Rune_Relic wrote: »I think this is the best way with multiple shards opening and closing dynamically as required and the populations fill up.
The problem is having preset rigid campaigns instead of dynamically adding and taking them away.
This isn't going to solve the issues though.
On the EU servers AD and DC have enough players to fight EP and keep that battled back (even in night-cap times) the problems started when players from those two factions jumped ship to a campaign they could dominate on and not queue for.
EP to my knowledge doesn't have any US guilds.
I just gonna make people to be aware that there is a US guild playing on Thornblade atm. They were on Dawnbreaker before and we had same problem.
They call em self " Elite " guild. in what way i can't see when they apparently need to play when all is sleeping to be " Elite "...
Well there you have it.
I think maybe Zenimax can offer them a transfer to the US Server so we can have the balance back. And maybe don't allow US to play on EU or something like that, or force move em back where they belong
What: Instead of a hard population cap of 500 per faction, the cap would be set to the lowest faction's population, plus 10%(this number is negotiable).
Why: Because finding cyrodiil painted in single color every morning due to unopposed night capping by one faction makes people stop caring about the alliance war as a whole(both on the winning and on the losing sides), which is a shame.
The good: you will never be outnumbered by more than 9 vs 10 by a single enemy alliance, no matter what time of day you play.
The bad: some players might have to move to a server in their home territory (US to US, and EU to EU) to avoid queues. Some players(oceanic) might have to split their numbers between different alliances to provide opposition for themselves, instead of all playing one faction(and thus facing queues).
What do you think?
IcyDeadPeople wrote: »What: Instead of a hard population cap of 500 per faction, the cap would be set to the lowest faction's population, plus 10%(this number is negotiable).
Why: Because finding cyrodiil painted in single color every morning due to unopposed night capping by one faction makes people stop caring about the alliance war as a whole(both on the winning and on the losing sides), which is a shame.
The good: you will never be outnumbered by more than 9 vs 10 by a single enemy alliance, no matter what time of day you play.
The bad: some players might have to move to a server in their home territory (US to US, and EU to EU) to avoid queues. Some players(oceanic) might have to split their numbers between different alliances to provide opposition for themselves, instead of all playing one faction(and thus facing queues).
What do you think?
For many of us, we just want to be able to log on at any time and find some fun battles to get into.
I'd much rather see the enemy faction having more players from other time zones, or capping all the keeps at certain times of day, than to log on to find the campaign dead and have trouble finding enemy players to fight.
Cyrodiil is fun when there are lots of enemies and battles all over the map, boring when there are not enough.
You can find fun battles to get into even if the whole cyrodiil only has five players playing for each alliance. Just attack a keep and wait for them to come.
Battles all over the map are fine and dandy, but when you have one faction with twice the number of other 2 combined, there are no fun battles all over the map - it's the whole map painted in a single color with no action, except for a huge zerg camping enemy spawn hoping someone will be dumb enough to jump down.
That's not going to solve the issues though, it's just going to make them worse and we already have this now just with the 30/14/7 day ones.Pathfinder wrote: »All we really need are three 30 day servers. Each faction will end up trying to use one as its home buff server and be resigned to guesting at one of the other two to "invade".
IcyDeadPeople wrote: »
No, I've played on ghost town campaigns and had to do that kind of stuff to try to find enemy players. It's boring as hell.
IcyDeadPeople wrote: »
However, reducing the number of enemy players in the context you describe would simply result in a dead campaign. Not enough of your faction, not enough enemies to support a fun high pop campaign.
IcyDeadPeople wrote: »
No, I've played on ghost town campaigns and had to do that kind of stuff to try to find enemy players. It's boring as hell.
What do you mean, try to find? Attack their keep. They will come. You don't have to look for them at all.IcyDeadPeople wrote: »
However, reducing the number of enemy players in the context you describe would simply result in a dead campaign. Not enough of your faction, not enough enemies to support a fun high pop campaign.
It would not be dead during primetime. And i don't see anything wrong with a campaign being low overall population when it's timezone is all in bed. If you find yourself often playing at such times, consider changing server to one that is populated at that time.
WarrioroftheWind_ESO wrote: »Normally I would be firmly opposed to this as it would impose more of a 'battleground' restriction on Cyro (i.e. Alterac Valley, Arathi Basin etc.) But the whole "buff server" BS alot of factions keep pulling ruins things so badly for the casual pvper. Since launch we've gone down from ten servers to upcoming four. That's not a good thing that means so many people got outright disgusted with pvp. As long as factions are able to get away with exploiting the campaign buffs, next setup might see each faction with its own 'buff server'. and everyone trying to pile into the leftover camp.
If they can get the coding right it might help things out, but the logic of a 3 way war is usually the 2 lesser facs gang up on the dominant one. "Enemy of my enemy" and all that. Unfortunately people sitting at their computers don't seem to have a grasp of military strategy and end up shooting themselves in the foot. I'd rather they just localize the buffs or remove them all together than trying to add in caps of any kind.
ZOS_BrianWheeler wrote: »Home Campaign Buffs – Originally, home campaign buffs were intended as a means to attach ownership to your Campaign, however it’s been observed (at great length) that Alliances have chosen various home campaigns and guest into other campaigns to earn as many buffs as possible. In the future, we plan on having home buffs travel with you into PVE, but while in Cyrodiil, you only get buffs from your local campaign (the campaign you’re physically located in at that time).
frosth.darkomenb16_ESO wrote: »This is a terrible idea.
The game is about cooperation in a large scale war. At no point should you resent your allies for login in.
As the overpoped faction, every other player would be taking your spot and force you in queue far more often than now.
frosth.darkomenb16_ESO wrote: »As the underpoped faction, every other player login in is a potential noob that unlocks 2 more enemies.
SuraklinPrime wrote: »
You'd have peolple exploiting it by colouring the map their colour and then having the whole alliance log out en masse so the others couldn't get enough players in to trun it back.
EP to my knowledge doesn't have any US guilds.
I'm actually a member of the guild/alliance which does the night capping and we can achieve this because we have a lot of students or shift workers in our faction. When most of the captures happen we are only 20-40 online in the faction to my knowledge.
We actually tried this the first nights in the campaign and were destroyed by Shido and DC raids who had far superior numbers and tactics, it honestly only became the problem it is now when those groups left the campaign thus leaving us uncontested.
The issue of EP superiority could also be fixed if DC and AD worked together to keep us pushed back, although there is a lot of dislike for faction alliance this is the reason for three of them, two can beat down on the winning one.
I'm almost sure that all the other factions have the numbers needed in the early hours, the problem is none of them want to play on Thornblade now they're losing or the stupid queues have pushed them elsewhere. The only real solution I can see is to force people into one singular campaign, but ZOS doesn't have the technology or skill to make that work.
I like this. People will be winning by skill not by numbers, but its only part of Cyrodiil problems.
Keep walls and doors hit points should be tripled, now few players can just burst down both keep walls in 2 minutes.
Respawn only in connected to base keeps, in range of FC, in range of unconnected keeps. Blood porting is stupid.
AoE. Delete aoe cap and increase damage based on players hit(1 player 25% base damage, 10 players 300% base damage etc)this i think will prevent zerg train/ball.
Awards, items, gold for holding keeps by guilds, guild leaderboard, some other objectives on map(people tend to stuck in one keep fights, and this cause lags, fps drop etc).
frosth.darkomenb16_ESO wrote: »This is a terrible idea.
The game is about cooperation in a large scale war. At no point should you resent your allies for login in.
As the overpoped faction, every other player would be taking your spot and force you in queue far more often than now.
Well, that's the whole point. Few enemies=long queues for you=you have an incentive to go to a server with more enemies, or change faction. Either will balance out the population, and you won't have to wait in a queue anymore.frosth.darkomenb16_ESO wrote: »As the underpoped faction, every other player login in is a potential noob that unlocks 2 more enemies.
That's not a problem at all, as there is just as high a chance those 2 enemies will be noobs as well.
Not to mention that under current rules those 2 already are unlocked anyway.
frosth.darkomenb16_ESO wrote: »
And as an added note, RvR is not about fair figbts or sport. It's supposed to emulate war.
Artificial limitations such as these are counter-productive.