joshisanonymous wrote: »
So, Vengeance is now becoming a permanent mode which allows for 3 times the player population caps of current Gray Host(since the other Campaigns are being removed). This would be the ''higher population'' option.
Then we have this new ''small/medium sized Cyrodiil'' that they are also developing. This would be the option with ''no changes to their characters''.
Idk about you guys, but I don't see a third option.
Yeah I really don't understand how this has been ZoS's conclusion. I do understand that not changing anything about how GH works gameplay-wise will not allow them to improve performance is increase the player cap, but why are the only two options 1) to keep GH exactly the same or 2) to remove practically every character build option in the game to produce Vengeance? There's an entire world of options between those two. Why are none of those being considered?
moderatelyfatman wrote: »joshisanonymous wrote: »
So, Vengeance is now becoming a permanent mode which allows for 3 times the player population caps of current Gray Host(since the other Campaigns are being removed). This would be the ''higher population'' option.
Then we have this new ''small/medium sized Cyrodiil'' that they are also developing. This would be the option with ''no changes to their characters''.
Idk about you guys, but I don't see a third option.
Yeah I really don't understand how this has been ZoS's conclusion. I do understand that not changing anything about how GH works gameplay-wise will not allow them to improve performance is increase the player cap, but why are the only two options 1) to keep GH exactly the same or 2) to remove practically every character build option in the game to produce Vengeance? There's an entire world of options between those two. Why are none of those being considered?
I agree: just because they can't 'fix' something doesn't mean they can't make it better. This looks like a terrible excuse to give up.
CatalinaWineMixer2 wrote: »I am a ten year player who has all but quit PvP. I still do play it and I dont even know why (I am PvP too). The more I see what's happening there, the more disgusted I become. It is no longer PvP. It is Skill Line vs Skill line (Subclassing disaster). It is cherry picking without rules or consequences. It is an absolute out of control meta (in PvE too). It is out of control cherry picked buffs. It is out of control dps (In PvE too). It is a 1 shot stop for new players. It is a neon sign that says 'This is not in any way fun or fair whatsoever" Nearly everyone I game with has for one reason or another quit and there are many. I think this number is growing. I think the developers know this and can see it.
I think there are certain limitations to what they (the developers) can do. There is also a lot of time required to undertake changes such as a new PvP area. This game has far outlasted its original PvP design and I have no doubt there are unintended consequences involved in this on the developer side. This isn't entirely their fault. It would not be this bad if they removed Subclassing either (which is the same thing as enforcing rules on the developer side).
It is far far beyond time to stop nerfing our characters and gear. Or changing them after the fact to suit PvP. Or attempting to sabotage characters before they're even created or released to accommodate PvP. This has only and will only continue to drive players away and discourage new players from engaging in it.
Every time something new and fun comes out, here comes the hammer from PvP. Or the misuse of its intended purpose (exploit). This, everything is about dps coming out of there. 'Just a few more dps and PvP will be ok' - It will not (And that's true in PvE too). People have had enough of it. I am one of many of those. Continuing to repeat the same problematic things is not going to solve the problem. Continuing to cater to the same people who called for it to be this way is not the answer. ***The developers need to halt what is going on there and start implementing and establishing and reestablishing rules. That they (the developers) decide. And enforce them.
Vengeance is a very good thing. I have and will continue to play it. If it is available, my guilds will play it too. There are RULES involved. There is actually SKILL involved, not just builds.
@ModeratelyFM- They may have to give up on GH because its unworkable for various reasons. I believe this to be out of their control due to system constraints. ***As far as the PEOPLE in GH I do not think they will hang this population out to dry.*** I do believe what they said about a new PvP area. I would rather see them just finally separate PvP and PvE entirely if this broken (cutrent) state must continue. That is, any and all PvE sets cause you to deal 0 damage and have 0 resistances in PvP. They could still tailor the skills to be PvE only but again, if that's happening, its not really our characters in there anyway.
katanagirl1 wrote: »CalamityCat wrote: »If they've abandoned GH, it's partly due to the community's attitude and refusal to help test stuff on Vengeance. Sorry to say it, but why should the devs try again?
If the devs made a version of GH that performed well, it would have to be a bit different from GH given that GH doesn't perform well. Is the PvP community going to bother testing it though? Or will we have another round of players refusing to engage constructively? I'm betting on the latter. Even if the new GH was as close to the old one as possible, I think most of the GH PvPers will still reject it. So why should ZOS put more money into fixing GH at this point?
I understand the reasons players don't like Vengeance, I really do. It absolutely isn't a satisfactory conclusion to the testing that was done. BUT I've never seen a game where devs put in this kind of effort to understand PvP problems and test on this scale. To see such a petulant response from players is just frustrating. Vengeance is now "PvErs and players who can't PvP" from what I've heard lol.
I don’t know the answer to the poll question, but I have participated in all of the tests on console so far and I have yet to hear what was learned from all of them. They have also not addressed many concerns about certain sets in GH yet or the effect of grouping on healing and shielding to my knowledge. The last Vengeance test didn’t even have gear sets in them. If they have not learned anything from Vengeance at this point, then it is time to stop testing. GH performance is not bad on my original PS5 (Vengeance was much worse) so maybe the ones having problems are on old PCs or something.
I will be in the Vengeance campaign when it is up basically because I have no choice since it will be the only Cyrodiil campaign. It’s not horrible, but it is not busy enough to do much. It gets boring when there are no battles and GH is busy now.
MincMincMinc wrote: »katanagirl1 wrote: »CalamityCat wrote: »If they've abandoned GH, it's partly due to the community's attitude and refusal to help test stuff on Vengeance. Sorry to say it, but why should the devs try again?
If the devs made a version of GH that performed well, it would have to be a bit different from GH given that GH doesn't perform well. Is the PvP community going to bother testing it though? Or will we have another round of players refusing to engage constructively? I'm betting on the latter. Even if the new GH was as close to the old one as possible, I think most of the GH PvPers will still reject it. So why should ZOS put more money into fixing GH at this point?
I understand the reasons players don't like Vengeance, I really do. It absolutely isn't a satisfactory conclusion to the testing that was done. BUT I've never seen a game where devs put in this kind of effort to understand PvP problems and test on this scale. To see such a petulant response from players is just frustrating. Vengeance is now "PvErs and players who can't PvP" from what I've heard lol.
I don’t know the answer to the poll question, but I have participated in all of the tests on console so far and I have yet to hear what was learned from all of them. They have also not addressed many concerns about certain sets in GH yet or the effect of grouping on healing and shielding to my knowledge. The last Vengeance test didn’t even have gear sets in them. If they have not learned anything from Vengeance at this point, then it is time to stop testing. GH performance is not bad on my original PS5 (Vengeance was much worse) so maybe the ones having problems are on old PCs or something.
I will be in the Vengeance campaign when it is up basically because I have no choice since it will be the only Cyrodiil campaign. It’s not horrible, but it is not busy enough to do much. It gets boring when there are no battles and GH is busy now.
They had several livestreams talking about vengeance already. One in particular to go over the numbers engineering side of things for the first test. I have not seen a similar stream with the following tests, but likely because not much has been added or changed which significantly affected performance. Zos has mainly been trying to add elements back in to make more people happier while staying within their restrictions.
Heres a basic recap
- Veng 1 was able to hold 900 players without lag compared to the greyhost 300 player cap with lag. They did try and go up to 1200 players, but started getting lag. They did show graphs and data comparing GH and veng pop vs lag.
- Veng 2 added more group tools and weapon skills because there wasn't enough variety. Primetime PCNA only saw a few stutter instances of serverside lag during full pop lock which either was from the aoe heal spam mechanics now introduced, or zos could have been fiddling in the background during peak server load.
- Veng 3 was guild skills and armor skills(useless) and more seige options because people were complaining about not having anti breach tools like catapults. I dont remember seeing pop lock, but i only got to play on the last day
- Veng 4 I believe was the one which happened alongside greyhost and during the undaunted event where they also introduced perks and loadouts. Which data wise basically useless since zos was incentivizing other content. At best they could make a list of vengeance diehard players. The intent here was to mimic basic stat gear combinations. However its like bowling with the gutter rails on. You are forced to pick stat pools. IMO zos could have just made a fake build editor I will describe below.
- Veng 5 is ongoing and I assume they are doing background testing of systems while the only change noted was increasing aoe damage vs aoe healing to help prevent zerg combat from stagnating. Unlike test 4 being dead completely the test last night PCNA was nearing pop locked again. I also dont remember hearing anything about rewards or incentives.
Really the main takeaway is that they cut out all the event call functions that happen during combat code wise and the server is monumentally better off. Their goal with having no gear sets and just using a UI based perk system was so you only have "sets" that modify your character sheet without having to constantly be updated and checked. At the same time we dont have many proc events from item set bonuses, enchants, poisons, passives, morphs, racial passives, armor passives, cp, etc. all trying to make checks every millisecond from each player.
IMO if I was to design it I would replace the perk and loadout stat layouts with a UI based build editor concept. In the veng menu just give me a dropdown for what mundus bonus, or food, or armor enchants. Make a vengeance item set stickerbook with UI based gear sets I can drag and drop on my character..........The slippery slope is what proc effect do you allow? Maybe something longterm and not intensive like clever alchemist would be fine compared to proc events like status effects trying to roll the dice every damage tick? Maybe item sets like bloodspawn trying to check every damage received tick is a bad idea? These are things that are fine in a single player game, but when multiplied on a server 1000x the same designs start to have runaway issues. You could design in a limited fashion, like maybe if they reintroduce passives each class only gets one proc passive? Maybe keep a 3-6 player aoe cap on skills, but ultimates and seige have no aoe cap.
It also seems very clear that PvE players and newer players in general are way more prone to try pvp when it is easy to get into and not a gated hurdle to jump over. Having the veng UI based system swap over to pvp kit saves them an hour+ each day changing over gear on their character. Regardless of vengeance, splitting pve and pvp inventory setups doesn't seem like a bad idea.
MincMincMinc wrote: »katanagirl1 wrote: »CalamityCat wrote: »If they've abandoned GH, it's partly due to the community's attitude and refusal to help test stuff on Vengeance. Sorry to say it, but why should the devs try again?
If the devs made a version of GH that performed well, it would have to be a bit different from GH given that GH doesn't perform well. Is the PvP community going to bother testing it though? Or will we have another round of players refusing to engage constructively? I'm betting on the latter. Even if the new GH was as close to the old one as possible, I think most of the GH PvPers will still reject it. So why should ZOS put more money into fixing GH at this point?
I understand the reasons players don't like Vengeance, I really do. It absolutely isn't a satisfactory conclusion to the testing that was done. BUT I've never seen a game where devs put in this kind of effort to understand PvP problems and test on this scale. To see such a petulant response from players is just frustrating. Vengeance is now "PvErs and players who can't PvP" from what I've heard lol.
I don’t know the answer to the poll question, but I have participated in all of the tests on console so far and I have yet to hear what was learned from all of them. They have also not addressed many concerns about certain sets in GH yet or the effect of grouping on healing and shielding to my knowledge. The last Vengeance test didn’t even have gear sets in them. If they have not learned anything from Vengeance at this point, then it is time to stop testing. GH performance is not bad on my original PS5 (Vengeance was much worse) so maybe the ones having problems are on old PCs or something.
I will be in the Vengeance campaign when it is up basically because I have no choice since it will be the only Cyrodiil campaign. It’s not horrible, but it is not busy enough to do much. It gets boring when there are no battles and GH is busy now.
They had several livestreams talking about vengeance already. One in particular to go over the numbers engineering side of things for the first test. I have not seen a similar stream with the following tests, but likely because not much has been added or changed which significantly affected performance. Zos has mainly been trying to add elements back in to make more people happier while staying within their restrictions.
Heres a basic recap
- Veng 1 was able to hold 900 players without lag compared to the greyhost 300 player cap with lag. They did try and go up to 1200 players, but started getting lag. They did show graphs and data comparing GH and veng pop vs lag.
- Veng 2 added more group tools and weapon skills because there wasn't enough variety. Primetime PCNA only saw a few stutter instances of serverside lag during full pop lock which either was from the aoe heal spam mechanics now introduced, or zos could have been fiddling in the background during peak server load.
- Veng 3 was guild skills and armor skills(useless) and more seige options because people were complaining about not having anti breach tools like catapults. I dont remember seeing pop lock, but i only got to play on the last day
- Veng 4 I believe was the one which happened alongside greyhost and during the undaunted event where they also introduced perks and loadouts. Which data wise basically useless since zos was incentivizing other content. At best they could make a list of vengeance diehard players. The intent here was to mimic basic stat gear combinations. However its like bowling with the gutter rails on. You are forced to pick stat pools. IMO zos could have just made a fake build editor I will describe below.
- Veng 5 is ongoing and I assume they are doing background testing of systems while the only change noted was increasing aoe damage vs aoe healing to help prevent zerg combat from stagnating. Unlike test 4 being dead completely the test last night PCNA was nearing pop locked again. I also dont remember hearing anything about rewards or incentives.
Really the main takeaway is that they cut out all the event call functions that happen during combat code wise and the server is monumentally better off. Their goal with having no gear sets and just using a UI based perk system was so you only have "sets" that modify your character sheet without having to constantly be updated and checked. At the same time we dont have many proc events from item set bonuses, enchants, poisons, passives, morphs, racial passives, armor passives, cp, etc. all trying to make checks every millisecond from each player.
IMO if I was to design it I would replace the perk and loadout stat layouts with a UI based build editor concept. In the veng menu just give me a dropdown for what mundus bonus, or food, or armor enchants. Make a vengeance item set stickerbook with UI based gear sets I can drag and drop on my character..........The slippery slope is what proc effect do you allow? Maybe something longterm and not intensive like clever alchemist would be fine compared to proc events like status effects trying to roll the dice every damage tick? Maybe item sets like bloodspawn trying to check every damage received tick is a bad idea? These are things that are fine in a single player game, but when multiplied on a server 1000x the same designs start to have runaway issues. You could design in a limited fashion, like maybe if they reintroduce passives each class only gets one proc passive? Maybe keep a 3-6 player aoe cap on skills, but ultimates and seige have no aoe cap.
It also seems very clear that PvE players and newer players in general are way more prone to try pvp when it is easy to get into and not a gated hurdle to jump over. Having the veng UI based system swap over to pvp kit saves them an hour+ each day changing over gear on their character. Regardless of vengeance, splitting pve and pvp inventory setups doesn't seem like a bad idea.
For test 4 as you said there was an alternative. During Test 4 the other campaigns stayed online, which is probably why Vengeance was as dead as it was. Now with test 5 they closed all other campaigns again, (I wonder why) so people have no choice.
Idk about you guys, but I don't see a third option.
Legacy mode: Whoever continues to play on GH will just have to accept whatever changes spill over from PvE and small scale PvP and not expect any resources being spent on fixing any adverse impacts on large scale PvP. Arguably, not much changes then, except for ZOS no longer making promises they can't keep.
CalamityCat wrote: »If they've abandoned GH, it's partly due to the community's attitude and refusal to help test stuff on Vengeance. Sorry to say it, but why should the devs try again?
Pepegrillos wrote: »I once heard someone say the average ESO player was 35+. Then you read people in posts like these and it's almost impossible to believe.
MincMincMinc wrote: »katanagirl1 wrote: »CalamityCat wrote: »If they've abandoned GH, it's partly due to the community's attitude and refusal to help test stuff on Vengeance. Sorry to say it, but why should the devs try again?
If the devs made a version of GH that performed well, it would have to be a bit different from GH given that GH doesn't perform well. Is the PvP community going to bother testing it though? Or will we have another round of players refusing to engage constructively? I'm betting on the latter. Even if the new GH was as close to the old one as possible, I think most of the GH PvPers will still reject it. So why should ZOS put more money into fixing GH at this point?
I understand the reasons players don't like Vengeance, I really do. It absolutely isn't a satisfactory conclusion to the testing that was done. BUT I've never seen a game where devs put in this kind of effort to understand PvP problems and test on this scale. To see such a petulant response from players is just frustrating. Vengeance is now "PvErs and players who can't PvP" from what I've heard lol.
I don’t know the answer to the poll question, but I have participated in all of the tests on console so far and I have yet to hear what was learned from all of them. They have also not addressed many concerns about certain sets in GH yet or the effect of grouping on healing and shielding to my knowledge. The last Vengeance test didn’t even have gear sets in them. If they have not learned anything from Vengeance at this point, then it is time to stop testing. GH performance is not bad on my original PS5 (Vengeance was much worse) so maybe the ones having problems are on old PCs or something.
I will be in the Vengeance campaign when it is up basically because I have no choice since it will be the only Cyrodiil campaign. It’s not horrible, but it is not busy enough to do much. It gets boring when there are no battles and GH is busy now.
They had several livestreams talking about vengeance already. One in particular to go over the numbers engineering side of things for the first test. I have not seen a similar stream with the following tests, but likely because not much has been added or changed which significantly affected performance. Zos has mainly been trying to add elements back in to make more people happier while staying within their restrictions.
Heres a basic recap
- Veng 1 was able to hold 900 players without lag compared to the greyhost 300 player cap with lag. They did try and go up to 1200 players, but started getting lag. They did show graphs and data comparing GH and veng pop vs lag.
- Veng 2 added more group tools and weapon skills because there wasn't enough variety. Primetime PCNA only saw a few stutter instances of serverside lag during full pop lock which either was from the aoe heal spam mechanics now introduced, or zos could have been fiddling in the background during peak server load.
- Veng 3 was guild skills and armor skills(useless) and more seige options because people were complaining about not having anti breach tools like catapults. I dont remember seeing pop lock, but i only got to play on the last day
- Veng 4 I believe was the one which happened alongside greyhost and during the undaunted event where they also introduced perks and loadouts. Which data wise basically useless since zos was incentivizing other content. At best they could make a list of vengeance diehard players. The intent here was to mimic basic stat gear combinations. However its like bowling with the gutter rails on. You are forced to pick stat pools. IMO zos could have just made a fake build editor I will describe below.
- Veng 5 is ongoing and I assume they are doing background testing of systems while the only change noted was increasing aoe damage vs aoe healing to help prevent zerg combat from stagnating. Unlike test 4 being dead completely the test last night PCNA was nearing pop locked again. I also dont remember hearing anything about rewards or incentives.
Really the main takeaway is that they cut out all the event call functions that happen during combat code wise and the server is monumentally better off. Their goal with having no gear sets and just using a UI based perk system was so you only have "sets" that modify your character sheet without having to constantly be updated and checked. At the same time we dont have many proc events from item set bonuses, enchants, poisons, passives, morphs, racial passives, armor passives, cp, etc. all trying to make checks every millisecond from each player.
IMO if I was to design it I would replace the perk and loadout stat layouts with a UI based build editor concept. In the veng menu just give me a dropdown for what mundus bonus, or food, or armor enchants. Make a vengeance item set stickerbook with UI based gear sets I can drag and drop on my character..........The slippery slope is what proc effect do you allow? Maybe something longterm and not intensive like clever alchemist would be fine compared to proc events like status effects trying to roll the dice every damage tick? Maybe item sets like bloodspawn trying to check every damage received tick is a bad idea? These are things that are fine in a single player game, but when multiplied on a server 1000x the same designs start to have runaway issues. You could design in a limited fashion, like maybe if they reintroduce passives each class only gets one proc passive? Maybe keep a 3-6 player aoe cap on skills, but ultimates and seige have no aoe cap.
It also seems very clear that PvE players and newer players in general are way more prone to try pvp when it is easy to get into and not a gated hurdle to jump over. Having the veng UI based system swap over to pvp kit saves them an hour+ each day changing over gear on their character. Regardless of vengeance, splitting pve and pvp inventory setups doesn't seem like a bad idea.
For test 4 as you said there was an alternative. During Test 4 the other campaigns stayed online, which is probably why Vengeance was as dead as it was. Now with test 5 they closed all other campaigns again, (I wonder why) so people have no choice.
SaffronCitrusflower wrote: »Idk about you guys, but I don't see a third option.
Legacy mode: Whoever continues to play on GH will just have to accept whatever changes spill over from PvE and small scale PvP and not expect any resources being spent on fixing any adverse impacts on large scale PvP. Arguably, not much changes then, except for ZOS no longer making promises they can't keep.
So, the same as it's been since 2015 then. I'm not happy about that at all, but it's a vastly superior option to vengeance.
I'm a paying customer too, but I don't expect the devs to magically fix Cyro without my testing or feedback. That doesn't mean I like Vengeance, or that anyone has to like it. But I have at least bothered to actually play and test it. I'll try and offer constructive feedback as I do in the rest of the game. That's not "catering to the developers," that's catering to myself! How can they give me the product I want if they don't know what that looks like?BardokRedSnow wrote: »
Why should I as a paying customer have to cater to the developers and what they want, it is supposed to be the other way around. I would rather they abandon greyhost and pvp entirely than be forced to play Vengeance, it is garbage pvp and doing so would amount to just about the same thing, me quitting this game entirely.
CalamityCat wrote: »I'm a paying customer too, but I don't expect the devs to magically fix Cyro without my testing or feedback. That doesn't mean I like Vengeance, or that anyone has to like it. But I have at least bothered to actually play and test it. I'll try and offer constructive feedback as I do in the rest of the game. That's not "catering to the developers," that's catering to myself! How can they give me the product I want if they don't know what that looks like?BardokRedSnow wrote: »
Why should I as a paying customer have to cater to the developers and what they want, it is supposed to be the other way around. I would rather they abandon greyhost and pvp entirely than be forced to play Vengeance, it is garbage pvp and doing so would amount to just about the same thing, me quitting this game entirely.
The alternative is to test nothing and complain because the devs didn't magically know what I wanted. I just cannot see any value or benefit in doing that.
CalamityCat wrote: »I'm a paying customer too, but I don't expect the devs to magically fix Cyro without my testing or feedback. That doesn't mean I like Vengeance, or that anyone has to like it. But I have at least bothered to actually play and test it. I'll try and offer constructive feedback as I do in the rest of the game. That's not "catering to the developers," that's catering to myself! How can they give me the product I want if they don't know what that looks like?BardokRedSnow wrote: »
Why should I as a paying customer have to cater to the developers and what they want, it is supposed to be the other way around. I would rather they abandon greyhost and pvp entirely than be forced to play Vengeance, it is garbage pvp and doing so would amount to just about the same thing, me quitting this game entirely.
The alternative is to test nothing and complain because the devs didn't magically know what I wanted. I just cannot see any value or benefit in doing that.
PVP should remove subclassing and only be able to wear PVP sets and craftable sets only. This would encourage Theory crafting increase players wanting to become mastercrafters. I would be fine with just allowing only crafted sets cuz that would get rid of all the pull sets that are stupid and annoying lol
PVP should remove subclassing and only be able to wear PVP sets and craftable sets only. This would encourage Theory crafting increase players wanting to become mastercrafters. I would be fine with just allowing only crafted sets cuz that would get rid of all the pull sets that are stupid and annoying lol
Hehe, no. Lots of theories to be crafted from those remaining 10 sets, I am sure. But no, thanks.
Players keep underestimating technical limitations every time the devs address this subject. They even said that build system calculations were the main cause of lag. We don't know how even simple sets like Hunding's Rage are actually coded, so I'm gonna trust the devs on this.MincMincMinc wrote: »Then start adding the less server intensive proc sets.
Condensing the queue to only GH and Vengeance shows investment in GH. Vengeance wasn't competing for Blackreach players, so this effectively adds to the GH player pool.Players keep underestimating technical limitations every time the devs address this subject. They even said that build system calculations were the main cause of lag. We don't know how even simple sets like Hunding's Rage are actually coded, so I'm gonna trust the devs on this.MincMincMinc wrote: »Then start adding the less server intensive proc sets.
Also: they did No Proc Cyro for a whole patch and it did NOT solve the lag, it was boring one build Beekeeper tank meta. I don't know why so many players forget this.
Not just the lag. Everyone complained about the limited build system with only vanilla sets. So it was the worst of both worlds, the lag of GH, the limited builds of Vengeance.MincMincMinc wrote: »People always bring up the noproc didnt work
MincMincMinc wrote: »Condensing the queue to only GH and Vengeance shows investment in GH. Vengeance wasn't competing for Blackreach players, so this effectively adds to the GH player pool.Players keep underestimating technical limitations every time the devs address this subject. They even said that build system calculations were the main cause of lag. We don't know how even simple sets like Hunding's Rage are actually coded, so I'm gonna trust the devs on this.MincMincMinc wrote: »Then start adding the less server intensive proc sets.
Also: they did No Proc Cyro for a whole patch and it did NOT solve the lag, it was boring one build Beekeeper tank meta. I don't know why so many players forget this.
People always bring up the noproc didnt work.......well for one zos said it was not significant enough to backtrack on all the procs and designs in the game. We never got numbers on the issue because it wasnt a silver bullet, maybe it helped 5%, 10% but we simply were never shown any data. When the data was insignificant it was the people in charge of finance to decide to overhaul the game or live with the inefficiency and focus on pushing profit content. (they went with the obvious choice)
Why wasnt it a silver bullet though? Now I dont know how the ESO game engine handles things, but I have played with unreal engine enough where in there I think item sets, skills, and other proc effect would be handled very similarly. So what are other possible proc effects that happen in the game?
- Weapon enchants proc off light attacks and have timers and following procs with things like status effects >>
- status effects have their own calculations and side effects like aoe or dots with debuffs not to mention the whole chance mechanics
- Each tick has a crit chance effect
- Passives like burning light are a proc effect
- Potions are a proc effect
- even racials have procs in them like orc's healing, redguard stam
- Skills like critsurge proccing off every crit or just general bloated 5 paragraph description skills that do 20 things
- Half the CP in the game probably do proc like effects.
- then there are the item sets of course where you can distinguish stat proc sets and proc effect sets or proc buff sets if we'd like
Point is that with all the above a build maybe has upwards of 50+ proc conditions waiting to trigger. Removing the item sets that contribute maybe 4-5 of those is a drop in the hat. The whole game is bloated, you either trim the fat or reduce your expectations for player capacity. Veng atleast showed us that if all the above is removed it goes back to the expected server capacity. Zos decided to reduce expectations and just lower the player capacity thus we are getting GH shoved into a one keep campaign.
Not just the lag. Everyone complained about the limited build system with only vanilla sets. So it was the worst of both worlds, the lag of GH, the limited builds of Vengeance.MincMincMinc wrote: »People always bring up the noproc didnt work
YandereGirlfriend wrote: »MincMincMinc wrote: »Condensing the queue to only GH and Vengeance shows investment in GH. Vengeance wasn't competing for Blackreach players, so this effectively adds to the GH player pool.Players keep underestimating technical limitations every time the devs address this subject. They even said that build system calculations were the main cause of lag. We don't know how even simple sets like Hunding's Rage are actually coded, so I'm gonna trust the devs on this.MincMincMinc wrote: »Then start adding the less server intensive proc sets.
Also: they did No Proc Cyro for a whole patch and it did NOT solve the lag, it was boring one build Beekeeper tank meta. I don't know why so many players forget this.
People always bring up the noproc didnt work.......well for one zos said it was not significant enough to backtrack on all the procs and designs in the game. We never got numbers on the issue because it wasnt a silver bullet, maybe it helped 5%, 10% but we simply were never shown any data. When the data was insignificant it was the people in charge of finance to decide to overhaul the game or live with the inefficiency and focus on pushing profit content. (they went with the obvious choice)
Why wasnt it a silver bullet though? Now I dont know how the ESO game engine handles things, but I have played with unreal engine enough where in there I think item sets, skills, and other proc effect would be handled very similarly. So what are other possible proc effects that happen in the game?
- Weapon enchants proc off light attacks and have timers and following procs with things like status effects >>
- status effects have their own calculations and side effects like aoe or dots with debuffs not to mention the whole chance mechanics
- Each tick has a crit chance effect
- Passives like burning light are a proc effect
- Potions are a proc effect
- even racials have procs in them like orc's healing, redguard stam
- Skills like critsurge proccing off every crit or just general bloated 5 paragraph description skills that do 20 things
- Half the CP in the game probably do proc like effects.
- then there are the item sets of course where you can distinguish stat proc sets and proc effect sets or proc buff sets if we'd like
Point is that with all the above a build maybe has upwards of 50+ proc conditions waiting to trigger. Removing the item sets that contribute maybe 4-5 of those is a drop in the hat. The whole game is bloated, you either trim the fat or reduce your expectations for player capacity. Veng atleast showed us that if all the above is removed it goes back to the expected server capacity. Zos decided to reduce expectations and just lower the player capacity thus we are getting GH shoved into a one keep campaign.
Honestly, the nonexistent performance gains of No-Proc felt as though all of the logic for proc sets continued to function and operate in the background but that only the actual proc effects were prohibited from firing.
Which would be like, if true... completely missing the point... of how to realize performance gains from that ruleset.
And then, of course, everything else that you say is true. So many ambient procs operating 24/7 and baked-into basically every subsystem in the game.