Auras had visuals, what? What secrets do you know about how auras don't cause load problems from constantly doing updates for every player running auras on an area around them.. maybe those ridiculously laggy zerg wars of old and the crowd control system would've been unnecessary had the previous developers been willing to nerf auras.
Wonder how they'll handle the Conductors, since those also use aoe auras....
Those % numbers mean exactly nothing, you know
and just for comparison's sake, I can run around in OA and have 100 FPs when looking in one direction and the next moment drop to 40 fps by just looking in another, where there's more stuff. Just a tiny number of stuff, mind, nothing huge. Maybe 3 players, some buildings in the distance... and that's on a 3.8ghz Core i5 3570 with 8gb DDR3 1866mhz and a Geforce GTX 680. At the tiny resolution of 2048x1380. Such an old game should run much better, seeing as how modern games like BF3 and Serious Sam 3 sprint ahead at 80-100 FPS at higher resolutions and with more system requirements in the bag. Graphics engine is number one cause of poor performance clientside. Serverside the game has gotten better, but apparently mostly through the bruteforce approach of "better hardware", which isn't really a scalable solution. But seeing as how the old market was apparently running on those same servers, that caused an overhead, and AOEs running all over would've been another.