Page 2 of 3

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 12:17 am
by NoRKaLKiLLa
Az tried to fix the blobbing by making aoe cannons and mdps do insane amounts of damage of you blobbed up, and people refused to adapt up until it was completely reverted.

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 12:41 am
by Xergon
Natherul wrote: Tue May 22, 2018 5:28 am yeah, yesterday it was more then 550 players in Caledor. sadly they did not split into other zones as as a result performance did suffer.
So maybe its time to start discussion about cap for RvR zones ? I also think that when many ppl start logging in and server opens new zones they are just wasted, very rarely its used more like distraction to split enemy forces, not for constant fight... Like once there was about 120 vs 120 in ChW, while 2 other zones were completely empty... why not make 2 WBs on each side in every zone... BTW im wondering how new zone has impact on server performance, its still on same server, is it not ? If new zone open, and its empty, does it still take some resources from server ?

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 7:16 am
by Natherul
Xergon wrote: Sat May 26, 2018 12:41 am
Natherul wrote: Tue May 22, 2018 5:28 am yeah, yesterday it was more then 550 players in Caledor. sadly they did not split into other zones as as a result performance did suffer.
So maybe its time to start discussion about cap for RvR zones ? I also think that when many ppl start logging in and server opens new zones they are just wasted, very rarely its used more like distraction to split enemy forces, not for constant fight... Like once there was about 120 vs 120 in ChW, while 2 other zones were completely empty... why not make 2 WBs on each side in every zone... BTW im wondering how new zone has impact on server performance, its still on same server, is it not ? If new zone open, and its empty, does it still take some resources from server ?
ok, technical aspect:
It does take a little performance to open another zone but its minimal, however everyone blobbing on the same zone impacts performance way more as the workload is all done on one thread per zone (may be slightly wrong here as its from memory and I just woke up).

We dont like having locks on people in a lake as it has been discussed internally quite a few times, we prefer to incentivize people to move their asses, not only to make it more tactical fights as its less blobbing but also to improve the performance and everyone's enjoyments of the fights.

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 7:44 am
by Glorian
NoRKaLKiLLa wrote: Sat May 26, 2018 12:17 am Az tried to fix the blobbing by making aoe cannons and mdps do insane amounts of damage of you blobbed up, and people refused to adapt up until it was completely reverted.
Pretty much that. The AoE Cannons made a LOT of Damage on blobbing enemies. Something like 2400 damager per hit.
The idea was that a smaller force with cannons could whipe a bigger enemy blob. In reality the players addopted in the Zerg taking AoE Cannons and whiping smaller enemy forces with shooting their 4 Aoe Cannons on enemys who where clustered in one point to harrass the bigger Zerg.

The mdps thing lead to a group of 5 SMs jump into the destro held lordroom and whiping a warband almost instantly.
Well it was a funtime for SMs while it lasted.

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 8:12 am
by Greenbeast
Natherul wrote: Sat May 26, 2018 7:16 am
Xergon wrote: Sat May 26, 2018 12:41 am
Natherul wrote: Tue May 22, 2018 5:28 am yeah, yesterday it was more then 550 players in Caledor. sadly they did not split into other zones as as a result performance did suffer.
So maybe its time to start discussion about cap for RvR zones ? I also think that when many ppl start logging in and server opens new zones they are just wasted, very rarely its used more like distraction to split enemy forces, not for constant fight... Like once there was about 120 vs 120 in ChW, while 2 other zones were completely empty... why not make 2 WBs on each side in every zone... BTW im wondering how new zone has impact on server performance, its still on same server, is it not ? If new zone open, and its empty, does it still take some resources from server ?
ok, technical aspect:
It does take a little performance to open another zone but its minimal, however everyone blobbing on the same zone impacts performance way more as the workload is all done on one thread per zone (may be slightly wrong here as its from memory and I just woke up).

We dont like having locks on people in a lake as it has been discussed internally quite a few times, we prefer to incentivize people to move their asses, not only to make it more tactical fights as its less blobbing but also to improve the performance and everyone's enjoyments of the fights.
Bring back lord healing from 3-4 bo's please. :)
In my opinion it was very good change to beblob keeps.

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 4:59 pm
by Darosh
Natherul wrote: Sat May 26, 2018 7:16 am We dont like having locks on people in a lake as it has been discussed internally quite a few times, we prefer to incentivize people to move their asses, not only to make it more tactical fights as its less blobbing but also to improve the performance and everyone's enjoyments of the fights.
Randomly generated racial/zone specific buffs, lasting 24hr/3-6hr/30min-1.5hr ~ 5-10% more xp, RR and influence for playing in a matching zone and/or 5-10% less xp, RR and influence for playing in zonethat does not match the buff.
Buff distribution algorithmically managed to split population evenly across all open (and soon to be open) zones; people could still play in w/e zone, but they would have a reason (beyond numbers and preference) to swap zones...

Atm zones are swapped to PvDoor, dodge organized opposition and terrible zones (e.g.: KV), lag is - surprisingly enough - not a thing that is normally considered by players... in fact, as long there is a semblence of purple rain and shinies, people seem to prefer these slideshows over fluent gameflow with fewer (= not necessarily worse) shines and purple rain.

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 5:05 pm
by Sedok
NoRKaLKiLLa wrote: Sat May 26, 2018 12:17 am [...] and people refused to adapt up until it was completely reverted.

That seems to be a common theme with MMO players in general these days. I'm genuinely surprised that no Destruction thought to combine those cannons with Tzeentch's Firestorm and Pit of Shades in keeps like inner Passwatch Castle or inner Morr's Reponse.

Natherul wrote: Sat May 26, 2018 7:16 am ok, technical aspect:
It does take a little performance to open another zone but its minimal, however everyone blobbing on the same zone impacts performance way more as the workload is all done on one thread per zone (may be slightly wrong here as its from memory and I just woke up).

Wait, was it the same for live? And is that something that's stuck with the game permanently?

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 5:52 pm
by Natherul
Sedok wrote: Sat May 26, 2018 5:05 pm
Wait, was it the same for live? And is that something that's stuck with the game permanently?
Whats the same as live?

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 5:57 pm
by Mystry
Glorian wrote: Sat May 26, 2018 7:44 am The mdps thing lead to a group of 5 SMs jump into the destro held lordroom and whiping a warband almost instantly.
Well it was a funtime for SMs while it lasted.
Bring back SM godmode.

Re: Mass PVP, and Playerbase

Posted: Sat May 26, 2018 10:49 pm
by Sedok
Natherul wrote: Sat May 26, 2018 5:52 pm Whats the same as live?

That a single thread is processing an entire zone. I read that an immediately wondered if all the old fort sieges from live were being done the same way; it just seems like a bewildering decision if so. Forgive my ignorance, I'm not a technical person, especially in this matter.