Surely, doing these changes would lower the required calculations by half or more? Thus improving performance?
alainjbrennanb16_ESO wrote: »group size would have no impact say if taken to 12, all that would happen is 2 groups running together
The_Art_of_Paw wrote: »the heal portion would be insignificantly small to worry about
Group size never cause you lag, same as number of skills they use. Faction zerg 1000000ppl in 1 keep-yes
Group size never cause you lag, same as number of skills they use. Faction zerg 1000000ppl in 1 keep-yes.
You can easy check it just by making 24ppl group in some abandoned zone like Hew's bane and spam skills. Performance will be ok.
Other side: check dolmen farmers in alikr.
Idk whatsup on NA, but on EU its mess, in primetime its even worth then cyrodiil fights 50v50v12ppl group.
So groupsize means nothing, stacking is a problem
Yes if you only healed group it would be impossible to play in cyrodil outside ball groups.I like to place heals where it will benefit our alliance & hurt the most for the enemy alliance.
Most often it is in front lines( e.g charging up the stairs in a keep, throwing repentance) with randoms as well, I'd like to be able to heal those too.
I'm guessing this has been mentioned a few times but Fengrush was talking about performance on his stream the other night and I would totally agree with him that the following should be put in place in Cyrodiil.
With factions and whole groups stacking together on a keep every smart heal has to go through maybe 100 people to find the guy who has the lowest health. Think about hundreds of people then spamming heals every second. The same would go for bringing back harder AOE caps.
The suggestions of group size being dropped by around 50% in PVP and heals only being able to target those in your group and the return of AOE caps should really be looked into.
Surely, doing these changes would lower the required calculations by half or more? Thus improving performance?
3. Limiting healing to only be able to heal those in groups means you are forcing players into groups. I expect this does not need any explanation of how it is such a bad idea.
3. Limiting healing to only be able to heal those in groups means you are forcing players into groups. I expect this does not need any explanation of how it is such a bad idea.
Of course you'd still have to be able to heal anyone if you're outside of a group. I don't see why it would be forcing people to play in groups?! Even if it was, what's so wrong about that?
I didn't write the poll to try and be biased also, it basically has "agree", "disagree" and "don't care" as options.
I'm guessing this has been mentioned a few times but Fengrush was talking about performance on his stream the other night and I would totally agree with him that the following should be put in place in Cyrodiil.
With factions and whole groups stacking together on a keep every smart heal has to go through maybe 100 people to find the guy who has the lowest health. Think about hundreds of people then spamming heals every second. The same would go for bringing back harder AOE caps.
The suggestions of group size being dropped by around 50% in PVP and heals only being able to target those in your group and the return of AOE caps should really be looked into.
Surely, doing these changes would lower the required calculations by half or more? Thus improving performance?
Group size never cause you lag, same as number of skills they use. Faction zerg 1000000ppl in 1 keep-yes
Yes, 24 in a group isn't all bad but all of those people can heal OUTSIDE of their group. So say your zerg of 100000pl in a keep in close proximity can ALL be targeted by everyone else skills. So if you cast, the game makes a list of all those people and chooses, then I cast and the same happens and so on and so on... Then you have the amounts to heal for and crit rates, crit dmg etc on top.
Say there are 200 people and 75 of these have mutugen, this is 75 lists of 200 potentially every second, compared to 75 lists of 12 (if group only and group size was 12).
I guess I should have said the group size thing would come after a change to group only.
I'm guessing this has been mentioned a few times but Fengrush was talking about performance on his stream the other night and I would totally agree with him that the following should be put in place in Cyrodiil.
With factions and whole groups stacking together on a keep every smart heal has to go through maybe 100 people to find the guy who has the lowest health. Think about hundreds of people then spamming heals every second. The same would go for bringing back harder AOE caps.
The suggestions of group size being dropped by around 50% in PVP and heals only being able to target those in your group and the return of AOE caps should really be looked into.
Surely, doing these changes would lower the required calculations by half or more? Thus improving performance?
Quite some assuming that the CPU cycles are the source of lag.
Every player has its own latency. The server has to sync them all and the slowest rules Cyrodiil.
You can see that when a player is approaching you with his mount PvE overland and your fps drops because you have to sync with him.
This isnt eSports with a dedicated server and every player has exactly 10m cable to the server and the same ping as everyone. It is not a LAN party. You cant take online PvP to serious.
Anybody who knows even the tiniest of things about coding knows how big of an impact something like this will have on Cyrodiil performance, especially when multiple faction-wide clumps clash in a single keep. Limiting AoE heals to groups will allow the servers to immediately cut out 80+% of all players in an area very cheaply, before those players touch the more expensive parts of the AoE application code, such as the line of sight check, sorting, etc.