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Patch notes, abilities-> group

Elsterchen
Elsterchen
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I have trouble understanding this part of the patch notes:

"Adjusted several abilities to improve the performance in Cyrodiil. The following abilities or item set abilities will now only apply their buffs to allies who are in your group, rather than all nearby allies:

Exploitation
Hemorrhage
Illuminate
Meritorious Service
Mountain’s Blessing
Powerful Assault
Restoring Aura
Radiant Aura
Restoring Twilight"

Does this imply these abilities wont work on allies when i play ungrouped?

Ty

Best Answer

  • Turelus
    Turelus
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    Information posted by Brian might clear this up.
    This thread is for ongoing discussions about Cyrodiil performance as we continue to make adjustments now and in the coming months. Most recently, regarding the Cyrodiil performance questions and what's going on there with the recent changes to some abilities in case you missed ESO Live...and the fancy graph which is now a meme thread...

    We have been making changes to abilities bit by bit to save calculation cycles on the server. Using the example of Hemorrhage, this ability would check an area around the size of a 2700 meter circle around the Nightblade which critically hit. The Hemorrhage ability would then apply a bonus (minor Savagery) to all allies in that area.

    "All allies" can be 1 ally or 100 allies, but the ability system first needs to get ALL the entities in that area first...monsters, players, siege weapons, friend and foe, then sort that list out to find allies, then apply the bonus to them. Changing the ability to Group only cuts out a lot of sorting the server would have to do. That change has helped a little bit, but not a ton, so obviously we're still digging.

    The reason we're looking at abilities and the combat system at it's roots, is clear when you look at the difference between non-veteran Campaigns and veteran campaigns as we stated on ESO Live. The non-veteran Campaigns have better performance than veteran allowed Campaigns, and the biggest difference between those are the players making up the population of those campaigns and how much more the server has to calculate when higher level players fight each other. Veteran players simply have more "stuff" on their characters that has to be cycled into every combat calculation on the server. This means all the passives, weapon procs, blocks, roll dodges, potions, food, all of it, add up to the server needing to check all of that every second. This is why we're looking into how they're structured and their functionality at their basic operation level and making changes for performance reasons as we see opportunities to improve how they function.

    We are also looking at how the server handles information from combat itself, so not all changes are going to be ability based, but also at the root of the server and how it processes the info coming from combat, movement, items, etc. Some of these changes will be deep rooted in the server code and some will be a bit more front facing, but we're making changes not just Ability wise like you've seen recently, but also how the servers handle combat at their core. Basically anything that can effect your character we are digging into and applying updates to them as we come across what we believe will improve performance.

    This is an ongoing effort which we are resolved to delivering a solid PVP experience in ALL Campaigns, and we thank you for wholeheartedly for your continued support of ESO!

    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
    Answer ✓
  • Erdmanski
    Erdmanski
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    It sounds pretty straightforward to me, not sure where your confusion is...

    All these buffs that previously stated that they affect nearby allies now only affect nearby group members. Thus if you aren't in a group, there aren't any group members to give the buff to.

    This is being done to try to clear up some of the lag issues in Cyrodiil and is a good start.
  • Elsterchen
    Elsterchen
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    Well, exactly this is my problem... sure if I am grouped all abilities apply to groupmembers. This part is straightforward and clear to me. However I am bugged by this particular part of the phrasing: "... will now only apply their buffs to allies who are in your group...". What happens if I am not part of a group? Will the abilities still only apply to members of my group (= zero allies in this case) or will the abilities work as before and apply to all nearby allies?

    I can't find an answer to this in the patch notes, sry. And I actually do not think that ZOS will introduce a mechanism that clearly forces grouping to this game.

    Maybe a dev or mod can shed light on this?


    edit: clearified my statement
    Edited by Elsterchen on December 2, 2015 2:22PM
  • Xeven
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    Thats exactly what it means. Do you think people are grouping up for dat 3% crit yo? Of course not. Theyre grouping up because of the million other reasons to group up.
  • Saltypretzels
    Saltypretzels
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    seems pretty obvious to me. If you are complaining about the change itself, then you should be asking a different question.
  • myrrrorb14_ESO
    myrrrorb14_ESO
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    It means exactly what it sounds like. Only to group. If you are not in a group then only to you since you count as a group of one.

    At least heals apply to non grouped people for now :smiley:
  • Elsterchen
    Elsterchen
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    No I am not complaining about the change. I welcome the possiblity that group members are prefereably supported. This encourages group play with is all fine and good to me.

    However I do not think that a discriminating action towards solo players (forced grouping) is attempted by ZOS.

    I do not think that ZOS is attemting to cap support abilities (max group size = 24 ppl) which would introduce balance issues especially in PVP large scale encounters and again means a discrimination of a certain playstyle (support role).

    I find the phrasing of the patch notes for this reasons at best "misleading". If i find out the changes work as stated I will start complaining about the change, but first I would like to know HOW the patch affected gameplay.
  • Xeven
    Xeven
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    At least heals apply to non grouped people for now :smiley:

    They absolutely shouldn't though.

    Edited by Xeven on December 2, 2015 2:58PM
  • myrrrorb14_ESO
    myrrrorb14_ESO
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    Xeven wrote: »
    At least heals apply to non grouped people for now :smiley:

    They absolutely shouldn't though.

    Would be kinda nice to have my smart heal keep my teammates alive instead of some random person.
  • indorilwitch
    templar not healing out of group players,
    lets demonstrate with a common scenario:

    group one is fighting , my group (group two) joins the fight , i can't heal group one's members as a templar....
    group one dies but we have less lag ??? as if the whole grouping wasn't a PITA as is.

    please get a grip on HOW to reduce lag but not how to cripple healers gameplay.

    after a year im still speechless on the teams and game makers decisions.
  • Elsterchen
    Elsterchen
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    Thanks for sharing this turelus... that really helps.

    So time to complain about the change itself. ;-) *collects pitchforks and torches*

    ...

    ZOS ... I feel discriminated and would like you to reconsider the 24 ppl cap on these abilities:

    Exploitation
    Hemorrhage
    Illuminate
    Meritorious Service
    Mountain’s Blessing
    Powerful Assault
    Restoring Aura
    Radiant Aura
    Restoring Twilight

    Please make sure damage dealing abilities are capped at 24ppl (max) too.

    I assure that system performance will increase too, when this counterbalance to healer/support-discrimination has been established. (As brian stated less processing ressources will be used and hence less lag occurs, which ofc is true for assault-abilities too).
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