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Thieves Guild on PTS - 2/3/16

  • Dominoid
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    Removing AOE caps won't do crap to help lag and won't do crap to breakup zergs. No AOE caps make HEALING zergs easier.
  • Dominoid
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    MissBizz wrote: »
    Dominoid wrote: »
    U guys think aoe caps are gonna go?

    No. Will make lag worse as more calculations will need to be performed between client and server.

    @Dominoid You've been here a lot today. Need a room in the Forum Natch Pote House?

    54254370480462238i1kvjgY2c.jpg

    I'll take a room. I'm just waiting to leech the patch notes over to the Reddit safehaven. ;-)
    Edited by Dominoid on February 3, 2016 8:02PM
  • Soclever
    Soclever
    Soul Shriven
    They better nerf the Argonian passives >:)
  • RoyJade
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    But offensive aoe cap need a lot of calculation and reinforce zerg. So why not removing offensive aoe cap without modifying the heal aoe cap ?
  • Alucardo
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    Dominoid wrote: »
    Removing AOE caps won't do crap to help lag and won't do crap to breakup zergs. No AOE caps make HEALING zergs easier.
    Isn't there already a 6 person cap on heals? Keep that, remove AOE caps.

    Thank me later ZOS.
  • Dominoid
    Dominoid
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    RoyJade wrote: »
    But offensive aoe cap need a lot of calculation and reinforce zerg. So why not removing offensive aoe cap without modifying the heal aoe cap ?

    So now the AOE cap argument is they're fine if they benefit "my" play style or the outcome I want?
  • UrQuan
    UrQuan
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    Minsc wrote: »
    Dominoid wrote: »
    U guys think aoe caps are gonna go?

    No. Will make lag worse as more calculations will need to be performed between client and server.


    ehmm...no?
    Totally off-topic, but @Minsc I really hope you've got a vanity pet who you've named Boo.
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  • Jhunn
    Jhunn
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    Dominoid wrote: »
    Removing AOE caps won't do crap to help lag and won't do crap to breakup zergs. No AOE caps make HEALING zergs easier.
    No. No, no, no.
    Gave up.
  • Dominoid
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    Jhunn wrote: »
    Dominoid wrote: »
    Removing AOE caps won't do crap to help lag and won't do crap to breakup zergs. No AOE caps make HEALING zergs easier.
    No. No, no, no.

    Very enlightening. Please tell me how more calculations and server checks doesn't mean more lag. And how removing AOE caps doesn't make healing zergs easier. I await.
  • MissBizz
    MissBizz
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    Dominoid wrote: »
    MissBizz wrote: »
    Dominoid wrote: »
    U guys think aoe caps are gonna go?

    No. Will make lag worse as more calculations will need to be performed between client and server.

    @Dominoid You've been here a lot today. Need a room in the Forum Natch Pote House?

    54254370480462238i1kvjgY2c.jpg

    I'll take a room. I just wait to leech the patch notes over to the Reddit safehaven. ;-)

    Yeah I figured you were here just for the heist. :tongue:

    I wandered over to your house. It lacks meme's, don't think I want a room over there. :*
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • LaerothKeykalyn
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    We're excited to announce that the Thieves Guild DLC game pack and base game patch will be available on the PTS tomorrow! We'll officially begin maintenance at 10:00am EST (even though the PTS will continue to be down until then) and will likely last several hours. During that time, we'll publish the patch notes so you have some reading material. We'll also post the testing suggestions and feedback we're looking for, in addition to some testing events.

    All North American PC megaserver characters will be copied first with the stamp being taken at midnight tonight, and European megaserver character copies will be in the coming weeks. We'll also be supplying you with a VR16 character template for testing.

    We can't wait to have you join the Thieves Guild, and anxiously await your feedback!

    Where Patch Notes?
    Edited by LaerothKeykalyn on February 3, 2016 8:03PM
  • Minsc
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    @UrQuan , yes and he goes for their eyes :) . And I would certainly like to read from the community ambassador his rationale why removing Aoe caps for damaging skills will increase the calculations ( unless he prefers his safehaven)
    Edited by Minsc on February 3, 2016 8:04PM
  • Mr_Nobody
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    Dominoid wrote: »
    Jhunn wrote: »
    Dominoid wrote: »
    Removing AOE caps won't do crap to help lag and won't do crap to breakup zergs. No AOE caps make HEALING zergs easier.
    No. No, no, no.

    Very enlightening. Please tell me how more calculations and server checks doesn't mean more lag. And how removing AOE caps doesn't make healing zergs easier. I await.

    Please tell me how badly the game has to be coded if entire server lags out due to calculations.

    Healing zergs arent even the issue, for a fact, there is only 1 ability which makes aoe blob healing viable, and guess what it is...

    Sim Senhor,

    Purge.
    ~ @Niekas ~




  • Jhunn
    Jhunn
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    Dominoid wrote: »
    Jhunn wrote: »
    Dominoid wrote: »
    Removing AOE caps won't do crap to help lag and won't do crap to breakup zergs. No AOE caps make HEALING zergs easier.
    No. No, no, no.

    Very enlightening. Please tell me how more calculations and server checks doesn't mean more lag. And how removing AOE caps doesn't make healing zergs easier. I await.
    So uhh... If the server has to calculate 100% damage for 6 targets, 25% for 24 targets and 50% for 30 targets, which we have now... compared to 100% damage to 60 targets... which one do you think, honestly, will require the most calculations?
    Gave up.
  • Dominoid
    Dominoid
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    Minsc wrote: »
    @UrQuan , yes and he goes for their eyes :) . And I would certainly like to read from the community ambassador his rationale why removing Aoe caps for damaging skills will increase the calculations ( unless he prefers his safehaven)

    Sure because math and 7,8,9,10,11,12,13, etc checks is larger than 6 checks. This means more calculations! Seems simple.

    Edited by Dominoid on February 3, 2016 8:05PM
  • LindsC
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    Is the PTS up yet?
  • Alucardo
    Alucardo
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    Dominoid wrote: »
    Minsc wrote: »
    @UrQuan , yes and he goes for their eyes :) . And I would certainly like to read from the community ambassador his rationale why removing Aoe caps for damaging skills will increase the calculations ( unless he prefers his safehaven)

    Sure because math and 7,8,9,10,11,12,13, etc checks is larger than 6 checks. This means more calculations! Seems simple.

    Lol, you certainly put the "ass" in Ambassador, my friend
  • Pangnirtung
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    ZOS doesn't get it re the patch notes.

    Under promise and over deliver.

    Come on already.
  • RoyJade
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    Dominoid wrote: »
    So now the AOE cap argument is they're fine if they benefit "my" play style or the outcome I want?

    I mostly play as a heal or a solo player in Cyrodiil. But let's face it : zerg have a big offensive advantage, but also an enormous defensive advantage. Damage are spread up into the entire group (no priority on damaged player), but heal focus on injuried player. The group isn't just a big weapon, it's also a damage sponge. As a result, aoe stacking (especially proxy det and whirlwind) is more and more efficient, zerg are more and more efficient, a lot of lag is created, and lag reinforce zerg and aoe. It's an ouroboros problem. I know it's TESO's emblem, but we can have a better pvp.

    We don't need a lot of things : no more bonus defense for zerg, no more aoe auto-powered when the game is lagging (aoe calculation after monotarget calculation can be a beginning), better siege engine/distant (and only distant) detonation against zerg, only one solution (around these and other) can change the balance for the best.
  • Ahzek
    Ahzek
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    @Dominoid what if I told you AoEs already hit 60 people, but only deal full damage to the first 6 and then drop off ?
    Jo'Khaljor
  • Minsc
    Minsc
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    @Dominoid .hmm somehow Jhunn's explanation seems more rational and well informed
  • AOECAPS
    AOECAPS
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    Dominoid wrote: »
    Removing AOE caps won't do crap to help lag and won't do crap to breakup zergs. No AOE caps make HEALING zergs easier.
    There is no aoe cap on healing now with the couple damage reduction of balling up a small group has all odds stacked against it with those 2 big issues
  • potirondb16_ESO
    potirondb16_ESO
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    Man this most have been a stressfull day, any ETA on patch note ? @ZOS_GinaBruno , Please :smile:
    Edited by potirondb16_ESO on February 3, 2016 8:09PM
  • VelociousLegend
    VelociousLegend
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    Dominoid wrote: »
    Minsc wrote: »
    @UrQuan , yes and he goes for their eyes :) . And I would certainly like to read from the community ambassador his rationale why removing Aoe caps for damaging skills will increase the calculations ( unless he prefers his safehaven)

    Sure because math and 7,8,9,10,11,12,13, etc checks is larger than 6 checks. This means more calculations! Seems simple.

    Calculations are already taking place. How do you think the 6 people are chosen under the cap?
    Xbox - NA
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  • Soris
    Soris
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    giphy.gif
    Welkynd [Templar/AD/EU]
  • bikerangelo
    bikerangelo
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    @Dominoid
    AOE's don't just hit 6 people, they hit all 24 (if there are 24 people around 1 person spamming steel tornado). The closest 6 take full damage, then the next closest take reduced damage, and then the next take even less damage. It's not about the calculations that will prevent lag, it's about abilities being strong enough to discourage people from balling up spamming healing.
  • Dominoid
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    Ahzek wrote: »
    @Dominoid what if I told you AoEs already hit 60 people, but only deal full damage to the first 6 and then drop off ?

    What if I told you not all skills do that especially healing abilities as they're currently still capped at 6 targets.

    Edited by Dominoid on February 3, 2016 8:13PM
  • Alucardo
    Alucardo
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    @Dominoid
    AOE's don't just hit 6 people, they hit all 24 (if there are 24 people around 1 person spamming steel tornado). The closest 6 take full damage, then the next closest take reduced damage, and then the next take even less damage. It's not about the calculations that will prevent lag, it's about abilities being strong enough to discourage people from balling up spamming healing.

    This guy gets it. The calculations are already there, they just need to make the numbers equal across the board so the people affected get hit full force.
  • chrissouza7ub17_ESO
    If heals cap at 6 targets, how are 12 man trials going to work?
  • Faulgor
    Faulgor
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    Dominoid wrote: »
    Minsc wrote: »
    @UrQuan , yes and he goes for their eyes :) . And I would certainly like to read from the community ambassador his rationale why removing Aoe caps for damaging skills will increase the calculations ( unless he prefers his safehaven)

    Sure because math and 7,8,9,10,11,12,13, etc checks is larger than 6 checks. This means more calculations! Seems simple.

    The issue I see is that currently, the game has to calculate which targets receive how much damage. This involves caluclations of every player's distance to the "epicenter" of the AoE attack to deal the most damage to those closest to that point. In a scenario without AoE caps, there is simply a check if a player is in the target area. Further, as has already been mentioned, the damage coefficient would be the same for every player hit by the AoE (100%), so that calculation could be omitted as well.

    I don't know which scenario comes out on top in terms of least caluclations, but these things should be kept in mind.
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