We have now nearly completed 8 weeks of testing, so I think its time to sum up. My view is based on our discussions in the guild, but one can see the same conclusions from many others on the forum.
1. On the client side we haven’t seen any substantial improvements in game performance, for any of these tests.
2. The direction towards this testing are pointing (with global cooldowns) makes the combat extremely frustrating if the combat system is changed in the indicated way, many will leave not only pvp but the game. This statement is based on the frustration we feel in a 350 members guild.
I ask ZOS to consider other alternatives and to start a substantial dialog with the player community, so we can find a solution which we player can accept. Those solutions may be more costly, but I think they will in the end save and increase the player base.
I don’t know the technical specs for the servers, but I have some questions.
1. Why can’t you expand the mega servers?
2. Are there other solutions for the data transfer protocol (TCP, UDP)?
3. If you can’t expand the megaserver, can you create a cluster of independent servers, were for ex the cyro instances run on a completely different server, on another location?
I also have some game related questions.
1. The proc sets have proliferated in recent years, are you sure they are not a part of the problem.
2. Would it help if one would revert the power creep, by for ex reducing health or increasing skill costs?
3. We have a number of bugs in the combat system, to what extent do they produce lag, they definitely produce problems like crashes and desync.
hehe ball groups start to cry cause they know the nerf hammer is coming xD
i hope they *** purge spam too and not only shared hots
Totally agree.
Now they has added more servers before, this help everywhere except Cyrodil.
As Cyrodil campaigns is one instance it has to run on one server.
Now you could technically divide up cyrodil in zones with load doors like done in imperial city. naturally to do this at the gatehouses and walls, you need to change AD-EP border as its an river with bridges.
The problem is then all go to one faction fighting over the last emperor keep, but this is an obvious alternative to cooldowns.
Amazon webservices offers some pretty powerful servers, yes this is expensive but all this messing around also cost money.
On the other hand it might be that the code is so single treaded it don't benefit much from an server with lots of cores.
And proc set would have an impact. Not only the obvious proc sets like the monster helms, but stuff like ebon is an constant AoE +1000 health if inside one so its an AoE with 100% uptime even if AfK in an keep.
This, as I understand combat lead said they would.hehe ball groups start to cry cause they know the nerf hammer is coming xD
i hope they *** purge spam too and not only shared hots
You have obviously not read the discussions on the forum or in cyro zone chat. This is not about pvp guilds these potential changes destroys a combat system which is the reason for many to play ESO. PvP guilds have good theory crafter so they can handle these changes, but I fear that many players will leave ESO for New World and other MMO. Based on ZOS track record so far these changes will also be implemented for pve. These combat changes may thus kill ESO.
Kiralyn2000 wrote: »Pretty sure the tests have been frustrating for the tech guys running them, too. Because they're trying to figure out how to fix their game, and if the tests are going this badly, they can't be succeeding.
Let's be honest, adding a 3 sec cooldown to AOE skills looks like an attempt to make lag become a feature!
Before these tests i had to wait 3 seconds for my skills to go off because of the lag, now i have a 3 secs cooldown...
Nice try ZOS!!
any ability that hits friendly targets should only be usable on group members. This showed a bit of lag decrease, and for players is an advantage. If i cast a aoe friendly spell, i want my group to benefit from it, not some randoms. And if i am solo, i don't want my regen or whatever to target someone random. This should be applied to the whole game, because except for some random world bosses, where else would this be harmful?
EdmondDontes wrote: »Let's be honest, adding a 3 sec cooldown to AOE skills looks like an attempt to make lag become a feature!
Before these tests i had to wait 3 seconds for my skills to go off because of the lag, now i have a 3 secs cooldown...
Nice try ZOS!!
Coodowns are mandated lag. The result is the same.
We have now nearly completed 8 weeks of testing, so I think its time to sum up. My view is based on our discussions in the guild, but one can see the same conclusions from many others on the forum.
1. On the client side we haven’t seen any substantial improvements in game performance, for any of these tests.
2. The direction towards this testing are pointing (with global cooldowns) makes the combat extremely frustrating if the combat system is changed in the indicated way, many will leave not only pvp but the game. This statement is based on the frustration we feel in a 350 members guild.
I ask ZOS to consider other alternatives and to start a substantial dialog with the player community, so we can find a solution which we player can accept. Those solutions may be more costly, but I think they will in the end save and increase the player base.
I don’t know the technical specs for the servers, but I have some questions.
1. Why can’t you expand the mega servers?
2. Are there other solutions for the data transfer protocol (TCP, UDP)?
3. If you can’t expand the megaserver, can you create a cluster of independent servers, were for ex the cyro instances run on a completely different server, on another location?
I also have some game related questions.
1. The proc sets have proliferated in recent years, are you sure they are not a part of the problem.
2. Would it help if one would revert the power creep, by for ex reducing health or increasing skill costs?
3. We have a number of bugs in the combat system, to what extent do they produce lag, they definitely produce problems like crashes and desync.
Difference is that lag is just an issue during huge fights in Cyrodil. The cooldowns will be everywhere.barney2525 wrote: »EdmondDontes wrote: »Let's be honest, adding a 3 sec cooldown to AOE skills looks like an attempt to make lag become a feature!
Before these tests i had to wait 3 seconds for my skills to go off because of the lag, now i have a 3 secs cooldown...
Nice try ZOS!!
Coodowns are mandated lag. The result is the same.
The result is the same ... BUT .... the reaction is idfferent
Player A ' this lag makes combat impossible ' - is a person who likely will quit the game
Player B ' these cooldowns take too long ' - is a person who will just complain about - but accept and adjust to - a crappy combat system, and will continue to play.
It's all in the mindset
IMHO
any ability that hits friendly targets should only be usable on group members. This showed a bit of lag decrease, and for players is an advantage. If i cast a aoe friendly spell, i want my group to benefit from it, not some randoms. And if i am solo, i don't want my regen or whatever to target someone random. This should be applied to the whole game, because except for some random world bosses, where else would this be harmful?
We have now nearly completed 8 weeks of testing, so I think its time to sum up. My view is based on our discussions in the guild, but one can see the same conclusions from many others on the forum.
1. On the client side we haven’t seen any substantial improvements in game performance, for any of these tests.
2. The direction towards this testing are pointing (with global cooldowns) makes the combat extremely frustrating if the combat system is changed in the indicated way, many will leave not only pvp but the game. This statement is based on the frustration we feel in a 350 members guild.
I ask ZOS to consider other alternatives and to start a substantial dialog with the player community, so we can find a solution which we player can accept. Those solutions may be more costly, but I think they will in the end save and increase the player base.
I don’t know the technical specs for the servers, but I have some questions.
1. Why can’t you expand the mega servers?
2. Are there other solutions for the data transfer protocol (TCP, UDP)?
3. If you can’t expand the megaserver, can you create a cluster of independent servers, were for ex the cyro instances run on a completely different server, on another location?
I also have some game related questions.
1. The proc sets have proliferated in recent years, are you sure they are not a part of the problem.
2. Would it help if one would revert the power creep, by for ex reducing health or increasing skill costs?
3. We have a number of bugs in the combat system, to what extent do they produce lag, they definitely produce problems like crashes and desync.
any ability that hits friendly targets should only be usable on group members. This showed a bit of lag decrease, and for players is an advantage. If i cast a aoe friendly spell, i want my group to benefit from it, not some randoms. And if i am solo, i don't want my regen or whatever to target someone random. This should be applied to the whole game, because except for some random world bosses, where else would this be harmful?
We have now nearly completed 8 weeks of testing, so I think its time to sum up. My view is based on our discussions in the guild, but one can see the same conclusions from many others on the forum.
1. On the client side we haven’t seen any substantial improvements in game performance, for any of these tests.
2. The direction towards this testing are pointing (with global cooldowns) makes the combat extremely frustrating if the combat system is changed in the indicated way, many will leave not only pvp but the game. This statement is based on the frustration we feel in a 350 members guild.
I ask ZOS to consider other alternatives and to start a substantial dialog with the player community, so we can find a solution which we player can accept. Those solutions may be more costly, but I think they will in the end save and increase the player base.
I don’t know the technical specs for the servers, but I have some questions.
1. Why can’t you expand the mega servers?
2. Are there other solutions for the data transfer protocol (TCP, UDP)?
3. If you can’t expand the megaserver, can you create a cluster of independent servers, were for ex the cyro instances run on a completely different server, on another location?
I also have some game related questions.
1. The proc sets have proliferated in recent years, are you sure they are not a part of the problem.
2. Would it help if one would revert the power creep, by for ex reducing health or increasing skill costs?
3. We have a number of bugs in the combat system, to what extent do they produce lag, they definitely produce problems like crashes and desync.
That's quite a zerg you got there.
EdmondDontes wrote: »What did they do during the midyear mayem event that, to a large degree at least, made things run mostly smooth?
Why can't we do that full time?