Yep, it's true. Check out the DEV TRACKER! omg! I don't care if it is only a week. I'm staying out until they get their act together.
You know that the only result with a meaningful outcome would be the campaigns still lagging like sh**?
By removing CP they inevitably change how people play the game.
They already can´t tell if azura lags less because people play differently or because there are no CP.
If it lags less they still won´t be able to tell what makes the difference.
It´s stupid.
Even if thats the case they will still get information to help them improve performance. So instead of whining in every single thread about your personal preferences regarding CP and no CP how about you help with the test like the rest of people will do. Its 1 week. Dont worry, you'll live.
You know that the only result with a meaningful outcome would be the campaigns still lagging like sh**?
By removing CP they inevitably change how people play the game.
They already can´t tell if azura lags less because people play differently or because there are no CP.
If it lags less they still won´t be able to tell what makes the difference.
It´s stupid.
Even if thats the case they will still get information to help them improve performance. So instead of whining in every single thread about your personal preferences regarding CP and no CP how about you help with the test like the rest of people will do. Its 1 week. Dont worry, you'll live.
I´d much rather have them notice the flaws in their approach and setup a test they can actually draw meaningful results from.
RinaldoGandolphi wrote: »Actually the CP system is why the game is so broken it should be gone
What they should do is:
1. Remove CP from all campaigns
2. Reduce damage, healing, and shield value penalties from 50% to 15%
3. Increase max health given from battle spirit by 1000
Call it a day. I know they won't bring back softcaps, but this will be as close as it gets. The infinite resource, sustain, tankiness, high damage meta needs to go.
You should be able to do one maybe two roles well(healing, tanking, and DPS) but not all three like it currently is.
The CP system is failure and I think ZOS may finally be seeing that with the absurd power creep. If they adjusted the Cyrodiil values as I stated above with removing CP we would be soooooooooo close to 1.5 pvp with much better balance, but CP simply allows you to shore up weaknesses in your spec. It really should be this way. Tanks, healers, and DPS need to have profound weaknesses and they will never have them as long as cp is as it is.
RinaldoGandolphi wrote: »
You know that the only result with a meaningful outcome would be the campaigns still lagging like sh**?
By removing CP they inevitably change how people play the game.
They already can´t tell if azura lags less because people play differently or because there are no CP.
If it lags less they still won´t be able to tell what makes the difference.
It´s stupid.
I disagree not having to calculate damage taken and damage received will reduce server load and calculations by over 200% as it will only base damage on basic armor and spell resist be armor, spell resist, hardly, elemental defender, thick skin, and resistant.
I really hope this is the first step to canning the CP system all together from pvp. It simply makes the game unbalanced indefinitely.
They need to replace the CP system in pvp with a war front system with trees related to improving alliance war stuff not damage, sustain, etc
Leave the CP system for pve. They need to separate Cyrodiil from pve.
CP is not a problem in pve because they can simply adjust mobs health, damage, armor, etc to make them stronger or weaker, but that simply won't work in pvp.
tne CP system killed hybrid builds, killed build diversity, and pigeon holed everyone into min max builds of tanks, DPS, or heals with enough CP you can do all three. I'm really hoping they throw cp completely with Morrowind and give us back a reasonable Soft Cap system. Pvp has been broken since 1.6 people just got used to a broken game.
This just hit the rumor mill. I need some confirmation if this is true. The idea that CPs are causing all the lag in Hade and TF doesn't sound very logical to me. Could someone explain this that knows something about it? It seems to me much more logical that signals from all the gamers going into a system that can't handle the traffic to be much, much more likely. Then let's say the over abundance of players in a given area is multiplied by magnitude of animation canceling (would that then send 2 or more signals into a system already taxed?), then add to that the inevitable macro'er that sends more than 5 signals to the server in less than a tenth of a second ... This sounds much more logical to me as being the reason for the insane lag on TF. Hade has fewer players so less lag until the zergs arrive.
That being said, if ZOS has this as a test in coming weeks, I think someone might have spiked their water bottles with stupid pills.
Princess_Asgari wrote: »Every time someone says remove CP and call it a day i cringe. Either you weren't around for pre 1.6 or you have been around since then and have become so accustomed to CP you think it can just be removed.
This game has been changed in almost every aspect to work with CP and the CP passives. Almost every skills has been changed since the introduction of CP and the removal of the old ult system and soft caps. Simply removing CP will not work for PVP or PVE. I understand people do not like how some builds can heal so much or perma block or this and that.
The issue is the values and passives within the CP system need to be adjusted. Things like roll dodge and break free shouldn't fall under the same item and should be spread out. By creating more areas where CP must go it makes players have to spread out the CP more and lowers some values while strengthening others.
Because battle spirit is unique to PVP they can make it so CP passives like unchained for example just do not work in pvp. If you remove CP from the game/pvp then the devs have to go in and adjust all of the racial passives, every skill and class passive. Which would in turn mean a total overhaul of ESO. Lets face it, it took 1.5 years for them to just make a change to Coag which was needed but things like the stacking streak cost that weren't really needed were something added in that time.
This isn't some L2P thing or however the trolls want to call it, it comes down to wanting ESO to be as balanced as possible and making sure its done in a sensible way. I am all for discussion on this as ive had it plenty of times with people who are for and against CP.
I am for CP at this point in the ESO lifespan, but with changes to how the trees and passives in it are placed and adjusted.
AhPook_Is_Here wrote: »This just hit the rumor mill. I need some confirmation if this is true. The idea that CPs are causing all the lag in Hade and TF doesn't sound very logical to me. Could someone explain this that knows something about it? It seems to me much more logical that signals from all the gamers going into a system that can't handle the traffic to be much, much more likely. Then let's say the over abundance of players in a given area is multiplied by magnitude of animation canceling (would that then send 2 or more signals into a system already taxed?), then add to that the inevitable macro'er that sends more than 5 signals to the server in less than a tenth of a second ... This sounds much more logical to me as being the reason for the insane lag on TF. Hade has fewer players so less lag until the zergs arrive.
That being said, if ZOS has this as a test in coming weeks, I think someone might have spiked their water bottles with stupid pills.
Because your damage calculations aren't handled client side.
Princess_Asgari wrote: »Every time someone says remove CP and call it a day i cringe. Either you weren't around for pre 1.6 or you have been around since then and have become so accustomed to CP you think it can just be removed.
This game has been changed in almost every aspect to work with CP and the CP passives. Almost every skills has been changed since the introduction of CP and the removal of the old ult system and soft caps. Simply removing CP will not work for PVP or PVE. I understand people do not like how some builds can heal so much or perma block or this and that.
The issue is the values and passives within the CP system need to be adjusted. Things like roll dodge and break free shouldn't fall under the same item and should be spread out. By creating more areas where CP must go it makes players have to spread out the CP more and lowers some values while strengthening others.
Because battle spirit is unique to PVP they can make it so CP passives like unchained for example just do not work in pvp. If you remove CP from the game/pvp then the devs have to go in and adjust all of the racial passives, every skill and class passive. Which would in turn mean a total overhaul of ESO. Lets face it, it took 1.5 years for them to just make a change to Coag which was needed but things like the stacking streak cost that weren't really needed were something added in that time.
This isn't some L2P thing or however the trolls want to call it, it comes down to wanting ESO to be as balanced as possible and making sure its done in a sensible way. I am all for discussion on this as ive had it plenty of times with people who are for and against CP.
I am for CP at this point in the ESO lifespan, but with changes to how the trees and passives in it are placed and adjusted.
Princess_Asgari wrote: »Every time someone says remove CP and call it a day i cringe. Either you weren't around for pre 1.6 or you have been around since then and have become so accustomed to CP you think it can just be removed.
This game has been changed in almost every aspect to work with CP and the CP passives. Almost every skills has been changed since the introduction of CP and the removal of the old ult system and soft caps. Simply removing CP will not work for PVP or PVE. I understand people do not like how some builds can heal so much or perma block or this and that.
The issue is the values and passives within the CP system need to be adjusted. Things like roll dodge and break free shouldn't fall under the same item and should be spread out. By creating more areas where CP must go it makes players have to spread out the CP more and lowers some values while strengthening others.
Because battle spirit is unique to PVP they can make it so CP passives like unchained for example just do not work in pvp. If you remove CP from the game/pvp then the devs have to go in and adjust all of the racial passives, every skill and class passive. Which would in turn mean a total overhaul of ESO. Lets face it, it took 1.5 years for them to just make a change to Coag which was needed but things like the stacking streak cost that weren't really needed were something added in that time.
This isn't some L2P thing or however the trolls want to call it, it comes down to wanting ESO to be as balanced as possible and making sure its done in a sensible way. I am all for discussion on this as ive had it plenty of times with people who are for and against CP.
I am for CP at this point in the ESO lifespan, but with changes to how the trees and passives in it are placed and adjusted.
I can see that. But at what max cap does the current system represent the game in terms of balance? With every increase comes some sort of power creep and a redesign of the stars themselves would require the input of the PvE community, many of whom feel pvpers have already destroyed their playstyle for the sake of balance for a part of the game they don't enjoy.
That's why it makes sense to turn off CP in pvp only. It's easier to scale mob difficulty than to keep going back to skills every few patches to make sure they are balanced in pvp, which might mess up PvE builds (ie Templar shards/rd change.)
The other argument is they can piggy-back any missing stats via the trip stats gained from adding CP but not the passives or add extra buffs/debuffs to the battle spirit. Definitely much better than spliting CP passives in hope they balance cyro, but potentially gutting PvE builds.
Princess_Asgari wrote: »Every time someone says remove CP and call it a day i cringe. Either you weren't around for pre 1.6 or you have been around since then and have become so accustomed to CP you think it can just be removed.
This game has been changed in almost every aspect to work with CP and the CP passives. Almost every skills has been changed since the introduction of CP and the removal of the old ult system and soft caps. Simply removing CP will not work for PVP or PVE. I understand people do not like how some builds can heal so much or perma block or this and that.
The issue is the values and passives within the CP system need to be adjusted. Things like roll dodge and break free shouldn't fall under the same item and should be spread out. By creating more areas where CP must go it makes players have to spread out the CP more and lowers some values while strengthening others.
Because battle spirit is unique to PVP they can make it so CP passives like unchained for example just do not work in pvp. If you remove CP from the game/pvp then the devs have to go in and adjust all of the racial passives, every skill and class passive. Which would in turn mean a total overhaul of ESO. Lets face it, it took 1.5 years for them to just make a change to Coag which was needed but things like the stacking streak cost that weren't really needed were something added in that time.
This isn't some L2P thing or however the trolls want to call it, it comes down to wanting ESO to be as balanced as possible and making sure its done in a sensible way. I am all for discussion on this as ive had it plenty of times with people who are for and against CP.
I am for CP at this point in the ESO lifespan, but with changes to how the trees and passives in it are placed and adjusted.
I can see that. But at what max cap does the current system represent the game in terms of balance? With every increase comes some sort of power creep and a redesign of the stars themselves would require the input of the PvE community, many of whom feel pvpers have already destroyed their playstyle for the sake of balance for a part of the game they don't enjoy.
That's why it makes sense to turn off CP in pvp only. It's easier to scale mob difficulty than to keep going back to skills every few patches to make sure they are balanced in pvp, which might mess up PvE builds (ie Templar shards/rd change.)
The other argument is they can piggy-back any missing stats via the trip stats gained from adding CP but not the passives or add extra buffs/debuffs to the battle spirit. Definitely much better than spliting CP passives in hope they balance cyro, but potentially gutting PvE builds.
Well, I think the week of the test, me and my team might be just pve-ing for that week. I have no interest until they get this straightened out.
guys this isnt a "should there be CP or not" issue. this is a "lets relieve known server load and see if that will improve performance on campaigns like Trueflame"
so why is there a big discussion on whether CP should exist in PVP or not? thats not what this is about. Devs see AS having good performance and they think its because there is no CP loading the servers down. but they arent sure - so they want to test it on Trueflame, but they cant just make TF no cp for a week because players will just go to Had, so they are making ALL camps no cp so that players will stay on their respective servers (they only really care about TF) so they can acquire the necessary data and adjust from there.
All this doomsaying and arguing over a simple data collection test is silly. Participate. Help the devs collect the information they need to make pvp more fun for us all.
catalyst10e wrote: »guys this isnt a "should there be CP or not" issue. this is a "lets relieve known server load and see if that will improve performance on campaigns like Trueflame"
so why is there a big discussion on whether CP should exist in PVP or not? thats not what this is about. Devs see AS having good performance and they think its because there is no CP loading the servers down. but they arent sure - so they want to test it on Trueflame, but they cant just make TF no cp for a week because players will just go to Had, so they are making ALL camps no cp so that players will stay on their respective servers (they only really care about TF) so they can acquire the necessary data and adjust from there.
All this doomsaying and arguing over a simple data collection test is silly. Participate. Help the devs collect the information they need to make pvp more fun for us all.
Say it does work. it's setting a strange and borderline dangerous precedent. "to fix LAG we just need to remove features" shouldn't be taken so lightly, especially with something like CP which the entire game has it's balance wrapped around, one way or another. I understand the "Why" in "why are they doing this?" but I'm concerned with the results of their findings and their implications further down the line. They removed the deer roaming Cyrodiil WAY back when, due to similar issues. If CP is next and we still have lag what comes next? ALL NPCs? No more sieging, you just attack doors and walls with youre regular attack skills?
@catalyst10e
But in Wheeler's original post, he never talked about removing CP permanently in PVP. The issue as he states is the additional calculations that certain unlocked passives cause, and if they can verify that the TF lag is exacerbated by these CP passives then they know where to focus their efforts on performance improvements. Perhaps they modify how those CP passives function or change them entirely, but the intention does not seem to be removing CP permanently from PVP.
.
Everything theyve implemented is largely based off of player feedback.

Princess_Asgari wrote: »Every time someone says remove CP and call it a day i cringe. Either you weren't around for pre 1.6 or you have been around since then and have become so accustomed to CP you think it can just be removed.
This game has been changed in almost every aspect to work with CP and the CP passives. Almost every skills has been changed since the introduction of CP and the removal of the old ult system and soft caps. Simply removing CP will not work for PVP or PVE. I understand people do not like how some builds can heal so much or perma block or this and that.
The issue is the values and passives within the CP system need to be adjusted. Things like roll dodge and break free shouldn't fall under the same item and should be spread out. By creating more areas where CP must go it makes players have to spread out the CP more and lowers some values while strengthening others.
Because battle spirit is unique to PVP they can make it so CP passives like unchained for example just do not work in pvp. If you remove CP from the game/pvp then the devs have to go in and adjust all of the racial passives, every skill and class passive. Which would in turn mean a total overhaul of ESO. Lets face it, it took 1.5 years for them to just make a change to Coag which was needed but things like the stacking streak cost that weren't really needed were something added in that time.
This isn't some L2P thing or however the trolls want to call it, it comes down to wanting ESO to be as balanced as possible and making sure its done in a sensible way. I am all for discussion on this as ive had it plenty of times with people who are for and against CP.
I am for CP at this point in the ESO lifespan, but with changes to how the trees and passives in it are placed and adjusted.
I can see that. But at what max cap does the current system represent the game in terms of balance? With every increase comes some sort of power creep and a redesign of the stars themselves would require the input of the PvE community, many of whom feel pvpers have already destroyed their playstyle for the sake of balance for a part of the game they don't enjoy.
That's why it makes sense to turn off CP in pvp only. It's easier to scale mob difficulty than to keep going back to skills every few patches to make sure they are balanced in pvp, which might mess up PvE builds (ie Templar shards/rd change.)
The other argument is they can piggy-back any missing stats via the trip stats gained from adding CP but not the passives or add extra buffs/debuffs to the battle spirit. Definitely much better than spliting CP passives in hope they balance cyro, but potentially gutting PvE builds.
And for the people who enjoy playing with CP rather than no CP against players using increase cost poisons and proc sets where they're even stronger than with CP?
The classes with inbuilt sustain will obviously have a huge advantage over the classes without inbuilt sustain, but even they won't be a match for the current PvP meta.
catalyst10e wrote: »guys this isnt a "should there be CP or not" issue. this is a "lets relieve known server load and see if that will improve performance on campaigns like Trueflame"
so why is there a big discussion on whether CP should exist in PVP or not? thats not what this is about. Devs see AS having good performance and they think its because there is no CP loading the servers down. but they arent sure - so they want to test it on Trueflame, but they cant just make TF no cp for a week because players will just go to Had, so they are making ALL camps no cp so that players will stay on their respective servers (they only really care about TF) so they can acquire the necessary data and adjust from there.
All this doomsaying and arguing over a simple data collection test is silly. Participate. Help the devs collect the information they need to make pvp more fun for us all.
Say it does work. it's setting a strange and borderline dangerous precedent. "to fix LAG we just need to remove features" shouldn't be taken so lightly, especially with something like CP which the entire game has it's balance wrapped around, one way or another. I understand the "Why" in "why are they doing this?" but I'm concerned with the results of their findings and their implications further down the line. They removed the deer roaming Cyrodiil WAY back when, due to similar issues. If CP is next and we still have lag what comes next? ALL NPCs? No more sieging, you just attack doors and walls with youre regular attack skills?
I have faith in ZOS. I believe they understand how split players are on their CP. I honestly dont know what they will decide to implement or omit. You do have legitimate concerns and they should be taken seriously. ZOS' priority to to make the game fun for us. Everything theyve implemented is largely based off of player feedback. they completely revamped the starting experience twice, and over hauled the entire game with one tamriel, omission of veteran ranks, and removed restrictions on questing (reference craglorn). These of course are all pve examples, but maybe its pvp's turn - therefore, have faith and let them make the changes based off of majority player feedback. Thats their track record. thats what you can hold them to.