No the new system. Meaning your gaining more base morale gain then 10.
In the old RoR morale gain was static 10 m/s. Never moved up or down unless you had gear.
Now with the new RoR morale gain its 10 m/s + more if your fighting a lot of players 18+ and you have a full group of 6.
Mythic retail was 10 base m/s for solo. With a full group it was 36 m/s. Not dependant on how many players you faced.
To feel the same morale gain rates as mythic retail you have to be in a full group and face 54 players as I understand it. Meaning you have to play EU primetime to feel the same rates.
The new RoR morale gain system as I understand it is basically a open RvR system purely. Maybe I'm mis-understanding it though.
Changelog 05/11/2016
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Re: Changelog 05/11/2016
Your understanding of it is correct.footpatrol2 wrote:The new RoR morale gain system as I understand it is basically a open RvR system purely. Maybe I'm mis-understanding it though.
Re: Changelog 05/11/2016
Since yesterday patch big RVR fights produce unbrearable "lag". Actually it starts as soon as your group starting to get close to big number of other players/opposite faction, even before you can actually see them. Actual fighting just makes it worse.
I don't know whether it's due to server or game client (after all it's single core game I assume since it's 2008 product) load or both. While I have no idea what produce this - first thing that comes to mind as suspect is new morale gain calculation.
I don't know whether it's due to server or game client (after all it's single core game I assume since it's 2008 product) load or both. While I have no idea what produce this - first thing that comes to mind as suspect is new morale gain calculation.
Re: Changelog 05/11/2016
I have not experienced any lag yesterday, even at the keep.
Only problem which we had was how to position a ram. People need couple of attempts to get it int he spot where it was hitting the door.
Also oil in the keep in praag is very difficult to target - rdps were jumping to put some instants on it.
Only problem which we had was how to position a ram. People need couple of attempts to get it int he spot where it was hitting the door.
Also oil in the keep in praag is very difficult to target - rdps were jumping to put some instants on it.
- roadkillrobin
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Re: Changelog 05/11/2016
It was seriusly laggy before you joined our warband, I dunno if it was the new static morale range checks or if the server was just pushed to it's limits (was around 400-500 people in the zone) Or a combination of the two. We had some encounters that was around 18 vs 18 people without any close objetives that was so laggy it basicly turned the fight outcome into RBG. Wich is a bit sad coz the latest fix to the Corrupt Morale Package being sent really removed alot of the lag we had previusly aswell as fixing the warband bug but it seems we got the lag back again.sabat80 wrote:I have not experienced any lag yesterday, even at the keep.

Re: Changelog 05/11/2016
There are a thousand and one things that are more intensive for the emulator than a couple of additions, multiplications and divisions per player per second. The "players in range" element simply checks a value that is incremented or decremented when a player becomes "visible" or ceases to be visible - and the visibility / range mechanics, of course, existed before. So yeah, it's not that.sotora wrote:While I have no idea what produce this - first thing that comes to mind as suspect is new morale gain calculation.
Re: Changelog 05/11/2016
The people who guess about a bad server performance because of those check, should maybe think about what happens when some knight/chosen run through the enemies or SM/BO blade enchantments proc.
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Re: Changelog 05/11/2016
You can say that about pretty much any abilities in the game, that applies or removes effects - Especially AoE ones.
Re: Changelog 05/11/2016
Good to hear that it wasn't something created by mechanics then. Thanks for info.Azarael wrote:There are a thousand and one things that are more intensive for the emulator than a couple of additions, multiplications and divisions per player per second. The "players in range" element simply checks a value that is incremented or decremented when a player becomes "visible" or ceases to be visible - and the visibility / range mechanics, of course, existed before. So yeah, it's not that.sotora wrote:While I have no idea what produce this - first thing that comes to mind as suspect is new morale gain calculation.
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