raids full of uncaped dks aoe, but they did not kill aoe lagtrains trend (remember pryda's lagspamball vids). Your offer "summarized" is to stack decaped aoe damage to kill bigger aoe lagstacks... I see a logic failure there.
    No, DK vamp even with their OP abilities at the time couldn't kill alone a full 24-man raid stacked together, simply because they couldn't outdps the healing springs spam of 6 healers. And that's not what I'm asking for, nor what would happen without AoE cap. However a coordinated good group of 4-5 players could wipe those ballgroup thanks to no AoE cap and dynamic ult generation, just because they were better and were playing more smartly. Those ballgroups became the meta when they capped AoE, as Pryda himself shows and perfectly knows that without AoE cap, such ballgroup could be wiped by a 6 man group. https://www.youtube.com/watch?v=0hyK9tLzG5o[MEDIA]
    prootch wrote: »
    I doubt aoe decap would settle lag on it's own, or zos would already have applied it.

    We all here miss the stats of server use to have any certitude in it. The sheer number of server calculation access not being enough : it highly depends on the weight of each type of access. Yet aoe creating mechanically more calculation access than monotarget anyway, making sure aoe gameplay is not op anymore would mechanically lower calculation access volume.
    I doubt it too, and that's not my main argument to ask for AoE decap, but it will certainly decrease the amount of calculation needed by the server by quite a lot (and thus hopefully reduce the lag).
    The calculation that the server has to make with AoE cap, for an instant damage AoE (simplified):
    -1,0x damages dealt to 6 nearest targets
    -If more than 6 targets in range, 0,5x damages dealt to the 24 next targets
    -If more than 30 targets in range, 0,25x damages dealt to the 30 next targets
    -If more than 60 targets in range, 0 damage dealt to the farthest targets
    The calculation that the server has to make without AoE cap, for an instant damage AoE (simplified):
    -Is target in range? Yes>Apply x damages to the target

    prootch wrote: »
    While with aoe decap, groups like yours will continue to open nightclubs with limited space and access, and go on aoe farming. Including farming aoe stack lagballs which outdamage you atm: everyone would still lag as hell (before one of the aoe groups gets a sort of "instant" death). So I understand perfectly that you ask for it, but I doubt there are any advantages in it for the vast majority of players, including lagwise. And do you need this edge to score ? I don't think so.

    By the way as you mentioned our group: it already aims at spreading in assist cells to avoid aoe lagspamballs (provided the lag level still enables to cast of course), so it wouldn't theorically impact our gameplay. But I remember with nostalgy fighting your op group in small scale when tarnum was emp: it was a lot more fun than since some began to slot deto and tornadoe.
    No everyone wouldn't lag as hell because those ballgroups would die instantly if they were stacked like monkeys, so either they would spread out, either they would die instantly. In both case no lag, lag starts to appear when a big ballgroup stays alive and hit stuff with AoE for quite some time, not when they hit nothing nor when they die instantly.
    We were already pretty much all using deto when Tarnum was emp, we started to use it and coordinate it in the first months of 1.6. We also already had 1-2 ST user, which is pretty much the same amount than today. Only thing that changed is due to the meta shift we had to increase our groupsize a bit post 1.7 (we used to be 10-12, now mostly 12-14 sometimes 16) and the new deto is easier to use (though not more efficient) which makes it a bit less interesting imo.
    prootch wrote: »
    Also i'm quite sure instant mass chain killing of pugs with unlimited aoe will certainly not encourage a majority of casual players to remain in pvp. Your view is maybe a bit too much self centered and certainly missing marketing insight. Getting all the casuals to drop the game in the end because of mass aoe chain kills by a few op groups, really ? guess what... the mass of pugs/casual are actually financing this game.
    Again, it wouldn't help us much to kill pugs because those are usually spread out ( my sap essence rarely hits more than 5 targets when we fight pugs) even in outpost or keeps (most stay outside and use sieges). Only times I feel AoE cap is when we fight organized bombgroup of 12+ really, never agaisnt pugs. In fact, in fight agaisnt pugs, removal of AoE cap would probably benefit more pugs than us because, when we're 12, we already benefit of a 25% damage reduction from AoE cap, and their sieges/AoE would hurst us way more.
    ~retired~
    EU server, former Zerg Squad and Banana Squad officer
    Dennegor NB AD, AvA 50 Grand Overlord 24/05/2016
    rekt you NB AD, AvA 32
    Erondil Sorc AD, AvA 23
    Denne the Banana Slayer NB EP, AvA 14
    Darth Dennegor lv50 Stamina NB DC, AvA 19
    Youtube Channel
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Jhunn wrote: »
    Rune_Relic wrote: »
    I know removing AoE caps will mean the server will instantly crash the 1st time players try to take down a large ball group.
    If the servers cant cope with a 60 man cap, there is no way they will cope with no cap.
    But 1vX and destroying Ball groups appears to be far more important than server performance.
    Million calculations vs no calculations. How should that make server perfomance worse?

    Ahh! so you are going to ONE SHOT that zerg ball with your small group.....and not actually be hitting all the other players..repeatedly...upto the unlimted cap.... because the caps have been raised.

    Or do you means you are going to hit them for
    24x100% damage with your unlimited caps....rather than ...
    6x100 + 18x50 = 24x 64% damage.
    Because that 36% more damage is really going to make that zergball crumble....and start trembling.

    The Zergball will cary on regardless with your pitiful increase in damage.
    The server will crumble under all the unlimited collateral players being hit by the unlimited caps.

    I cant wait for this.

    This game is NOT DAOC
    This game is NOT WoW
    This game is NOT GW2
    This game is NOT LoTRO

    this game uses a completely unique combat system calculations and using other games as evidence rather than historical fact from within this game..ESO...is nothing but projection and wishful thinking.

    We KNOW what happended when caps went from 6 to 60.
    There was NEVER a time when ESO had NO CAPS...other than a couple of limited skills.
    The same skills that caused the LAG issues.
    Anything that can be exploited will be exploited
  • Erondil
    Erondil
    ✭✭✭✭✭
    Rune_Relic wrote: »
    Jhunn wrote: »
    Rune_Relic wrote: »
    I know removing AoE caps will mean the server will instantly crash the 1st time players try to take down a large ball group.
    If the servers cant cope with a 60 man cap, there is no way they will cope with no cap.
    But 1vX and destroying Ball groups appears to be far more important than server performance.
    Million calculations vs no calculations. How should that make server perfomance worse?

    Ahh! so you are going to ONE SHOT that zerg ball with your small group.....and not actually be hitting all the other players..repeatedly...upto the unlimted cap.... because the caps have been raised.

    Or do you means you are going to hit them for
    24x100% damage with your unlimited caps....rather than ...
    6x100 + 18x50 = 24x 64% damage.
    Because that 36% more damage is really going to make that zergball crumble....and start trembling.

    The Zergball will cary on regardless with your pitiful increase in damage.
    The server will crumble under all the unlimited collateral players being hit by the unlimited caps.

    I cant wait for this.

    This game is NOT DAOC
    This game is NOT WoW
    This game is NOT GW2
    This game is NOT LoTRO

    this game uses a completely unique combat system calculations and using other games as evidence rather than historical fact from within this game..ESO...is nothing but projection and wishful thinking.

    We KNOW what happended when caps went from 6 to 60.
    There was NEVER a time when ESO had NO CAPS...other than a couple of limited skills.
    The same skills that caused the LAG issues.

    AoE cap is 4* more calculations than no AoE Cap. Also, yeah 37.5% more damage will make a huge difference. 37.5% damage reduction is like if the 24-man group was always moving in a Veil of Blade and a Circle of Protection. If you think its nothing... you have no clue.
    Edited by Erondil on November 27, 2015 5:11PM
    ~retired~
    EU server, former Zerg Squad and Banana Squad officer
    Dennegor NB AD, AvA 50 Grand Overlord 24/05/2016
    rekt you NB AD, AvA 32
    Erondil Sorc AD, AvA 23
    Denne the Banana Slayer NB EP, AvA 14
    Darth Dennegor lv50 Stamina NB DC, AvA 19
    Youtube Channel
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Jhunn wrote: »
    I think it's safe to say this is do or die soon. The game is in the most horrible state PVP wise it's ever been in. Azura is unplayable not only during prime time but from something like 15:00 PM - 01:00 AM. I've not been under 2-300 ping in +2 hours even though I've been half a map away from the zerg v zerg v zerg fights. The game is dying in its current state.

    It's not even a question of 'should we remove AOE caps', it's 'remove AOE caps or the rest of this crumbling PVP playerbase will leave'.

    Agreed.
    1.6 was the worst thing that could've happen to this game (causing many to leave) and everything after that has been a steady decline.
    - Aoe Caps
    - Dynamic Ulti Removed
    Those two things is what has driven ESO to what it is today. A zergy laggy mess.

    We haven't even gotten to Class Imbalances
    PvP is truly unbalanced
    90% of the playerbase in PvP are Magicka Sorcs or Stamina Nightblades - the easiest and cheesiest to roll for PvP.







    Where LAG went to hell because people staed hitting up to 60 other players instead of 6.
    vis-a-vis... Raising caps killed PVP.

    Again....If the AoE cap was set to >>>>>1<<<<<< how much lag would there be ?
    This blatantly shows the folly of the NO AOE cap will fix lag argument.
    Edited by Rune_Relic on November 27, 2015 5:15PM
    Anything that can be exploited will be exploited
  • Jhunn
    Jhunn
    ✭✭✭✭✭
    Rune_Relic wrote: »
    Ahh! so you are going to ONE SHOT that zerg ball with your small group.....and not actually be hitting all the other players..repeatedly...upto the unlimted cap.... because the caps have been raised.

    Or do you means you are going to hit them for
    24x100% damage with your unlimited caps....rather than ...
    6x100 + 18x50 = 24x 64% damage.
    Because that 36% more damage is really going to make that zergball crumble....and start trembling.

    The Zergball will cary on regardless with your pitiful increase in damage.
    The server will crumble under all the unlimited collateral players being hit by the unlimited caps.

    I cant wait for this.

    This game is NOT DAOC
    This game is NOT WoW
    This game is NOT GW2
    This game is NOT LoTRO

    this game uses a completely unique combat system calculations and using other games as evidence rather than historical fact from within this game..ESO...is nothing but projection and wishful thinking.

    We KNOW what happended when caps went from 6 to 60.
    There was NEVER a time when ESO had NO CAPS...other than a couple of limited skills.
    The same skills that caused the LAG issues.
    I don't know if you got what I meant, I was a bit DISTRACTED while reading your POST because of your CONSTANT use of CAPS.

    I go in with steel tornado and hit 60 people:
    1) I hit 6 with 100% damage. Next 24 will receive 50% damage. Final 30% will get 25% damage.
    2) I hit 60 people with full damage.

    Which do you think requires the most calculations?
    Edited by Jhunn on November 27, 2015 5:37PM
    Gave up.
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Erondil wrote: »
    Rune_Relic wrote: »
    Jhunn wrote: »
    Rune_Relic wrote: »
    I know removing AoE caps will mean the server will instantly crash the 1st time players try to take down a large ball group.
    If the servers cant cope with a 60 man cap, there is no way they will cope with no cap.
    But 1vX and destroying Ball groups appears to be far more important than server performance.
    Million calculations vs no calculations. How should that make server perfomance worse?

    Ahh! so you are going to ONE SHOT that zerg ball with your small group.....and not actually be hitting all the other players..repeatedly...upto the unlimted cap.... because the caps have been raised.

    Or do you means you are going to hit them for
    24x100% damage with your unlimited caps....rather than ...
    6x100 + 18x50 = 24x 64% damage.
    Because that 36% more damage is really going to make that zergball crumble....and start trembling.

    The Zergball will cary on regardless with your pitiful increase in damage.
    The server will crumble under all the unlimited collateral players being hit by the unlimited caps.

    I cant wait for this.

    This game is NOT DAOC
    This game is NOT WoW
    This game is NOT GW2
    This game is NOT LoTRO

    this game uses a completely unique combat system calculations and using other games as evidence rather than historical fact from within this game..ESO...is nothing but projection and wishful thinking.

    We KNOW what happended when caps went from 6 to 60.
    There was NEVER a time when ESO had NO CAPS...other than a couple of limited skills.
    The same skills that caused the LAG issues.

    AoE cap is 4* more calculations than no AoE Cap. Also, yeah 37.5% more damage will make a huge difference. 37.5% damage reduction is like if the 24-man group was always moving in a Veil of Blade and a Circle of Protection. If you think its nothing... you have no clue.

    You seriously think the ball group cant adapt to soak up that damage ?
    Yeah its a help.
    Yeah its fairer.
    But damn man....prepare for that gorgeous lag.

    60 players caps is 10x mpre calculaitons and client updates than 6 player cap.
    We have the added lag to prove it when we went to 1.6
    Whats your point ?
    if I hit 6 people that's 6 client updates from the server across the network.
    If I hit 60 people that's 60 client updates from the server across the network.

    If the AoE cap was 1 there would be no lag... so again whats your point ?
    Edited by Rune_Relic on November 27, 2015 5:30PM
    Anything that can be exploited will be exploited
  • Jhunn
    Jhunn
    ✭✭✭✭✭
    Rune_Relic wrote: »
    You seriously think the ball group cant adapt to soak up that damage ?
    Yeah its a help.
    Yeah its fairer.
    But damn man....prepare for that gorgeous lag.

    60 players caps is 10x mpre calculaitons and client updates than 6 player cap.
    We have the added lag to prove it when we went to 1.6
    Whats your point ?
    if I hit 6 people that's 6 client updates from the server across the network.
    If I hit 60 people that's 60 client updates from the server across the network.

    If the AoE cap was 1 there would be no lag... so again whats your point ?
    I fail to see your point. Make zergs stronger?
    Edited by Jhunn on November 27, 2015 5:40PM
    Gave up.
  • prootch
    prootch
    ✭✭✭
    Rune_Relic wrote: »
    If the AoE cap was 1 there would be no lag... so again whats your point ?

    That ! precisely my point.

    Let's try this: suppress multiple targets on aoe and let's check for lag on a test server for a week.
    Wouldn't that be great ? one spell, one hit, getting creative with spell combination and assists instead of spamming aoe ?
    as Pryda himself shows and perfectly knows that without AoE cap, such ballgroup could be wiped by a 6 man group.

    Of course you could, but you are missing my point: even without cap spamballs would stack up based on the assumption their damage output would be superior to their opponents and instant kill them (which would be the case with pugs). Of course it would have less impact with your kind of group or ours, sure you could outsmart/outdamage them. But not the vast majority of groups. So would it be good for a majority of players... I doubt it. One thing is sure... the day they take aoe caps off, we also would be obliged to stop mono targeting, and go for that shi.tty aoe meta...

    And lag would begin long before they actually hit any opponents:
    atm they actually move spam casting tornadoe (just like pryda did btw) also to detect hidden opposition.
    So the lag is there all along.
    Sublime wrote: »
    prootch wrote: »
    Large aoe lagballs will overstack aoe in a trial to outdamage other aoelagballs...
    I think it is worth going a bit more into details at this point.
    Your assumption (how I understand it):
    Two AOE raids trying to kill each other, a "small" one (20) and a big one (40). The large groups still wind due to higher numbers. (Please correct me if either of this is wrong)

    No... I don't care wether they win or not: both groups still lag due to aoe stack even before impact: that's what we experience atm with some groups: ping rising to 500+ while they still don't have made any contact... as soon as they start to chain cast. So As I wrote before, I doubt cap ot not cap would solve lag.

    They will begin to cast while moving as most of these groups do and drown everyone in lag, wiping any pugs or "pve level" organized groups in their way. Of course smaller organized structure will aim at outsmarting/outdamage them with instant kill tactics, better coordination and ultimates...and would most probably succeed. But in the meanwhile it would be lagland for everyone... again and again.

    Edited by prootch on November 27, 2015 6:16PM
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kas wrote: »
    Slightly offtopic:
    I would still prefer abilities with HUGE impact that can be interrupted over the current meta.
    Skill spamming is crazy effective for both, group/zerg pvp and even 1v1's. Sure, better players will mix in LA's - and depending ont he build - cancle skills with bashes. But the overall concept is stil: get as little damage spells as necessary and as many buffs and utility as possible and then fight the right moment to spam your damage spell. The same goes for defense in zergs: imho it still makes sense to split it and have a dk with ignenous spam all the springs, DD's with bastion provide barriers and templars spam BoL. The main reason this is not happening too much, imho, is denial: the good players don't want to accept that only spamming one skill could be even more effective than playing "good". Instead think of abilities like the most effective heals, wrecking blow, steel tornado or hardend ward in even stronger versions, but all of them interruptable.


    Now, to go back to the AoE cap
    , I think it is a dangerous thing. You can basically control the duration of fights with it. However, the biggest ball (in terms of #players * equip * doing the right things) will still win. Both, prox det and especially steel tornado have an incredible range. Single target abilities are not option to go up against them and will never be. So you might fix the lag, but probably not the fight/fun. Instead of lag, the fight will be over - with probably the same outvcome, just a little quicker. Not fun.

    I loved DAoC, but i strongly disagree with those saying that strong (PB)AoE punished zergs. AoE mezzes and the fact that AoE damage was also an AoE interrupt did. Otherwise your zerg blob would have only needed a few bombers themselves. CC and interrupting by starting first did the trick.

    In general, I think the most effective way is to punish grouping up - from range. Siege weapons did that for a short time, but at the same time, the took the fun out of the combat. Controlling a siege is terribly boring if you do it often. Further, spreading out doesn't help if a huge enemy force can put up many sieges. Your probably still best of to move as a blob, it's just harder to move properly and you maybe need to react to a missstep (clean + barrier).

    imho, there is little reason to leave steel tornado and prox det AoE as big as it is. As logn as you can neither escape nor touch these balls, they will be super effective. imho inevitabel (and prox) det are a great start. Especially ievitable. However, I think both should deal less damage but scale more strongly with the number of players. If 30+ ball up and see the red circlle (maybe give it a special color), I don't think getting 1hit would be undeserved.

    The interrupts on AOEs helped when you were attacking from Range (Think Spears from Runemaster for example) and Mez of course was always super useful... But you have to remember this is a game that didn't have stealth for everyone and didn't have instant gap closers..It did have super speed and such you generally had to pray that no one saw ya coming from behind to ball mez...But interrupts itself did not matter when bombing with PBAE on a bomb.. and i'll tell ya why.

    Because if you're getting bombed in DAOC....Your first response is to do one thing, and one thing only...MOVE OUT OF RANGE. You had probably less then 3 seconds to live otherwise....PBAE itself could hit for 800+ damage on people; in a game where casters had around 1600 health; and tanks about 2200+. 2 or 3 PBAE users meant instant death in mere seconds and you simply didn't have time to cast anything anyway other then hauling your ass away from the death circle.

  • Sublime
    Sublime
    ✭✭✭✭
    prootch wrote: »
    No... I don't care wether they win or not: both groups still lag due to aoe stack.
    They will begin to cast while moving as all these group do, and drown everyone in lag, wiping any pugs or "pve organized groups" in their way. Of course organized structure will aim at outsmarting/outdamage them with instant kill tactics, better coordination and ultimates... but in the meanwhile it would be lagland for everyone... again and again.

    Do you have any proof that removing AOE caps would increase the lag. And yes, proof is related to the code of the game, anything else is nothing more than an assumption.
    Edited by Sublime on November 27, 2015 6:17PM
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    usmcjdking wrote: »
    prootch wrote: »
    Xsorus wrote: »
    Pulsar and Batswarm both had caps
    There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.

    Yeah I could have spoken of Talons
    And batswarm was utterly bugged for a long time

    All of this missing the point: massively decrease aoe damage and go for a far better gameplay instead of asking for aoe damage decap that will cause more problems than if solves.
    lol. just lol

    Running in ball groups already gives zerglings artificial mitigation (because of AoE Caps) on top of all the healing and YOU WANT AOE DMG NERFED? just lol no comment wont waste time arguing you.

    Please take some time to read post # 28 and while you're at it, take a listen to what the people from the We Are ESO podcasts argue about the state of PvP. I challenge you to come up with an eleborate counter arguement to what those players have raised about the state of PvP, instead of just stating something for the heck of it without doing some research first.

    The We Are ESO Podcast, to put it kindly, is a huge waste of time. I think that it is good that they are getting together and putting together something else that lets ZOS know we are currently unpleased...but other than that it's wasting time. None of these guys have any business prosing major design changes to the game because their experience in MMO game design and retention is limited to their personal play time and experience with playing the game.

    These are not the type of people you want designing a game that requires an active and growing userbase.

    Anyways, a few good suggestions in here IRT AOE caps. I think the winner-winner-chicken-dinner suggestion was for the 5M AOE radius cap. Worth testing IMO.

    Your posts unkindly put are a waste of time. Were experienced vets in PvP getting together to talk about the problems with the game and what needs to change to improve PvP. Somehow you feel these credentials actually work against knowing what changes need to be put in place to improve PvP and performance.

    Lets take for example one of your other posts where you suggested they implement a skill like earthshaker ult because you saw it in one of your favorite plays in dota 2 (which is laughable because the only part of that play that mattered was the money on the line rather than the fact that 5 people actually attempted to do a blind rosh while the opposing team had vision). But lets entertain your idea of implementing a skill with 'reverberating effects'. This means damage would go out (as AOE does now) and then impact again based on numbers hit to all target with the reverberating effect. You know what this means? A whole hell of a lot more calculations. And you have the audacity to post about making suggestions for PvP when you want an idea that would absolutely slaughter a netcode that already cannot stand on its own feet. Sounds like a great suggestion from someone that is off in dreamland rather than trying to sensibly propose solutions that actually reduce the stress the server.

    Given that Ive already had an opportunity to work in game development, Ill just leave off that I have a great job in a growing industry and happy to be where Im at. You are probably as bad at dota as you are in ESO and you share the same opinion as anyone who is afraid of facing skilled players on equal footing.


    Ultimately, the devs are likely aware as we are that removing AOE caps would help performance - its not the debate at all. It would actually improve cyro compared to what we have today in that sense. Their concern is for the mild hearted player that will get blasted off the map while running in ball groups because 'that is how we mass pvp'. Time to remove caps and for players to learn there is more to PvP than following a crown.

    This isnt for the 1vXer, this is for changing Cyro in a way that makes it more tolerable. The added benefit is really performance, but the ultimate goal is to change how the game works: numbers win. And that is because AOE caps handicap the primary tool you would use on massive groups in a small radius.
    Edited by FENGRUSH on November 27, 2015 6:20PM
  • prootch
    prootch
    ✭✭✭
    Do you have any proof of the contrary ?
    Without access to detailled server stats it's impossible to state.
    Only zos have this information, and if they have not already done this quite simple move of decap aoe, despites hundreds of posts on forums, I doubt they consider aoe decaps are the main cure to lag.

    The number of calculation access will still be heavy wether you have aoe caps or not. I don't assume it would lag more, I assume it would lag just the same actually, worsening the global meta in the process et reintroducing mass instant kills (that zos aimed to lower).

    People will go on spaming while moving, wether you have aoe caps of not.
    We usually get heavy lag even before actual contact with some spamballs: it seems the sheer number of spams are already producing lag, even before impact.

    Most pugs and less organized groups will be instant wiped in the process.
    This would be counter productive both from a population point of view, and most probably from a lag point of view.

    Now I agree only a live test on a server could proove it right or wrong.
    And without precise data to support it, I remain doubtfull and... I dislike the aoe meta.

    Edited by prootch on November 27, 2015 6:29PM
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    prootch wrote: »
    Do you have any proof of the contrary ?
    Without access to detailled server stats it's impossible to state.
    Only zos have this information, and if they have not already done this quite simple move of decap aoe, despites hundreds of posts on forums, I doubt they consider aoe decaps are the main cure to lag.

    The number of calculation access will still be heavy wether you have aoe caps or not.
    People will go on spaming while moving, wether you have aoe caps of not.
    We usually get heavy lag even before actual contact with some spamballs: it seems the sheer number of spams are already producing lag, even before impact.

    Most pugs and less organized groups will be instant wiped in the process.
    This would be counter productive both from a population point of view, and most probably from a lag point of view.

    Now I agree only a live test on a server could proove it right or wrong.
    And without precise data to support it, I remain doubtfull and... I dislike the aoe meta.

    Do you have data to prove otherwise? How are we going to collect data? The only data we have is that there was less lag before ball groups were in Cyro. Once there were ball groups running together 24/7 hitting eachother with mass springs/purge/heal effects - lag kicked up.

    That is about as strong as your data will get. Is it going to fix lag, as in it will go away entirely? No. Will fights last as long when 2 large groups clash? No, one will die sooner. Is this the only way to PvP in the game? No it isnt, you can actually have a group with 20+ people that arent all within 5m of each other to PvP. Would it be better on performance if some groups learned to PvP without being stacked on each other through the entire duration of their hours of PvPing? Yes it would.

    Not sure what youve been arguing for throughout this post. Youre telling people to provide data on something when you have no data yourself to counteract what youre asking for. Just give it up. There will be shorter fights if people stick to playing how they want to play today - that is a positive change for lag. There will be less calculations when the server has to go through picking targets to reduce damage for instead of delivering it flat across the area - thats a positive for lag.

    Can you make any type of strong argument?
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    I don't know why people keep talking about how the change to AOE caps in 1.6 increased lag...Because its always been laggy as hell in this game with AOE caps

    here..

    https://www.youtube.com/watch?v=_2BqTrX8zVk

    https://www.youtube.com/watch?v=DBxXjYjgSIc

    Note; these are pre 1.6....I'm not sure you could do this right now to be honest...cause they've changed the cap some....You certainly couldn't do it after the removal of AOE caps.

  • Sublime
    Sublime
    ✭✭✭✭
    So while we're at throwing around assumptions, here are my 2 cents.

    Currently the AOE caps work as follows:

    First 6 targets: 100%
    Next 24: 50%
    Next 30: 25%
    Rest: 0%

    I'm going to compare this to the following scenario:
    No AOE caps

    I'm assuming that additional calculations mean more lag.

    So let's take a look at what the server has to calculate in both scenarios:
    A:Less than 60 targets

    With AOE caps
    1. Determine first 6 targets
    2. Determine next 24 targets
    3. Determine next 30 targets
    4. Apply damage to first 6 targets
    5. Calculate x0.5 damage of next 24 targets
    6. Calculate x2.5 damage of remaining 30 targets

    Without AOE caps
    1. Apply damage to all targets (<60)

    B: more than 60 targets

    With AOE caps
    1. Determine first 6 targets
    2. Determine next 24 targets
    3. Determine next 30 targets
    4. Apply damage to first 6 targets
    5. Calculate x0.5 damage of next 24 targets
    6. Calculate x2.5 damage of remaining 30 targets

    Without AOE caps
    1. Apply damage to all targets (>60)

    So let's compare the two implementations:
    Additional calculations if AOE caps are on:
    • It has to be determined which target recieves 100%, which one 50% and which one 25%
    • the damage numbers calculated have to be multiplied by 0.5 or 0.25

    Additional calculations if AOE caps are off:
    • if more than 60 targets are hit, the damage they take has to be calculated based on the attackers TT and the defenders resistances. (for the first 60 targets those have to be calculated if AOE caps are on as well)

    From that it can be concluded quite easily, that AOE caps most likely start to be better from ~70 targets on. However, these days hitting 70 targets with an AOE pretty much impossible, since the the population cap is around 150 per alliance.
    Edited by Sublime on November 28, 2015 1:44PM
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • prootch
    prootch
    ✭✭✭
    FENGRUSH wrote: »
    Do you have data to prove otherwise? How are we going to collect data? The only data we have is that there was less lag before ball groups were in Cyro. Once there were ball groups running together 24/7 hitting eachother with mass springs/purge/heal effects - lag kicked up.

    No one has "proof", neither you or me. And I was required proof in the first place, that's why I ask for some in return... I well know no one has a clue as far as real figures are at stake... except zos.

    By the way we faced aoe spam lag groups from the beginning (standard aoe dks+bugged bats see vid example above), even with uncaped ultimates... wiping everything in the process except other organized groups and lagging as hell.

    Sure 1.6 deto+tornadoe did encouraged spamballs... mass healing was there before, but of course it can worsen the situation. btw I would like to see what lag would be like simply without these systematic 12m radius steel tornadoes.
    That is about as strong as your data will get. Is it going to fix lag, as in it will go away entirely? No. Will fights last as long when 2 large groups clash? No, one will die sooner. Is this the only way to PvP in the game? No it isnt, you can actually have a group with 20+ people that arent all within 5m of each other to PvP. Would it be better on performance if some groups learned to PvP without being stacked on each other through the entire duration of their hours of PvPing? Yes it would.

    We do agree on all these.
    Just give it up [...]
    Can you make any type of strong argument?

    Don't see why I should give up my opinion... just to please you ?
    And I'm obviously not the only one to think aoe decap would have doubtfull side effects. I'm personnaly convinced aoe decap would be nocive to a vast majority of players... except organized group, and I play in a somewhat organized group ;).

    You tell me aoe decap will cure lag, I doubt it. And no one has proof either way... so your arguments are not any stronger. Basic numbers of damage calculation requests is a very poor tool for a server capacity saturation analysis. We both know it highly depends on the weight of different calculation requests and calculation timing + field location.

    Whatever you or I will write on this forum atm will not change the end game anyway, I'm pretty sure zos have already precise ideas and they are just here to "feel the trend" of the player base. They respond by participative management to more and more angry pvp players. Especially since you have been spreading this aoe decap request for months, and we both know they are clever and able to read ^^

    So just try not to pretend your opinion is the only argumented one to other players.
    And we can agree we disagree on the best solutions for an enjoyable pvp for everyone.
    Now why not suggest zos to test aoe decap on a server and aoe limited to one target on another (to take both extremes)
    Then we could actually validate which solution is prefered by the majority of players - and - more efficient lagwise.
    Edited by prootch on November 27, 2015 7:55PM
  • usmcjdking
    usmcjdking
    ✭✭✭✭✭
    ✭✭✭
    FENGRUSH wrote: »
    usmcjdking wrote: »
    prootch wrote: »
    Xsorus wrote: »
    Pulsar and Batswarm both had caps
    There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.

    Yeah I could have spoken of Talons
    And batswarm was utterly bugged for a long time

    All of this missing the point: massively decrease aoe damage and go for a far better gameplay instead of asking for aoe damage decap that will cause more problems than if solves.
    lol. just lol

    Running in ball groups already gives zerglings artificial mitigation (because of AoE Caps) on top of all the healing and YOU WANT AOE DMG NERFED? just lol no comment wont waste time arguing you.

    Please take some time to read post # 28 and while you're at it, take a listen to what the people from the We Are ESO podcasts argue about the state of PvP. I challenge you to come up with an eleborate counter arguement to what those players have raised about the state of PvP, instead of just stating something for the heck of it without doing some research first.

    The We Are ESO Podcast, to put it kindly, is a huge waste of time. I think that it is good that they are getting together and putting together something else that lets ZOS know we are currently unpleased...but other than that it's wasting time. None of these guys have any business prosing major design changes to the game because their experience in MMO game design and retention is limited to their personal play time and experience with playing the game.

    These are not the type of people you want designing a game that requires an active and growing userbase.

    Anyways, a few good suggestions in here IRT AOE caps. I think the winner-winner-chicken-dinner suggestion was for the 5M AOE radius cap. Worth testing IMO.

    Your posts unkindly put are a waste of time. Were experienced vets in PvP getting together to talk about the problems with the game and what needs to change to improve PvP. Somehow you feel these credentials actually work against knowing what changes need to be put in place to improve PvP and performance.

    Lets take for example one of your other posts where you suggested they implement a skill like earthshaker ult because you saw it in one of your favorite plays in dota 2 (which is laughable because the only part of that play that mattered was the money on the line rather than the fact that 5 people actually attempted to do a blind rosh while the opposing team had vision). But lets entertain your idea of implementing a skill with 'reverberating effects'. This means damage would go out (as AOE does now) and then impact again based on numbers hit to all target with the reverberating effect. You know what this means? A whole hell of a lot more calculations. And you have the audacity to post about making suggestions for PvP when you want an idea that would absolutely slaughter a netcode that already cannot stand on its own feet. Sounds like a great suggestion from someone that is off in dreamland rather than trying to sensibly propose solutions that actually reduce the stress the server.

    Given that Ive already had an opportunity to work in game development, Ill just leave off that I have a great job in a growing industry and happy to be where Im at. You are probably as bad at dota as you are in ESO and you share the same opinion as anyone who is afraid of facing skilled players on equal footing.


    Ultimately, the devs are likely aware as we are that removing AOE caps would help performance - its not the debate at all. It would actually improve cyro compared to what we have today in that sense. Their concern is for the mild hearted player that will get blasted off the map while running in ball groups because 'that is how we mass pvp'. Time to remove caps and for players to learn there is more to PvP than following a crown.

    This isnt for the 1vXer, this is for changing Cyro in a way that makes it more tolerable. The added benefit is really performance, but the ultimate goal is to change how the game works: numbers win. And that is because AOE caps handicap the primary tool you would use on massive groups in a small radius.

    Congratulations you are good at a game with a decent job? Didn't ask nor do I care what your background is as it's very blantant you aren't any good at MMO design (which is a people business) since you can't seemingly deal with an ounce of criticism without wailing away at your keyboard uncontrollably. A constantly living game requires a strong revenue stream. A strong revenue stream requires a) multiple sales b) subscriptions - if design changes do not cater to the side of being noob friendly which promotes those two aspects of longevity then the game goes to the financial graveyard.

    In addition, CDEC was getting plastered by Sumail. Sumail died by being lazy and they absolutely had to regain control and tempo. Killing Sumail then resuming farm or charging into a next tier tower to get stalemated by an ES/AA combo is what would have gone through a pubs brain as I assume yours. Rosh or smoke was their only option and IIRC they had already blown 3 of their smokes. Not a bad decision, just a desperate one that didn't pay off at all. The only misplay there was them sitting in the ice vortex which made the echo slam hit like a freight train while the PL stayed in the back (largely due to muscle memory to keep Rosh from using his AOE).

    And you are 100% right. In my current employment I got VERY lucky and have free access to thinks that I cannot afford e.g., a nutritionist who cooks all my meals for me and a massage therapist who charges triple digits per hour. I'd be lying if I said I wasn't P2W in my current employment.

    And finally netcode, is a made up word for a whole bunch of stuff that is not even in the same departmental field. Let's refrain from using made up words like netcode. That's like talking about Muay Thai in the Floyd Mayweather vs. Manny Pacquiao fight. Related because combat sport, but (per your usual) completely irrelevant to the task at hand.
    Edited by usmcjdking on November 27, 2015 7:54PM
    0331
    0602
  • usmcjdking
    usmcjdking
    ✭✭✭✭✭
    ✭✭✭
    This veiled [snip] of 'calculations' is getting slightly irritating. A potato server with a capped 450 connections is not going to struggle unless it's some macro-folding project over a satellite. When a server struggles, it crashes gloriously. In the event that a specific VM requires more processing power, it will start siphoning from the other VMs which causes a chain reaction of coffee and system admins getting yelled at. Kinda like hypereutectic pistons #gripe.

    Has anyone posted any network statistics between the authentication and PVP servers? They have to go through the same gateway. Does anyone know what QOS they are using for the multi-threading between servers and client (or, to be more accurate, multi-processing)? Did they generate it themselves or are they using some cut & pasted generic QOS settings? Is the dude in charge of making heads or tails of their interior network protocol (probs EIGRP) running into issues? [snip] I know I promised a specific user I would do some testing last night (I didn't), but I will do it tonight. [snip]

    [edited for bashing]
    Edited by ZOS_Icy on July 21, 2024 11:56AM
    0331
    0602
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    usmcjdking wrote: »
    FENGRUSH wrote: »
    usmcjdking wrote: »
    prootch wrote: »
    Xsorus wrote: »
    Pulsar and Batswarm both had caps
    There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.

    Yeah I could have spoken of Talons
    And batswarm was utterly bugged for a long time

    All of this missing the point: massively decrease aoe damage and go for a far better gameplay instead of asking for aoe damage decap that will cause more problems than if solves.
    lol. just lol

    Running in ball groups already gives zerglings artificial mitigation (because of AoE Caps) on top of all the healing and YOU WANT AOE DMG NERFED? just lol no comment wont waste time arguing you.

    Please take some time to read post # 28 and while you're at it, take a listen to what the people from the We Are ESO podcasts argue about the state of PvP. I challenge you to come up with an eleborate counter arguement to what those players have raised about the state of PvP, instead of just stating something for the heck of it without doing some research first.

    The We Are ESO Podcast, to put it kindly, is a huge waste of time. I think that it is good that they are getting together and putting together something else that lets ZOS know we are currently unpleased...but other than that it's wasting time. None of these guys have any business prosing major design changes to the game because their experience in MMO game design and retention is limited to their personal play time and experience with playing the game.

    These are not the type of people you want designing a game that requires an active and growing userbase.

    Anyways, a few good suggestions in here IRT AOE caps. I think the winner-winner-chicken-dinner suggestion was for the 5M AOE radius cap. Worth testing IMO.

    Your posts unkindly put are a waste of time. Were experienced vets in PvP getting together to talk about the problems with the game and what needs to change to improve PvP. Somehow you feel these credentials actually work against knowing what changes need to be put in place to improve PvP and performance.

    Lets take for example one of your other posts where you suggested they implement a skill like earthshaker ult because you saw it in one of your favorite plays in dota 2 (which is laughable because the only part of that play that mattered was the money on the line rather than the fact that 5 people actually attempted to do a blind rosh while the opposing team had vision). But lets entertain your idea of implementing a skill with 'reverberating effects'. This means damage would go out (as AOE does now) and then impact again based on numbers hit to all target with the reverberating effect. You know what this means? A whole hell of a lot more calculations. And you have the audacity to post about making suggestions for PvP when you want an idea that would absolutely slaughter a netcode that already cannot stand on its own feet. Sounds like a great suggestion from someone that is off in dreamland rather than trying to sensibly propose solutions that actually reduce the stress the server.

    Given that Ive already had an opportunity to work in game development, Ill just leave off that I have a great job in a growing industry and happy to be where Im at. You are probably as bad at dota as you are in ESO and you share the same opinion as anyone who is afraid of facing skilled players on equal footing.


    Ultimately, the devs are likely aware as we are that removing AOE caps would help performance - its not the debate at all. It would actually improve cyro compared to what we have today in that sense. Their concern is for the mild hearted player that will get blasted off the map while running in ball groups because 'that is how we mass pvp'. Time to remove caps and for players to learn there is more to PvP than following a crown.

    This isnt for the 1vXer, this is for changing Cyro in a way that makes it more tolerable. The added benefit is really performance, but the ultimate goal is to change how the game works: numbers win. And that is because AOE caps handicap the primary tool you would use on massive groups in a small radius.

    Congratulations you are good at a game with a decent job? Didn't ask nor do I care what your background is as it's very blantant you aren't any good at MMO design (which is a people business) since you can't seemingly deal with an ounce of criticism without wailing away at your keyboard uncontrollably. A constantly living game requires a strong revenue stream. A strong revenue stream requires a) multiple sales b) subscriptions - if design changes do not cater to the side of being noob friendly which promotes those two aspects of longevity then the game goes to the financial graveyard.

    Wrong. Being too casual friendly is just as deadly as being too hardcore is. When there is nothing a player can strive to achieve most won´t bother to participate - people persuing personal goals are mostly hardcore on a topic and inspire other people. Also those people make great antagonists.
    If you shift the balance too far into one direction or the other (which is currently the case as everything favors numbers over actual competence atm) things go downhill pretty fast.
    Apart from that a state of pvp where you´re only able to compete with grps of 20+ people is highly discouraging for any new player in the game - people don´t feel like they matter in such a setting.

    Also monetary aspect in general has nothing to do in this equasion imho. PvP is a shiny figurehead pulling people to the game (twitch, youtube etc.). That´s why developers should care. Cash in eso is earned with other things (or should be as the cashshop is terrrrrrrible).
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Erondil
    Erondil
    ✭✭✭✭✭
    prootch wrote: »

    Of course you could, but you are missing my point: even without cap spamballs would stack up based on the assumption their damage output would be superior to their opponents and instant kill them (which would be the case with pugs). Of course it would have less impact with your kind of group or ours, sure you could outsmart/outdamage them. But not the vast majority of groups. So would it be good for a majority of players... I doubt it. One thing is sure... the day they take aoe caps off, we also would be obliged to stop mono targeting, and go for that shi.tty aoe meta...

    And lag would begin long before they actually hit any opponents:
    atm they actually move spam casting tornadoe (just like pryda did btw) also to detect hidden opposition.
    So the lag is there all along.


    You dont seem to understand what I'm saying. If ballgroups can get destroy by 8 people in 5 seconds when they stack up, they... won't stack up. It will buff single target indirectly, and the game will not only be more fun for groups like our, but also for those like yours or pugs. Because those 24-man ballgroup won't be invincible anymore, and will tend to stack less, so more singletarget. It will be good for a majority of palyers, except to those who like playing with 40 ppl stacked in 2m².
    ~retired~
    EU server, former Zerg Squad and Banana Squad officer
    Dennegor NB AD, AvA 50 Grand Overlord 24/05/2016
    rekt you NB AD, AvA 32
    Erondil Sorc AD, AvA 23
    Denne the Banana Slayer NB EP, AvA 14
    Darth Dennegor lv50 Stamina NB DC, AvA 19
    Youtube Channel
  • Sublime
    Sublime
    ✭✭✭✭
    usmcjdking wrote: »
    This veiled [snip] of 'calculations' is getting slightly irritating. A potato server with a capped 450 connections is not going to struggle unless it's some macro-folding project over a satellite. When a server struggles, it crashes gloriously. In the event that a specific VM requires more processing power, it will start siphoning from the other VMs which causes a chain reaction of coffee and system admins getting yelled at. Kinda like hypereutectic pistons #gripe.

    Has anyone posted any network statistics between the authentication and PVP servers? They have to go through the same gateway. Does anyone know what QOS they are using for the multi-threading between servers and client (or, to be more accurate, multi-processing)? Did they generate it themselves or are they using some cut & pasted generic QOS settings? Is the dude in charge of making heads or tails of their interior network protocol (probs EIGRP) running into issues? [snip] I know I promised a specific user I would do some testing last night (I didn't), but I will do it tonight. [snip]

    Which is exactly, why I'd like to get a official response from ZOS.

    [edited to remove quote]
    Edited by ZOS_Icy on July 21, 2024 12:00PM
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • Merlight
    Merlight
    ✭✭✭✭✭
    Rune_Relic wrote: »
    60 players caps is 10x mpre calculaitons and client updates than 6 player cap.
    We have the added lag to prove it when we went to 1.6
    Whats your point ?
    if I hit 6 people that's 6 client updates from the server across the network.
    If I hit 60 people that's 60 client updates from the server across the network.

    I think you're wrong. It's a bit difficult to explain, and largely based on assumptions drawn from my knowledge of a different game's network code, but hopefully I can get at least some ideas across. When you cast an AoE damage spell, the server has to 1) decide who gets hit 2) send information about this spell to all players in sight.

    Let me start with the network part.

    First, the information that a spell is being cast has to go off to many more people than just those hit. Everyone who's watching from distance has to receive information about what effect and where should be rendered. There's much more network communication than just damage dealt and healed.

    Second, hitting 60 people instead of 6 doesn't necessarily mean 10x as many packets will be sent over the network. A little more data, yes, but not necessarily more packets. Those 60 people are most likely receiving damage from multiple sources, and each of them can receive multiple (simultaneous) damage hits in a single packet. I have zero knowledge of ESO network protocol, so I don't know whether they do this, but there really is no reason not to; I've seen this optimization in a game released in 2003. Removing AoE caps might cause higher spikes in network traffic when groups collide... but think about the aftermath -- people will die faster, meaning the spike will be shorter, and the likelihood of multiple such clashes occurring simultaneously should drop.
    Rune_Relic wrote: »
    If the AoE cap was 1 there would be no lag... so again whats your point ?

    That's not how it works. The server doesn't magically know who your "AoE" hits among the 100 bodies surrounding you. The nearest guy? Fine, but that's not easy to determine. If it was easy, then finding 60 would be easy as well (and any server-side lag could be solved simply by buying more CPUs).

    So how do you find the 60 people that should get hit by your AoE? It really depends on the spatial search algorithm they use, but regardless of how it works, there has to be some selection process if there's a cap. On one hand, the selection process allows you to stop searching once you reach the target cap (unless you're looking for the nearest 60, in which case you're basically doing all the work needed in a no-caps scenario, and then some more). On the other hand, you might be able to find 100 targets without doing the selection (removing cap) in the same amount of time it takes to find 60 with selection. Well that's wild guessing, we'll never know how they do it.

    Anyway, after you have your 60 victims, the really crazy stuff starts. Who takes full damage? Is it the nearest six, or randomly chosen six? If it's the nearest, then you have to sort victims by distance from you = unnecessary overhead (unless it's a part of the selection process, which I consider overhead in itself). If it's random, then the whole lottery = unnecessary overhead. What the falloff accomplishes is keeping people alive so they can generate even more overhead.
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • PainfulFAFA
    PainfulFAFA
    ✭✭✭✭✭
    FENGRUSH wrote: »
    prootch wrote: »
    Do you have any proof of the contrary ?
    Without access to detailled server stats it's impossible to state.
    Only zos have this information, and if they have not already done this quite simple move of decap aoe, despites hundreds of posts on forums, I doubt they consider aoe decaps are the main cure to lag.

    The number of calculation access will still be heavy wether you have aoe caps or not.
    People will go on spaming while moving, wether you have aoe caps of not.
    We usually get heavy lag even before actual contact with some spamballs: it seems the sheer number of spams are already producing lag, even before impact.

    Most pugs and less organized groups will be instant wiped in the process.
    This would be counter productive both from a population point of view, and most probably from a lag point of view.

    Now I agree only a live test on a server could proove it right or wrong.
    And without precise data to support it, I remain doubtfull and... I dislike the aoe meta.

    Do you have data to prove otherwise? How are we going to collect data? The only data we have is that there was less lag before ball groups were in Cyro. Once there were ball groups running together 24/7 hitting eachother with mass springs/purge/heal effects - lag kicked up.

    That is about as strong as your data will get. Is it going to fix lag, as in it will go away entirely? No. Will fights last as long when 2 large groups clash? No, one will die sooner. Is this the only way to PvP in the game? No it isnt, you can actually have a group with 20+ people that arent all within 5m of each other to PvP. Would it be better on performance if some groups learned to PvP without being stacked on each other through the entire duration of their hours of PvPing? Yes it would.

    Not sure what youve been arguing for throughout this post. Youre telling people to provide data on something when you have no data yourself to counteract what youre asking for. Just give it up. There will be shorter fights if people stick to playing how they want to play today - that is a positive change for lag. There will be less calculations when the server has to go through picking targets to reduce damage for instead of delivering it flat across the area - thats a positive for lag.

    Can you make any type of strong argument?

    Its pointless to argue against that one. Read all of his previous posts... laughable.
    We all know the damage that AoE caps brought to this game and theres a reason THE MAJORITY of PvPers agree with many of the points raised in We Are ESO. It was about time players got together to bring change to this game and voice they're concerns.

    Continue blasting fools like this :) I've no time nor patience to argue against mentalities like that lol
    Edited by PainfulFAFA on November 27, 2015 9:13PM
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • Raizin
    Raizin
    ✭✭✭✭
    AFrostWolf wrote: »
    Derra wrote: »
    AFrostWolf wrote: »
    Derra wrote: »
    Why do you want and artificial cap on dmg for people who already outnumber their opponent?

    Why do you want dmg calculations to become even more complicated - sticking to specific targets no longer working with proximity. How should your dmg stacking work? Like smarthealing where the lowest targets get prioritized by dmg? That would be even worse than removing caps - not for organised grps but for the random players. Once your HP drop that would be a deathsentence - instantly.

    Could you explain to me what about your proposal makes more sense than just flat out removing caps?

    I don't want an artificial cap. What I want is for this not to be a knee jerk reaction. There are many things that need to be changed besides just the AoE cap. Right now the best thing to do is to adjust the cap while all the other things are changed as well. Test it out and slowly adjust as needed. What happens if we remove the AoE cap from the start fully, and then it turns out that X Y and Z change later makes it even worse? Alternatively, What if X Y Z change ends up fixing the problem after a bit of tweaking? The issue is far more complex than just remove AoE caps 100%. There are so many little things that will be tweaked it's best to take the time and do it slowly and correctly.

    Proximity is a problem skill that Wrobel mentioned needed tweaking. I'm no expert in calculations here, I don't know how they can make the damage stack, but it's something that i thought needs to happen in response to something fengrush said back on the first page.

    "If youre hitting 16 people, and 6 for full at a time, youre picking 6 different targets each time. If youre hitting 24, or 30 players, the statistical chance you hit the target that you wanted to hit, who you previously put the most damage on, keeps getting worse and worse. Ultimately, its extremely unlikely to hit the target you want and burst that guy down. Instead, you have to throw out overwhelming amounts of damage and actually out damage their healing by a large margin in a short span of time (something not possible when significantly outnumbered. This becomes impossible when you factor in templar ult for reduction but more importantly: barrier."


    So you don´t want equal chances - because that´s what no caps would do.

    It has nothing to with knee jerk reactions. People want a level playing field. I still don´t understand what you don´t want about that apart from large grps having an arbitrairy advantage apart from being more ppl in the first place.

    You give no good reason for caps to exist. Please explain to me the reason why there should be a cap in the first place.

    It is a knee jerk reaction. A damn popular one. You want an even playing field. We all do, But Aoe caps and just AoE caps alone IS NOT the only factor. That is why it needs to be adjusted multiple times till we hit the right balance between the AoE cap and all the other things that need changing.

    All i see and read now is: Zerg,zerg,zerg,zerg, dont remove aoe caps,zerg, zerg,zerg,zerg,zerg,lag,lag,zerg...

    Sorry..
    HellSeesYou = v16/AD/Rank 37-Former emp/EU TB-AZura(Old Auriels Bow badass) ___ Vampire Templar/Resto/Destro staff user from Banana squad
    HellSeesAll - v16/EP/Rank 19 Magicka NB/Necrotic Lag member
    HellSeesUs - v16/AD/Rank 18 Stamina Templar
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    Raizin wrote: »
    AFrostWolf wrote: »
    Derra wrote: »
    AFrostWolf wrote: »
    Derra wrote: »
    Why do you want and artificial cap on dmg for people who already outnumber their opponent?

    Why do you want dmg calculations to become even more complicated - sticking to specific targets no longer working with proximity. How should your dmg stacking work? Like smarthealing where the lowest targets get prioritized by dmg? That would be even worse than removing caps - not for organised grps but for the random players. Once your HP drop that would be a deathsentence - instantly.

    Could you explain to me what about your proposal makes more sense than just flat out removing caps?

    I don't want an artificial cap. What I want is for this not to be a knee jerk reaction. There are many things that need to be changed besides just the AoE cap. Right now the best thing to do is to adjust the cap while all the other things are changed as well. Test it out and slowly adjust as needed. What happens if we remove the AoE cap from the start fully, and then it turns out that X Y and Z change later makes it even worse? Alternatively, What if X Y Z change ends up fixing the problem after a bit of tweaking? The issue is far more complex than just remove AoE caps 100%. There are so many little things that will be tweaked it's best to take the time and do it slowly and correctly.

    Proximity is a problem skill that Wrobel mentioned needed tweaking. I'm no expert in calculations here, I don't know how they can make the damage stack, but it's something that i thought needs to happen in response to something fengrush said back on the first page.

    "If youre hitting 16 people, and 6 for full at a time, youre picking 6 different targets each time. If youre hitting 24, or 30 players, the statistical chance you hit the target that you wanted to hit, who you previously put the most damage on, keeps getting worse and worse. Ultimately, its extremely unlikely to hit the target you want and burst that guy down. Instead, you have to throw out overwhelming amounts of damage and actually out damage their healing by a large margin in a short span of time (something not possible when significantly outnumbered. This becomes impossible when you factor in templar ult for reduction but more importantly: barrier."


    So you don´t want equal chances - because that´s what no caps would do.

    It has nothing to with knee jerk reactions. People want a level playing field. I still don´t understand what you don´t want about that apart from large grps having an arbitrairy advantage apart from being more ppl in the first place.

    You give no good reason for caps to exist. Please explain to me the reason why there should be a cap in the first place.

    It is a knee jerk reaction. A damn popular one. You want an even playing field. We all do, But Aoe caps and just AoE caps alone IS NOT the only factor. That is why it needs to be adjusted multiple times till we hit the right balance between the AoE cap and all the other things that need changing.

    All i see and read now is: Zerg,zerg,zerg,zerg, dont remove aoe caps,zerg, zerg,zerg,zerg,zerg,lag,lag,zerg...

    Sorry..
    A zerg of random players doesn't cause my game to break though. Organized AoE spam blobs do.
  • usmcjdking
    usmcjdking
    ✭✭✭✭✭
    ✭✭✭
    Merlight wrote: »
    Rune_Relic wrote: »
    60 players caps is 10x mpre calculaitons and client updates than 6 player cap.
    We have the added lag to prove it when we went to 1.6
    Whats your point ?
    if I hit 6 people that's 6 client updates from the server across the network.
    If I hit 60 people that's 60 client updates from the server across the network.

    I think you're wrong. It's a bit difficult to explain, and largely based on assumptions drawn from my knowledge of a different game's network code, but hopefully I can get at least some ideas across. When you cast an AoE damage spell, the server has to 1) decide who gets hit 2) send information about this spell to all players in sight.

    Let me start with the network part.

    First, the information that a spell is being cast has to go off to many more people than just those hit. Everyone who's watching from distance has to receive information about what effect and where should be rendered. There's much more network communication than just damage dealt and healed.

    Second, hitting 60 people instead of 6 doesn't necessarily mean 10x as many packets will be sent over the network. A little more data, yes, but not necessarily more packets. Those 60 people are most likely receiving damage from multiple sources, and each of them can receive multiple (simultaneous) damage hits in a single packet. I have zero knowledge of ESO network protocol, so I don't know whether they do this, but there really is no reason not to; I've seen this optimization in a game released in 2003. Removing AoE caps might cause higher spikes in network traffic when groups collide... but think about the aftermath -- people will die faster, meaning the spike will be shorter, and the likelihood of multiple such clashes occurring simultaneously should drop.
    Rune_Relic wrote: »
    If the AoE cap was 1 there would be no lag... so again whats your point ?

    That's not how it works. The server doesn't magically know who your "AoE" hits among the 100 bodies surrounding you. The nearest guy? Fine, but that's not easy to determine. If it was easy, then finding 60 would be easy as well (and any server-side lag could be solved simply by buying more CPUs).

    So how do you find the 60 people that should get hit by your AoE? It really depends on the spatial search algorithm they use, but regardless of how it works, there has to be some selection process if there's a cap. On one hand, the selection process allows you to stop searching once you reach the target cap (unless you're looking for the nearest 60, in which case you're basically doing all the work needed in a no-caps scenario, and then some more). On the other hand, you might be able to find 100 targets without doing the selection (removing cap) in the same amount of time it takes to find 60 with selection. Well that's wild guessing, we'll never know how they do it.

    Anyway, after you have your 60 victims, the really crazy stuff starts. Who takes full damage? Is it the nearest six, or randomly chosen six? If it's the nearest, then you have to sort victims by distance from you = unnecessary overhead (unless it's a part of the selection process, which I consider overhead in itself). If it's random, then the whole lottery = unnecessary overhead. What the falloff accomplishes is keeping people alive so they can generate even more overhead.

    Oh my God.

    Another quality post in this sea of garbage. A few issues with it that I will try to point out that may help brush the rust off the ol' brain block.

    #1 - A vast majority of these calculations have to be via peer simulation which is where the source of desync issues occur (discrepancy between client and host). Your computer/console computes the damage itself (why FPS goes to the trash can) and the server verifies it is correct. Much less taxing on both the network and systems. If it were the opposite (host processes everything), I would expect the lag to be much worse than it currently is and this game to be completely unplayable. That'd simply be too much information to pass over their allocated bandwidth.

    #2 - Your use of the term overhead is...not right. Overhead is specifically utilized in networking to reserve space so your *** doesn't quad zero. It's a static amount that only relates to absolute bandwidth. BTW finding the source of a quad zero issue with a specific port on a specific machine is the hardest thing I've ever had to do. More importantly, if information can not be destroyed, then when something quad zeros.....where does it go? @Higgs_Field I SUMMON YOU.

    #3 - If anything, I'd say it's a massive issue with the system, game coding and networking....ala netcode, the cancerous term it may be. You have the network coding (which appears to ALL be TCP-IP instead of some UDP, must test to verify) which is congesting the network with fragmented or verification packets. You have the game code which can cause massive desync problems which creates a tremendously bad experience at the home machine. And you have system issues (which I highly doubt, but must test to verify) but could lead to significant backend processing time. If the server cannot process information faster than it is being asked to take it in (massively unlikely, like...nearing 0), then it will QOS prioritize certain connectors (usually via shortest tunnel hops) over others.

    Anyways, ZOS can internally test this pretty easily. And by internally, I mean actually hang a machine off the closest switch to the server gateway and get to testing. TBH this problem should have been addressed and answered MONTHS ago.
    0331
    0602
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    Too many people pretending to be experts and too little actual problem solving.
Sign In or Register to comment.