Showing Posts For plegnic.8324:
Suppose a total of 600 people are in the map (is 200/team a decent estimate?) that’s 180,000 condition stacks updating every second.
Goodness no try half that, maybe 300 per map but either way, still a decent number and point well made. I think for many simply not knowing the numbers they are dealing with compounds the frustration and we are left to guess how many of us are out there running around. IMO they should just lower the WvW map population caps to whatever they can do the calcs for in that worst case scenario, find a happy friendly way to rebalanced the world populations and then start doing the behind the scenes work get those numbers higher.
You’re right: all of those numbers are a little higher than they would ever really be, I was just trying to show how those calculations very quickly get unmanageable. I’m sure (at least I’d like to believe…) they are constantly tweaking the map limits and the gw2 engine to reduce the amount of skill lag and to be able to make WvW more and more enjoyable as time goes by. I love it now, so I can only imagine it will be more fantastic as they improve it!
Also, does the aoe limit apply to pve as well? I wonder why they don’t increase the limit for pve..
Because the server knows exactly where all the mobs are and what they are doing all the time.
In PvE there are 2 factors, your computer/connection and the server. In PvP the amount of information requiring processing is exponentially higher due to the server needing constant input about the positions and actions of each player character in relation to every other.
The AoE cap being raised would require a serious reworking of retaliation. Removing it entirely would probably result in Bright Wizards 2.0.
From what I understand, the biggest reason for AoE cap is the calculation cost. It’s easy to think, “But there’s only 12 conditions.. how hard can that be to compute?!” The problem comes in when you look at how conditions are implemented and how many people there are. ANet needs to consider the absolute worst case because it could potentially happen: each player has 25 stacks of 12 conditions which is 300 stacks. Each of those stacks has an individual timer that updates every tick(one second). Suppose a total of 600 people are in the map (is 200/team a decent estimate?) that’s 180,000 condition stacks updating every second. Not to mention player positions, chat, camp/tower/keep statuses, siege has health, doors/walls have health, and npcs/monsters can receive conditions too… Then each and every client has to be updated constantly with the new information. This is a close to worst-case scenario but you can see how it can get out of hand very quickly even with smaller battles.
P.S. This is way over-simplified. I know not all conditions are implemented like this but they still take additional calculations when new stacks are added.
(edited by plegnic.8324)