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Ideas to Help Mr. Brian Wheeler, and His Team

GrumpyDuckling
GrumpyDuckling
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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.
  • InvitationNotFound
    InvitationNotFound
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    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. ;)
    We want firing off Dark Exchange in the middle of combat to feel awesome... - The Wrobler
    You know you don't have to be here right? - Rich Lambert
    Verrätst du mir deinen Beruf? Ich würde auch gerne mal Annahmen dazu schreiben, wie simple die Aufgaben anderer sind. - Kai Schober

    Addons:
    RdK Group Tool: esoui DE EN FR
    Port to Friend's House: esoui DE EN FR - Library: DE EN
    Yet another Compass: esoui DE EN FR
    Group Buffs: esoui DE EN FR
  • Voxicity
    Voxicity
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    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
    Edited by Voxicity on July 27, 2016 9:04AM
  • CherryCake
    CherryCake
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    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. ;)

    Let us fight like real men, not sissies!!! (meanwhile...is a woman)
    I like sweetrolls and I cannot lie
  • bebynnag
    bebynnag
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    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!
    Edited by bebynnag on July 27, 2016 9:57AM
  • CherryCake
    CherryCake
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    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?
    I like sweetrolls and I cannot lie
  • bebynnag
    bebynnag
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    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
  • Mush55
    Mush55
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    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
  • Voxicity
    Voxicity
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    Mush55 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

    None of OP's suggestions would have any bad impact on PvE as far as I can tell. It's mostly just reshuffling things around to lower the amount of calculations taking place.

    Unless you're taking firepot trebs into vICP to try and hit warden while he's doing his thing in the air.
  • Kalifas
    Kalifas
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    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.
    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.

    Perhaps after removing the multiple passives from armor. They could instead build weapons and armor around New Champion Attributes. The weapons and armors are no longer their own passive but only change the way passive from Champions work.
    My Power Modifier idea already delivers a possible fix to timing,power, and accuracy control via mechanics and not just a stat number.


    Introduction:
    I would like to propose new Champion Point perks call Character attributes. These attributes might sound similar to existing passives but these are different. The current passives mostly revolve around resources and numbers but don't change the gameplay mechanic wise at the moment to moment level. These proposed attributes simulate and affect how your character moves in combat and simulates a concept of momentum or energy and exhaustion.
    1. When you are energized you get the desired affect of each attribute and when you are in an exhausted state, you don't get the desired effect from the attribute.
    2. The armor you wear and weapons you wield determine the number of turns your character gets before entering the exhausted phase.
    3. In the exhaustion phase you move sluggish and slower and are highly susceptible to enemy skills.
    New Champion Character Attributes and how armor plays a new role

    Presentation1.jpg


    Poise:
    Poise Description:
    A value that determines a character's resistance to being knocked back and disabling effects and recovery from stuns for a set number of turns.
    All characters have a poise stat of 100.
    Being hit will briefly drain the player's poise value by 50, and if drained to 0, the character will become disabled.
    Poise returns to normal 10 seconds after it has reached 0.


    Each Champion point put into Poise reduces the depletion of poise depending on the armor worn.

    Here is how poise is applied:
    • Each piece of Heavy Armor worn reduces the poise depletion by 7.
    • Each piece of Medium Armor worn reduces the poise depletion by 5.
    • Each piece of Light Armor worn reduces the poise depletion by 3.
    • So 5/5 Heavy Armor would take being hit 7 times before the player could be knocked back or disabled.
    • So 5/5 Medium Armor would take being hit 5 times before the player could be knocked back or disabled.
    • So 5/5 Light Armor would take being hit 3 times before the player could be knocked back or disabled.
    1. Heavy armor is immune to knockback and disables longer.
    2. You can't be knocked back or disabled provided you have poise, after the offensive moves depletes your poise, you are vulnerable for 10 seconds.
    3. Before the exhausted phase Poise grants you immunity to knockback and disabling effects. During exhausted phase you are vulnerable for 10 seconds.

    Agility:
    Agility is a value that determines a character's speed in movement and doing evasive maneuvers such as sprint, dodge roll, or others for set number of turns.
    All characters have a agility stat of 100.
    Doing any evasive maneuver depletes the player's agility by 50 and if drained to 0, the character can no longer move or do evasive maneuvers as fast(Think Dark Souls when you equip overload). Agility affects the speed while Stamina is the resource.
    Agility returns to normal 10 seconds after it has reached 0.


    Each Champion Point put into agility reduces the depletion of agility depending on the armor worn.

    Here is how Agility is applied:
    • Each piece of Light Armor worn reduces the agility depletion by 7.
    • Each piece of Medium Armor worn reduces the agility depletion by 5.
    • Each piece of Heavy Armor worn reduces the poise depletion by 3.
    • So 5/5 Light Armor would have to do 7 evasive maneuvers before the slow effect goes into effect.
    • So 5/5 Medium Armor would have to do 5 evasive maneuvers before the slow effect goes into effect.
    • So 5/5 Heavy Armor would have to do 3 evasive maneuvers before the slow effect goes into effect.
    1. Light Armor is able to do more evasive maneuvers before slowing versus other armor types.
    2. You can still do evasive maneuvers provided you have the stamina, you will just do it slower.
    3. Agility is +5% sprint speed and +10% evasive maneuver speed before the exhausted phase.Agility is -5% sprint speed and -10% evasion maneuvers during the exhausted phase.


    Dexterity:
    Dexterity is a value that determine a character's ability to swing weapons fast with accuracy or swing slower with momentum for a set number of turns.
    All character's have a dexterity stat of 100.
    Physical attacks depletes the player's dexterity by 50 and if drained to 0, the character can no longer swing weapons fast and accurately or swing harder with momentum.
    Dexterity returns to normal 10 seconds after it is drained to 0.


    Each Champion Point put into dexterity reduces the depletion of dexterity depending on the armor worn.

    Here is how Dexterity is applied:
    • Each piece of Medium Armor worn reduces the dexterity depletion by 7.
    • Each piece of Light Armor worn reduces the dexterity depletion by 5.
    • Each piece of Heavy Armor worn reduces the dexterity depletion by 3.
    • So 5/5 Medium Armor would have to do 7 physical attacks before the player attacks slower, with less accuracy, and loses momentum.
    • So 5/5 Light Armor would have to do 5 physical attacks before the player attacks slower, with less accuracy, and loses momentum.
    • So 5/5 Heavy Armor would have to do 3 physical attacks before the player attacks slower, with less accuracy, and loses momentum.
    1. Medium Armor is able to do more physical attacks before the player attacks slower, with less accuracy, and loses momentum.
    2. You can still do physical attacks provided you have stamina , you will just do it slower during the exhausted phase
    3. Dexterity is +5% faster attacks and +10% attack power before the exhausted phase.Dexterity is -5% slower attacks and -10% attack power during the exhausted phase.
    New Champion Character Attributes and how weapons play a role
    Intelligence:
    Intelligence is a value that determines a character's ability to cast skills quickly and achieve a high critical hit rate for a set number of turns. All character's have a Intelligence stat of 100. Offensive damage actions executed by the player deplete the player's intelligence by 50 and if drained to 0, the character can no longer cast skills quickly or cast with a high critical rate. Intelligence returns to normal 10 seconds after it is drained to 0.

    Each Champion Point put into intelligence reduces the depletion of intelligence depending on the weapon equipped.

    How Intelligence is applied:
    • Staves reduces the intelligence depletion by 7.
    • Single handed weapons reduces the intelligence depletion by 5.
    • Two-Handed weapons reduces the dexterity depletion by 3.
    • Stave users would have to do 7 offensive damage actions before the player cast skills slower and has a lower critical hit rate.
    • Single Handed weapon users would have to do 5 offensive damage actions before the player cast skills slower and has a lower critical hit rate.
    • Two-Handed weapon users would have to do 3 offensive damage actions before the player cast skills slower and has a lower critical hit rate.
    1. Stave Users are able to do more offensive damage actions before the player cast skills slower and has a lower critical hit rate.
    2. You can still do offensive damage actions provided you have stamina or magicka , you will just cast skills slower and have a lower critical hit rate.
    3. Before exhausted phase Intelligence is cast speed +5% and critical hit rate +10%. While exhausted Intelligence is cast speed -5% and critical hit rate -10%.

    Strength:
    Strength is a value that determines a character's ability to swing and hit harder with weapons for a set number of turns. All character's have a strength stat of 100. Physical attacks executed by the player deplete the player's strength by 50 and if drained to 0, the character can no longer swing and hit harder with weapons with a high critical damage bonus. Strength returns to normal 10 seconds after it is drained to 0.


    Each Champion Point put into Strength reduces the depletion of intelligence depending on the weapon equipped.

    How Strength is applied:
    • Two-Handed weapons reduces the strength depletion by 7.
    • Single handed weapons reduces the strength depletion by 5.
    • Stave weapons reduces the strength depletion by 3.
    1. Two-Handed Users are able to do more physical attacks before the player starts hitting softer and has a lower critical damage bonus.
    2. You can still do physical attacks provided you have stamina or magicka , you will be hitting softer and has a lower critical damage bonus during the exhausted phase.
    3. Before exhausted phase Strength is +5% attack power and +10% Critical damage bonus. While exhausted Strength is -5% attack power and -10% Critical Damage

    Willpower
    Willpower is a value that determines a character's ability to cast spells slower increasing the critical spell damage for a set number of turns. All character's have a Willpower stat of 100. Spell cast executed by the player deplete a player's Willpower by 50 and if drained by 0, the character can no longer cast slower for more critical spell damage. Willpower returns to normal 10 seconds after it is drained to 0.

    Each Champion Point put into Willpower reduces the depletion of Willpower depending on the weapon equipped.

    How Willpower is applied:
    • Stave weapons reduces the Willpower depletion by 7.
    • Single handed weapons reduces the Willpower depletion by 5.
    • Two-Handed weapons reduces the Willpower depletion by 3.
    1. Staves are able to do more slower potent spell cast before the player starts casting spells faster for less critical spell damage.
    2. You can still cast spells provided you have stamina or magicka , you will just be casting faster for less critical spell damage during the exhausted phase.
    3. Before exhausted phase Willpower is -5% casting speed and +10% Spell Critical damage bonus. While exhausted Willpower is +5% casting speed and -10% Spell Critical Damage

    New Champion Character Attributes and how weapons plays a role Part 2
    Wisdom:
    Wisdom is a value that determines a character's Max Magicka Bonus and duration of spell DoTs and HoTs for a set number of turns. All characters have a Wisdom stat of 100. Spell DoTs/HoTs cast executed by the player deplete a player's Wisdom by 50 and if drained by 0, the character loses the Max Magicka Bonus and increased duration of DoTs/HoTs. Wisdom returns to normal 10 seconds after it is drained to 0.

    Each Champion Point put into Wisdom reduces the depletion of Wisdom depending on the armor worn.


    How Wisdom is applied:
    • Stave weapons reduces the Wisdom depletion by 7.
    • Single handed weapons reduces the Wisdom depletion by 5.
    • Two-Handed weapons reduces the Wisdom depletion by 3.
    1. Staves are able to cast more DoT/HoT spells before the player starts casting DoT/HoT spells for Lower damage and less duration.
    2. You can still cast DoT/Hot spells provided you have stamina or magicka , you will just be casting for less DoT/HoT spell damage for shorter durations during the exhausted phase.
    3. Before exhausted phase Wisdom is +5 seconds DoT/HoT duration and +10% Max Magicka Bonus. While exhausted Willpower is -5% seconds DoT/HoT duration and -10% Maximum Magicka Bonus.

    Fortitude:
    Fortitude is a value that determines a character's Max Stamina Bonus and increased duration of skill Debuffs for a set number of turns. All characters have a Fortitude stat of 100. Debuffs executed by the player deplete a player's Fortitude by 50 and if drained by 0, the character loses the Max Stamina Bonus and increased duration of Debuffs. Fortitude returns to normal 10 seconds after it is drained to 0.

    Each Champion Point put into Fortitude reduces the depletion of Fortitude depending on the armor worn.


    How Fortitude is applied:
    • Two Handed weapons reduces the Fortitude depletion by 7.
    • Single handed weapons reduces the Fortitude depletion by 5.
    • Stave weapons reduces the Fortitude depletion by 3.
    1. Two Handed Weapons are able to cast more Debuffs before the player starts casting Debuffs spells for Lower damage and less duration.
    2. You can still cast Debuffs provided you have stamina or magicka , you will just be casting for less debuff duration and lose the Max Stamina Bonus during the exhausted phase.
    3. Before exhausted phase Fortitude is +5 seconds Debuff duration and +10% Max Stamina Bonus. While exhausted Fortitude is -5% seconds Debuff duration and -10% Maximum Stamina Bonus

    Constitution:
    Constitution is a value that determines a character's Max Health Bonus and increased duration of skill buffs for a set number of turns. All characters have a Constitution stat of 100. Buffs executed by the player deplete a player's Constitution by 50 and if drained by 0, the character loses the Max Health Bonus Bonus and increased duration of buffs. Constitution returns to normal 10 seconds after it is drained to 0.


    Each Champion Point put into Constitution reduces the depletion of Constitution depending on the armor worn.


    How Constitution is applied:
    • Single Handed weapons reduces the Constitution depletion by 7.
    • Two-handed weapons reduces the Constitution depletion by 5.
    • Stave weapons reduces the Constitution depletion by 3.
    1. Single Handed Weapons are able to cast more buffs before the player starts casting buffs with increased duration.
    2. You can still cast buffs provided you have stamina or magicka , you will just be casting for less buff duration and lose the Max Health Bonus during the exhausted phase.
    3. Before exhausted phase Constitution is +5 seconds buff duration and +10% Max Health Bonus. While exhausted Constitution is -5% seconds buff duration and -10% Maximum Health Bonus

    These new attributes also add a pseudo global cooldown with out going all the way there. I would think constant firing of skills effect server performance more than anything else.
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • Jailbirdy
    Jailbirdy
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    Since the multiple database calculations are an issue (as per the OP), why wasn't it tested properly before being implemented?

    The issues in PVP and dungeons are getting worse, not better. When a fix is applied, another issue appears as a result.

    They need to implement only one change at a time. Not 50 changes every quarter. Change one thing, make sure it works, then release the next change. They could release as they get things completed whether that be once a week or once a month or more.

    They would have less ingame issues and possibly be releasing more "working" content. This would also give them less code to debug if an issue arises arises upon implementation.
    Edited by Jailbirdy on July 27, 2016 11:34AM
    Disclaimer: The statements and information from this account are for entertainment & informational purposes only. Any interpretation, implied or otherwise does not constitute negligence on any part of this forum posting.
  • TheHsN
    TheHsN
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    they need to remove "W"
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • CherryCake
    CherryCake
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    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

    Damn it...well if they ever merge platforms, prepare for the pecks of my imperial <3
    tumblr_m4wzygr7VQ1ro5hc1o1_500.gif
    I like sweetrolls and I cannot lie
  • Armitas
    Armitas
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    I think normalizing health, buff, and resource differences between the gear and skills on weapon bar 1 and 2 would help out a lot as well. Each time you swap weapons it changes so many stats and mechanics and that causes nearly everything to recalculate.
    Edited by Armitas on July 27, 2016 2:14PM
    Retired.
    Nord mDK
  • caeliusstarbreaker
    caeliusstarbreaker
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    Hire a second hamster in the server room?
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • heystreethawk
    heystreethawk
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    Hire a second hamster in the server room?

    The first hamster would just eat it, and we'd be back to square one. The nepotism in the server room hiring process is out of control; you can see how the problem of server performance is closely entwined.
    GM of Fantasia
    I heard those symphonies come quick
  • Lokey0024
    Lokey0024
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    Lower the amount of campaigns, dedicate a server for each faction home keeps. If this is done already split it in half. Id rather deal with loading screens on the run instead of in the middle of a war. Kind of like zone into Cyrodiil citys for the city capture that's getting added, just alot bigger.

    Would collision mechanics add lag or reduce it? If you dont know dont answer please.

  • Brrrofski
    Brrrofski
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    KaiVox22 wrote: »
    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.
  • Sharee
    Sharee
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    Okay, here goes:

    Make all shields and heals behave like dragon blood/obsidian shield, i.e. they scale with the health stat, not magicka or stamina. This will prevent builds with both extreme damage and extreme healing power.
  • Voxicity
    Voxicity
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    Brrrofski wrote: »
    KaiVox22 wrote: »
    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.
  • Zheg
    Zheg
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    KaiVox22 wrote: »
    Brrrofski wrote: »
    KaiVox22 wrote: »
    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.
    Edited by Zheg on July 27, 2016 10:42PM
  • umagon
    umagon
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    Add crafted versions of potions, food, drink, and crafting up grade materials to the pvp vendors for ap. This will allow those who want to advance their character and obtain consumables through pvp to do so. If necessary make these consumables and materials bind on pick up. The current potions, food, and drink available on the pvp vendor are inadequate. If the prices are reasonable people will spend ap for them and it would lessen the situation where people amass large amounts of ap.

    For example:
    potions 65 ap per potion so about two hours worth of potions would cost 7,800ap.
    tempering alloy 12,500 ap per alloy so that would be 1,000,000 ap to upgrade ten items to legendary.
  • ScottK1994
    ScottK1994
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    Gentrify us, stick us into separate fragments of servers like most MMOs. We can vote where to go.
  • Voxicity
    Voxicity
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    Zheg wrote: »
    KaiVox22 wrote: »
    Brrrofski wrote: »
    KaiVox22 wrote: »
    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 completely agree with you there
  • lokrian
    lokrian
    hunt around and find and hire all the guys from blizzard that developed and implemented Battle grounds like alterac valley, some of those fights lasted days :)
    then hunts some more and find and hire all the guys from age of conan that developed the seige warfare for keeps that included using mammoths :)

    spend some money

    Implement some type of arena 3v3, 5v5 etc that you can host national and global competitions, get revenue, good advertising, prestige and eminence in teso development, give fengrush a job

    Easy, sorted

    plus sort out your coding, client based vrs server based and find a better way of stopping hacking and botting.

    Then Teso could reign supreme... and fengrush would have a job.
  • Brrrofski
    Brrrofski
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    KaiVox22 wrote: »
    Brrrofski wrote: »
    KaiVox22 wrote: »
    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.

    Point 2 I'm referring too.

    They have no idea. Skills are broken for months on end. Imbalance is left in months on end. Things get reported as a bug on PTS (gap closers for instance) then make it into live. OP things are left in the game for way too long.

    People suggest stuff or make comments and they're ignored. Like malaubeth for instance. How many threads are there about it? Would it kill them to answer one of them and say "we hear you, we'll do some testing and see what you guys are on about". Even if they came back and said we're leaving it as it is, at least let us know you're listening.

    They don't listen and don't communicate. So we have no idea if they're actually doing something or not.

    Fact is, pvp doesn't bring in cash so they don't care. They probably got two guys on pvp and then 20 art guys designing new crown store things. Even their pve is getting lazy. We've go e from Orsinium a few DLCs ago to two dungeons in this one. £20 haircuts incoming though guys!

    I"ve played this game exclusively since console release and it has been amazing. But this game is in a really bad state now and it's terrible to see such promise and potential being flushed away by corporate greed. It's even worse to see the blind people defending it.
    Edited by Brrrofski on July 29, 2016 10:35AM
  • Van_0S
    Van_0S
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    Best way to help ZOS is to bring new staff members with creative ideas !
  • Bashev
    Bashev
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    I dont think that there is a PvP team. Probably mr @ZOS_BrianWheeler works alone. Otherwise the last update of the IC flags would be much better implemented. Not just inserting a flag with 3 NPCs.
    Because I can!
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