Back at launch client did a lots of calculations itself, problem was was this made it very easy to use cheat systems so it was moved to client. Once it was moved to server performance became much worse. You are correct in that AoE was less used at launch as it was much weaker, generally not used on single bosses as I remember.The issue is that Zeni couldn't predict in what sort of direction combat would go in the early days of the game. From release till 1.6, each campaign was capped at 600v600v600 and the average population was significantly greater than now (if you played EP back then, you'll remember some weekends where you had to type war4/war5 to get a group because the first few were completely full). Back then sustain was pretty bad and casting AoEs (or spamming any skills for that matter) was a luxury and PvP was pretty much lag-free, even in huge fights with 100+ players in one location.
Now we have CPs, AoE spam, proc sets (including the new ones where you have a different effect for <50% and >50% health for example), ballgroups, etc. and the original servers just can't handle so many calculations. Whether it's Zeni refusing to upgrade the hardware, a software issue or spaghetti code, we'll never know for sure, but one thing is certain and that is PvP will never be lag-free without a complete overhaul of the PvP server/code (and that's unlikely to happen since PvPers don't bring much profit).
The first week of AoE tests did indeed see huge improvements but I think the majority of people will agree that it would suck if they added it permanently without excluding or overhauling a lot of class skills.
Point is, the original server hardware was perfectly capable of handling PvP until there were too many things for it to calculate at once.
So there is one test that stopped the lag and no one likes to admit it. .. I have played every single day since the tests began and there is still only one test that accomplished what it was supposed to do..
So there is one test that stopped the lag and no one likes to admit it. We all know which one it was as its been said on EUPC main campaign. I have played every single day since the tests began and there is still only one test that accomplished what it was supposed to do.
Personally I will see how thay all go and if ZoS don't select the test that stopped the lag then, after 6 years of pvping I will be gone because for the first time in a long time I have actually seen something work and its now down to ZoS to pick the solution...But there are still tests to come and lets see but no doubt about it there has been a test that worked.
Noggin_the_Nog wrote: »So there is one test that stopped the lag and no one likes to admit it. .. I have played every single day since the tests began and there is still only one test that accomplished what it was supposed to do..
Agreed, but that test was the one that made using skills a disaster. Really unplayable.
Having played PvP most days the one 'test' that truly worked was the last Midyear Mayhem. Suddenly ZoS switched server resources for the event and PvP worked. After the event they switched it off and we went back to normal.
My conclusion is that they know how to improve performance, but do not want to spend any extra money.
Noggin_the_Nog wrote: »So there is one test that stopped the lag and no one likes to admit it. .. I have played every single day since the tests began and there is still only one test that accomplished what it was supposed to do..
Agreed, but that test was the one that made using skills a disaster. Really unplayable.
Having played PvP most days the one 'test' that truly worked was the last Midyear Mayhem. Suddenly ZoS switched server resources for the event and PvP worked. After the event they switched it off and we went back to normal.
My conclusion is that they know how to improve performance, but do not want to spend any extra money.