InvitationNotFound wrote: »4) Remove all skills
Let us fight with bare hands. No fancy animations, no complex code paths, just simply the same thing without any complexity.
unfortunately, i still doubt it would fix the performance issues.
InvitationNotFound wrote: »4) Remove all skills
Let us fight with bare hands. No fancy animations, no complex code paths, just simply the same thing without any complexity.
unfortunately, i still doubt it would fix the performance issues.
puffytheslayer wrote: »InvitationNotFound wrote: »4) Remove all skills
Let us fight with bare hands. No fancy animations, no complex code paths, just simply the same thing without any complexity.
unfortunately, i still doubt it would fix the performance issues.
i have a ritual if im about to delete a character i take them into cyrodill, naked & bare handed (no skills slotted), and wander around, they never last very long, except this one time a zerg come over, and didnt attack me, they just laughed (emote) and then someone came over also naked & weaponless and we had a 1v1. it was called as a draw after 3 min since our health regen was higher than the others punch! LOL
the lag is notably reduced btw!
EstelioVeleth wrote: »puffytheslayer wrote: »InvitationNotFound wrote: »4) Remove all skills
Let us fight with bare hands. No fancy animations, no complex code paths, just simply the same thing without any complexity.
unfortunately, i still doubt it would fix the performance issues.
i have a ritual if im about to delete a character i take them into cyrodill, naked & bare handed (no skills slotted), and wander around, they never last very long, except this one time a zerg come over, and didnt attack me, they just laughed (emote) and then someone came over also naked & weaponless and we had a 1v1. it was called as a draw after 3 min since our health regen was higher than the others punch! LOL
the lag is notably reduced btw!
I wanna do this :'(... anyone on ps4 EU want to fight my imperial dude?
GrumpyDuckling wrote: »Mr. @ZOS_BrianWheeler appeared on ESO Live on December 4th, 2015 to share information with the community about some of the struggles with Cyrodiil performance. This post contains a few ideas that were inspired by the information that Mr. Wheeler provided in that episode, and these ideas aim to aid Mr. Wheeler and his team in their work on improving Cyrodiil performance. Keep in mind that these ideas are akin to kicking the tires, and are not claimed to be nor meant to be viewed as guaranteed solutions, but rather ideas to think about within a pro/con and plausibility platform.
1) Consolidate/Remove as many passives as possible.
Reason: Less passives that have to proc on the grid means less that the server has to handle. For example, removing a passive like Eternal Mountain (10/20% duration to Earthen Heart abilities) and simply adding that 20% duration - intrinsically - to all Earthen Heart abilities, completely removes an unnecessary passive proc and lightens the server load. Not all passives are this simple to fix, but it's worth brainstorming how to consolidate/remove as many passives as possible without affecting or changing class performance - and only the use/balance/removal of skill points that otherwise would have been spent on passives would need to be taken into consideration, if implemented.
2) Relocate/Consolidate Champion Points into Weapon and Armor Passives.
Reason: Weapons and armor have their own passives that proc, and most champion point abilities further enhance what weapon and armor passives already provide (increased damage, critical, resistance, reduction, regeneration, penetration, blocking, dodge rolling, healing, etc). Instead of having three total proc entities (Weapons, Armor, and Champion Trees) all trying to proc similar information at the same time and putting strain on the server, remove champion trees and instead allow players to use their gained XP (a.k.a. what we currently call champion points) to enhance the already existing passives in weapon and armor skill lines - which are skill lines that can be slightly modified to compensate for the removed champion trees (Example of modification: a champion skill such as "Befoul" would need to be implemented into weapon or armor passives). The relocation of champion point trees into weapon and armor passives would allow less procs to have to occur within each player's grid, therefore reducing server strain without losing what champion trees currently offer.
3) Reduce range of siege weapons, and consequently most skills.
Reason: Instead of the game having to register all player information within an 80 to 100 meter distance that is required for siege weaponry in Cyrodiil, reducing the range of siege weaponry, and consequently most skills to compensate, would theoretically allow the game to read smaller grids (for each player) and reduce server load. Of course, we would have to consider the ramifications of reduced range on many types of skills, and how that would impact combat and the ways players engage one another on the battlefield and in or around keeps. This idea is the weakest of the three, as it provides much uncertainty, but was still included because it would theoretically help Cyrodiil performance issues.
If anyone has further ideas that may help Mr. Wheeler and his team, please share your thoughts. You can find the information Mr. Wheeler shared about Cyrodiil performance on the December 4th, 2015 episode of ESO Live, specifically within the 49:40 to 54:40 time period within the video. Thanks.
GrumpyDuckling wrote: »Mr. @ZOS_BrianWheeler appeared on ESO Live on December 4th, 2015 to share information with the community about some of the struggles with Cyrodiil performance. This post contains a few ideas that were inspired by the information that Mr. Wheeler provided in that episode, and these ideas aim to aid Mr. Wheeler and his team in their work on improving Cyrodiil performance. Keep in mind that these ideas are akin to kicking the tires, and are not claimed to be nor meant to be viewed as guaranteed solutions, but rather ideas to think about within a pro/con and plausibility platform.
1) Consolidate/Remove as many passives as possible.
Reason: Less passives that have to proc on the grid means less that the server has to handle. For example, removing a passive like Eternal Mountain (10/20% duration to Earthen Heart abilities) and simply adding that 20% duration - intrinsically - to all Earthen Heart abilities, completely removes an unnecessary passive proc and lightens the server load. Not all passives are this simple to fix, but it's worth brainstorming how to consolidate/remove as many passives as possible without affecting or changing class performance - and only the use/balance/removal of skill points that otherwise would have been spent on passives would need to be taken into consideration, if implemented.
2) Relocate/Consolidate Champion Points into Weapon and Armor Passives.
Reason: Weapons and armor have their own passives that proc, and most champion point abilities further enhance what weapon and armor passives already provide (increased damage, critical, resistance, reduction, regeneration, penetration, blocking, dodge rolling, healing, etc). Instead of having three total proc entities (Weapons, Armor, and Champion Trees) all trying to proc similar information at the same time and putting strain on the server, remove champion trees and instead allow players to use their gained XP (a.k.a. what we currently call champion points) to enhance the already existing passives in weapon and armor skill lines - which are skill lines that can be slightly modified to compensate for the removed champion trees (Example of modification: a champion skill such as "Befoul" would need to be implemented into weapon or armor passives). The relocation of champion point trees into weapon and armor passives would allow less procs to have to occur within each player's grid, therefore reducing server strain without losing what champion trees currently offer.
3) Reduce range of siege weapons, and consequently most skills.
Reason: Instead of the game having to register all player information within an 80 to 100 meter distance that is required for siege weaponry in Cyrodiil, reducing the range of siege weaponry, and consequently most skills to compensate, would theoretically allow the game to read smaller grids (for each player) and reduce server load. Of course, we would have to consider the ramifications of reduced range on many types of skills, and how that would impact combat and the ways players engage one another on the battlefield and in or around keeps. This idea is the weakest of the three, as it provides much uncertainty, but was still included because it would theoretically help Cyrodiil performance issues.
If anyone has further ideas that may help Mr. Wheeler and his team, please share your thoughts. You can find the information Mr. Wheeler shared about Cyrodiil performance on the December 4th, 2015 episode of ESO Live, specifically within the 49:40 to 54:40 time period within the video. Thanks.
How will this help PVE, there is more than PVP in the game
Easy. Just remove the passives from weapons and armor. Have weapon and armor only track weapon damage armor protection. Then the only proc is Champion Trees.2) Relocate/Consolidate Champion Points into Weapon and Armor Passives.
Reason: Weapons and armor have their own passives that proc, and most champion point abilities further enhance what weapon and armor passives already provide (increased damage, critical, resistance, reduction, regeneration, penetration, blocking, dodge rolling, healing, etc). Instead of having three total proc entities (Weapons, Armor, and Champion Trees) all trying to proc similar information at the same time and putting strain on the server, remove champion trees and instead allow players to use their gained XP (a.k.a. what we currently call champion points) to enhance the already existing passives in weapon and armor skill lines - which are skill lines that can be slightly modified to compensate for the removed champion trees (Example of modification: a champion skill such as "Befoul" would need to be implemented into weapon or armor passives). The relocation of champion point trees into weapon and armor passives would allow less procs to have to occur within each player's grid, therefore reducing server strain without losing what champion trees currently offer.

puffytheslayer wrote: »EstelioVeleth wrote: »puffytheslayer wrote: »InvitationNotFound wrote: »4) Remove all skills
Let us fight with bare hands. No fancy animations, no complex code paths, just simply the same thing without any complexity.
unfortunately, i still doubt it would fix the performance issues.
i have a ritual if im about to delete a character i take them into cyrodill, naked & bare handed (no skills slotted), and wander around, they never last very long, except this one time a zerg come over, and didnt attack me, they just laughed (emote) and then someone came over also naked & weaponless and we had a 1v1. it was called as a draw after 3 min since our health regen was higher than the others punch! LOL
the lag is notably reduced btw!
I wanna do this :'(... anyone on ps4 EU want to fight my imperial dude?
xbox eu - sorry
caeliusstarbreaker wrote: »Hire a second hamster in the server room?
I'm pretty sure the Lead PvP Designer for one of the most successful MMO's the past year has probably already thought of every single one of the points you've brought up. If you'd explain how to go about the changes, maybe with some pseudo code, that would probably be more helpful.
What I mean is I think they know what they could do to improve the performance, but they just don't know how to go about doing it. Or they haven't had it high up enough on their list of priorities to get around it yet.
EDIT: just reread that and I sounded pretty cranky. I didn't get any sleep last night, it got to 4am and the birds started singing what sounded like some kind of heavy metal through the window so my fate was pretty much sealed by that point
I'm pretty sure the Lead PvP Designer for one of the most successful MMO's the past year has probably already thought of every single one of the points you've brought up. If you'd explain how to go about the changes, maybe with some pseudo code, that would probably be more helpful.
What I mean is I think they know what they could do to improve the performance, but they just don't know how to go about doing it. Or they haven't had it high up enough on their list of priorities to get around it yet.
EDIT: just reread that and I sounded pretty cranky. I didn't get any sleep last night, it got to 4am and the birds started singing what sounded like some kind of heavy metal through the window so my fate was pretty much sealed by that point
Hahaha, good one man.
You're too much.
I'm pretty sure the Lead PvP Designer for one of the most successful MMO's the past year has probably already thought of every single one of the points you've brought up. If you'd explain how to go about the changes, maybe with some pseudo code, that would probably be more helpful.
What I mean is I think they know what they could do to improve the performance, but they just don't know how to go about doing it. Or they haven't had it high up enough on their list of priorities to get around it yet.
EDIT: just reread that and I sounded pretty cranky. I didn't get any sleep last night, it got to 4am and the birds started singing what sounded like some kind of heavy metal through the window so my fate was pretty much sealed by that point
Hahaha, good one man.
You're too much.
Not sure which part you're refering to, but nothing I said was meant as satire.
1) It is one of the most successful MMO's of the past year, fact. It usually places around the top 5 spots among WoW, GW2, FFXIV and SWTOR on most games journalism sites.
2) The whole sheepish ''HURR dURR THE DEVS DONT DO ANTHING thEY JUST SIT AROUND ALL DAY'' is pretty boring now. I have heard on ESOlive them talking about reducing the range of siege weapons to reduce lag, so obviously the people who develop this game, especially the lead PvP designer, is aware of the possible solutions.
I'm pretty sure the Lead PvP Designer for one of the most successful MMO's the past year has probably already thought of every single one of the points you've brought up. If you'd explain how to go about the changes, maybe with some pseudo code, that would probably be more helpful.
What I mean is I think they know what they could do to improve the performance, but they just don't know how to go about doing it. Or they haven't had it high up enough on their list of priorities to get around it yet.
EDIT: just reread that and I sounded pretty cranky. I didn't get any sleep last night, it got to 4am and the birds started singing what sounded like some kind of heavy metal through the window so my fate was pretty much sealed by that point
Hahaha, good one man.
You're too much.
Not sure which part you're refering to, but nothing I said was meant as satire.
1) It is one of the most successful MMO's of the past year, fact. It usually places around the top 5 spots among WoW, GW2, FFXIV and SWTOR on most games journalism sites.
2) The whole sheepish ''HURR dURR THE DEVS DONT DO ANTHING thEY JUST SIT AROUND ALL DAY'' is pretty boring now. I have heard on ESOlive them talking about reducing the range of siege weapons to reduce lag, so obviously the people who develop this game, especially the lead PvP designer, is aware of the possible solutions.
Being aware of and implementing fixes in a reasonable time period are two different beasts. Tragically enough, it's not even just that they're slow to fix things, they make changes that make the situation worse. Look at the paradigm shift in pvp battles between orsinium and TG/DB - they ended up promoting alliance v alliance fights because of mechanic changes they made. The game is listed as successful largely because of its pve, and its success is in spite of their developers (particularly combat and PVP) - not because of them.
You want suggestions for their team? Bring in new people, bring in consultants if you don't want to replace anyone. They need a second set of eyes to diagnose and emphasize to management what needs to be prioritized because they haven't been able to deliver in 2.5 years.
I'm pretty sure the Lead PvP Designer for one of the most successful MMO's the past year has probably already thought of every single one of the points you've brought up. If you'd explain how to go about the changes, maybe with some pseudo code, that would probably be more helpful.
What I mean is I think they know what they could do to improve the performance, but they just don't know how to go about doing it. Or they haven't had it high up enough on their list of priorities to get around it yet.
EDIT: just reread that and I sounded pretty cranky. I didn't get any sleep last night, it got to 4am and the birds started singing what sounded like some kind of heavy metal through the window so my fate was pretty much sealed by that point
Hahaha, good one man.
You're too much.
Not sure which part you're refering to, but nothing I said was meant as satire.
1) It is one of the most successful MMO's of the past year, fact. It usually places around the top 5 spots among WoW, GW2, FFXIV and SWTOR on most games journalism sites.
2) The whole sheepish ''HURR dURR THE DEVS DONT DO ANTHING thEY JUST SIT AROUND ALL DAY'' is pretty boring now. I have heard on ESOlive them talking about reducing the range of siege weapons to reduce lag, so obviously the people who develop this game, especially the lead PvP designer, is aware of the possible solutions.