Server performance opportunity?

Greetings AGS Powers that Be, fellow community members,

For the Devs:

Disclaimer: I know nothing about writing code, so this is a “does it make sense to” and shouldn’t be taken as “omfg y u no” type question.

The recent change to ice gauntlet and life staff AoE abilities makes it so the effects no longer stack, and the most recently cast one takes priority, rendering any previous cast irrelevant.

Would it be possible to have this mechanic also remove the AoE’s lingering animation to disappear?

I imagine 50 ice storms and sacred grounds in a settlement war, and maybe 5 of them are active.

If it’s possible to remove the inactive ones, wouldn’t this significantly improve server performance?

Also, on the override mechanic - my best guess is this was a band-aid fix to prevent 50v50’s just being “everyone on the flag and mash buttons,” which is why I like it.

My question is, are there any plans to tweak how this override system works?

Aka strongest damage ice storm or strongest healing sacred ground remains, cannot be overridden by weaker casts?

Is that even something that’s doable?

For the community:

We know friendly casts render previous friendly casts ineffective.

My question for you, has anyone had the ability to test if opposing faction “cast-overs” do the same thing?

For example if I drop a sacred ground in war, and an enemy healer drops theirs after mine, is mine now broken? Or does it still work?

Would like to see facts on this one please. Maybe a video if you feel like a true hero.

Its doable as this is how other games do certain spells. In WoW, the stronger spell always wins if its not something that can stack. You even get a message that says a stronger ability is already in use. Its also how it should work if they are going to keep it this way (which they cant due to the limited spell choices). They need to figure out the direction they are going to go otherwise it makes healing in itself less useful.

if their goal in this is to not only limit lag, but also to make fighting in wars more “meaningful” where it snot just stand on point and keep getting healed to full, they need to redesign the points. Im not against limiting overall healing stacking to make for better fights, but the points should be spread further apart, timers should be adjusted to compensate for the increase to deaths and maybe make it so its not just a capture point objective. Wars are overall boring as the objectives are too simple. They should make it so you need to complete more.

Appreciate the participation, but that’s not the part I was asking the community.

I know how other games work too. Doesn’t make me any more knowledgeable on the way NW is structured.

Put it this way, as a non-employee, I understand how much I don’t know about specific detail that’s required to answer the question properly.

If you’d like to help, there’s a community question in there as well.

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