Bammlschwamml wrote: »No thanks to useless tests. We have been playing a beta version of this game for long enough. I am not a developer or game tester, i am a customer. I wanted to buy a working product/game and didn't know i signed up for financing and testing unfinished projects and ideas for 10 years. I am sick of it. Every update and every maintenance is a surprise and a gamble. Almost every time something bad happens on at least one server/platform. Testing should be done before release of new content and if it doesn't work on pts, then don't sell it...
Sometimes i wonder why different platforms and servers work better than others, but I shouldn't have to worry about that. We give them money so professionals can do their job. I have no idea when it became normal to sell broken stuff and let the customer figure out what to do with it.
the1andonlyskwex wrote: »Sets with interesting procs are half the fun of ESO. If getting rid of procs is necessary for performance reasons, they may as well just shut the game down now.
Major_Toughness wrote: »Unless you want cool downs on AoE skills, or only heal group members, I would suggest forgetting about the PvP tests, as they were the only ones that made a difference in Cyrodiil.
Cool downs on skills is obviously a no-go. Healing group only wouldn't make difference really except for world bosses and world events.
Would be funny if you could only heal group members at a world boss though, even more carpets than usual.
edward_frigidhands wrote: »
edward_frigidhands wrote: »
Cyrodil is special since all has to run on one server.edward_frigidhands wrote: »
edward_frigidhands wrote: »
edward_frigidhands wrote: »
Rule #1 of any multiplayer game is that nothing client-side can be trusted.
In regards to the OP, what's weird about the previous no proc test is that performance got worse... which made no sense. I wonder if whatever what keeping procs from working was straining the server more than proc sets themselves.
Regardless, no proc is certainly better for balance at the very least. I would love to see something done with no proc once again. I can't imagine status effect proc modifiers and chances are great for performance either. They've certainly been awful for balance too. I hope to see status effects looked into or adjusted in PvP environments as well.
edward_frigidhands wrote: »In regards to the OP, what's weird about the previous no proc test is that performance got worse... which made no sense. I wonder if whatever what keeping procs from working was straining the server more than proc sets themselves.
Regardless, no proc is certainly better for balance at the very least. I would love to see something done with no proc once again. I can't imagine status effect proc modifiers and chances are great for performance either. They've certainly been awful for balance too. I hope to see status effects looked into or adjusted in PvP environments as well.
I understand the concerns regarding balance and meta which I don't entirely agree with.
However my view is that it's time to prioritize overall server performance and see what works.
edward_frigidhands wrote: »Hello. Server performance has been quite questionable over the last few months starting with the 10 year anniversary time period.
My suggestion is to initiate a server wide proc disabled test for PC NA to see if there can be a benefit to disabling these effects.
And I can guarantee you that the moment you open up PvP to cheaters, there will be even more people complaining, crying, and declaring PvP dead than now. Skills going off is of no use if they have no effect, or don't protect you, or can't target the enemy, or whatever else you can imagine.
Everything that happens client-side can be tampered with easily. Anti-cheat tools are an arms race that eat a lot of resources, and a neverending game of whackamole that the anti-cheat tools cannot win.
As for "disabling procs just to test", I suggest some other tests as well. How about disabling all weapon skill lines? Reducing all damage skills to melee range? Removing Templars from the game? Replacing the textured and modelled environment (like trees and castles) with basic geometric shapes?
Blaming these things for performance is just as well-founded as blaming every other thing the game does, like proc sets.