usmcjdking wrote: »PainfulFAFA wrote: »lol. just lolPulsar 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.
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.
Large aoe lagballs will overstack aoe in a trial to outdamage other aoelagballs...
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.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.
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.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.
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).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.
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.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.
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.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.
Million calculations vs no calculations. How should that make server perfomance worse?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.
Rune_Relic wrote: »Million calculations vs no calculations. How should that make server perfomance worse?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.
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.
PainfulFAFA 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.
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.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.
Rune_Relic wrote: »Million calculations vs no calculations. How should that make server perfomance worse?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.
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.
I fail to see your point. Make zergs stronger?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 ?
Rune_Relic wrote: »If the AoE cap was 1 there would be no lag... so again whats your point ?
as Pryda himself shows and perfectly knows that without AoE cap, such ballgroup could be wiped by a 6 man group.
I think it is worth going a bit more into details at this point.Large aoe lagballs will overstack aoe in a trial to outdamage other aoelagballs...
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)
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.
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.
usmcjdking wrote: »PainfulFAFA wrote: »lol. just lolPulsar 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.
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.
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.
Just give it up [...]
Can you make any type of strong argument?
usmcjdking wrote: »PainfulFAFA wrote: »lol. just lolPulsar 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.
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.
usmcjdking wrote: »usmcjdking wrote: »PainfulFAFA wrote: »lol. just lolPulsar 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.
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.
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.
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]
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.
Rune_Relic wrote: »If the AoE cap was 1 there would be no lag... so again whats your point ?
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?
AFrostWolf wrote: »AFrostWolf 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.
A zerg of random players doesn't cause my game to break though. Organized AoE spam blobs do.AFrostWolf wrote: »AFrostWolf 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..
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.