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Ideas to correct informational load issues (Performance).

Unknown_Redemption
Unknown_Redemption
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Please understand that I do not have an IT background, I am merely suggesting this off of logic and I am hoping it may address a few issues. Veteran PVP and End Game PVE players are pressing 3-4 buttons per second between: Blocking; Light Attacking; Abilities; Dodge Rolls; Bar Swapping. This idea is to address Light Attacks, Abilities, and Bar Swapping.

Solution Part 1:
Bar Swapping and Abilities need to be collapsed into one single action. Instead of our UI showing the tradition 5 Ability array and an Ultimate, this can be updated to show all 12 at the same time (Front and Back Bar). When a player uses any of the slotted abilities the game uses a prefixed delay and processing time to show the animation of bar swapping (And changing to the appropriate weapon) and executing the ability. This would smooth performance and limit the amount of information going between players and the server. Please understand that I understand this will not work for console/control players.

Solution Part 2:
Because Light Attacks are used solely for damaging an enemy, it is time that they become embedded as part of an offensive ability. As an example, if you were to utilize Snipe AND you are within range for a Light Attack (The cross-hairs on your UI are collapsed) the game will immediately process executing both the ability and an automatic Light Attack against the target. However, if you cast Vigor, Shadowy Cloak, Hardened Ward, or any other non-offensive ability, no Light Attack will be queued. To maintain fluidity of the combat system: Light Attacks; Medium Attacks; Heavy Attacks will all be able to be casted individually as they are now. However, a manually casted Light Attack should have a -75% Damage modifier as these should be utilized for utility (e.g. Initial Aggro, Ultimate Charging, etc). Medium and Heavy Attack Damage will remain unchanged but will follow the same global timing restriction when used behind an ability execution. This change will significantly reduce the spam clicking for a Light Attack resulting in less information being sent to the server. Additionally, this should improve combat as a whole, as set processing times can now be established for animation and damage on a universal level.
Edited by Unknown_Redemption on September 20, 2019 4:51PM
  • VaranisArano
    VaranisArano
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    Part 1: Bar Swapping is most obvious when swapping between two different weapons. Its not just the swapping of abilities bars - its also swapping between different weapons (or different-shaped weapons even in the case of staff/staff). So this change has to account for weapon-swapping.
    Plus, as you noted, that doesnt work well for consoles.

    Part 2: So basically, this keeps the additional damage of a light attack weave while no longer requiring players to actually weave? It might be better for the server, and better for players who can't weave, but its going to drop the player skill requirement by quite a lot. Its buffing the skills used with extra damage and removing the LA input.
    It also makes light attacks obsolete, since there's no point in using them for anything other than utility.
  • Unknown_Redemption
    Unknown_Redemption
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    From what I understand the load issues (performance) are solely on PC servers, not console. And yes, casting the respective ability also changes the weapon respectively. All this is doing is automating Ability-to-Weapon Preset.

    Yes, it does lower the skill ceiling. But rapidly clicking to fire a LA isnt exactly "skill" to begin with, and there are a lot of players who dont have the physical ability to mash buttons in such quick succession. Not that this is WoW, but a lot of people are drawn to that game due to the physically friendly playstyle, in which block, dodge, light attack, etc are all automated. I dont suggest ESO go to this extreme, but I am suggesting a middle ground for the sake of performance.

    Edited by Unknown_Redemption on September 20, 2019 4:52PM
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