YandereGirlfriend wrote: »I imagine they saw the massive negative impact the hammer has on performance, and decided against adding the others in. Probably for the best. On PCNA, every time the hammer spawns there is an observable drop in performance.
It's probably not the hammer itself but rather than map dynamics that it creates.
It instantly creates a faction-stack vs. faction-stack situation and that's always the worst for performance.
Funny how 200v200 never was a problem, but now 70(ish)v70 can be a freeze frame lag fest.
I think new content for PvP would be detrimental to PvP. The population is already thin and any new content would spread that population even farther. I would like to see some new dynamics in content we already have available. There is some things they could do with Imperial City to spice up that area.
For the most part adjusting to other players provides what new content for PvE provides. Where we play isn't as important as who we are killing.
YandereGirlfriend wrote: »I imagine they saw the massive negative impact the hammer has on performance, and decided against adding the others in. Probably for the best. On PCNA, every time the hammer spawns there is an observable drop in performance.
It's probably not the hammer itself but rather than map dynamics that it creates.
It instantly creates a faction-stack vs. faction-stack situation and that's always the worst for performance.
Funny how 200v200 never was a problem, but now 70(ish)v70 can be a freeze frame lag fest.
YandereGirlfriend wrote: »YandereGirlfriend wrote: »I imagine they saw the massive negative impact the hammer has on performance, and decided against adding the others in. Probably for the best. On PCNA, every time the hammer spawns there is an observable drop in performance.
It's probably not the hammer itself but rather than map dynamics that it creates.
It instantly creates a faction-stack vs. faction-stack situation and that's always the worst for performance.
Funny how 200v200 never was a problem, but now 70(ish)v70 can be a freeze frame lag fest.
Yeah, but that's not the hammer's fault. Performance was bad before it was ever introduced.
The biggest culprit is/was moving everything to the server from the client. So instead of 400 independent systems (in the above 200v200 scenario) making many of the game's calculations now it's all smashed into the same server or small set of servers that are running Cyrodiil for everyone.
It might be an unpopular opinion but I would accept the presence of a few cheats if we could move more logic back to the client and undo the damage done to performance and to the population cap. Not that that will ever happen.
I also can't help but think that the proliferation of these "stack"-based sets whose tooltips increasingly read like entire paragraphs and others with extremely convoluted implementation logic can't be doing us any favors in terms of performance, either. The No-Proc test was certainly not a windfall for performance but the widespread use of a set like Mara's Balm, etc. is likely MUCH heavier than more vanilla defensive sets, etc.