Ok something occurred to me. If player kills keep getting scored as they are (i.e. you only have to contribute a fraction to the total) and there is no penalty for dying.............does that not mean awarding kills stimulates the exact kind of play that is causing lag? That is, trying to hit as many targets as possible (i.e. crowded situations) with AoE before dying? If we want to be rid of that, would it not be better to award kills only to those who contribute a high percentage of total damage to a kill, and should dying not be penalized somehow?
ZOS_BrianWheeler wrote: »Hey gang!
In the continued efforts to help Cyrodiil performance, we are considering some changes to the Thornblade Campaign scoring rules. Currently the scoring is setup to have the most importance on Scrolls, then Keeps, outposts and resources last. We are considering changing that one of the following options:
• Keeps, Scrolls, Outposts and Resources all contribute just 1 point each.
Or
• Scrolls, Outposts and Resources are worth 1 point, and Keeps are worth 3.
The first option puts everything on an even playing field in terms of contribution to the overall score, however being that 54 resources exist in Cyrodiil vs 18 keeps and resources take less people to capture, you have a greater opportunity of point earning via resources. We’re well aware of the requests to make keeps more important with various new additions and reasons to claim for your guild, but that will have to wait for a later patch as that takes some code time we are currently focusing on finding the bugs chewing on wires causing performance issues.
The secondary option has 3 resources equaling the value of a single keep. This would mean you get 54 points from keeps, and 54 points from resources. Catching up in scoring would be similar to what is now, and the emphasis on keeps would still be there. Note, however, these changes are in response to the request to make objectives more meaningful besides the keeps where the knee buckling performance issues occur the most.
We’re using Thornblade as the grounds for this change as that’s the campaign with the most performance issues at the moment, and potentially with the most to gain from these changes. We could fire up a new campaign, or assign these rules to Haderus, however we wouldn’t know if the behavior of encouraging players to take these resources has the effect we want or not simply because it doesn’t have the population and performance issues as Thornblade.
Currently the score in Thornblade with 13 days to go is:
Ebonheart 56864
Daggerfall 56449
Aldmeri 40300
If we make this change, it can be done in two ways:
• The current score stays as is, but the new calculations take place when the patch goes out.
OR
• We end the campaign when the patch comes out, and Thornblade starts fresh.
This change wouldn’t come until later this month when there is roughly 24-48 hours left in the campaign. We will be looking at feedback here over the course of the next week to see what you all think of this change, and if this scoring change goes in and we have to forcefully end the campaign, you will be rewarded appropriately based on the score when the campaign is restarted.
So....thoughts?
Ok something occurred to me. If player kills keep getting scored as they are (i.e. you only have to contribute a fraction to the total) and there is no penalty for dying.............does that not mean awarding kills stimulates the exact kind of play that is causing lag? That is, trying to hit as many targets as possible (i.e. crowded situations) with AoE before dying? If we want to be rid of that, would it not be better to award kills only to those who contribute a high percentage of total damage to a kill, and should dying not be penalized somehow?
How do you account for healers or crowd controllers with low damage then?
There are more roles in PvP than just "spam damage"
ZOS_BrianWheeler wrote: »Hey gang!
In the continued efforts to help Cyrodiil performance, we are considering some changes to the Thornblade Campaign scoring rules. Currently the scoring is setup to have the most importance on Scrolls, then Keeps, outposts and resources last. We are considering changing that one of the following options:
• Keeps, Scrolls, Outposts and Resources all contribute just 1 point each.
Or
• Scrolls, Outposts and Resources are worth 1 point, and Keeps are worth 3.
AhPook_Is_Here wrote: »ZOS_BrianWheeler wrote: »Hey gang!
In the continued efforts to help Cyrodiil performance, we are considering some changes to the Thornblade Campaign scoring rules. Currently the scoring is setup to have the most importance on Scrolls, then Keeps, outposts and resources last. We are considering changing that one of the following options:
• Keeps, Scrolls, Outposts and Resources all contribute just 1 point each.
Or
• Scrolls, Outposts and Resources are worth 1 point, and Keeps are worth 3.
Imperial keeps when one side has emperor and only one keep left to protect will still create a player demand for poor server performance, as will situations where only 1 keep remains to crown emperor though usually to a lesser degree.
Maybe you should consider changing the rule-set to becoming emperor and losing it as well; perhaps something like 2/3+ of all keeps to win and less than 1/3 to lose it. That would remove the ring mechanic and spread those final fights of holding on to your last keeps over several keeps instead of one ring keep.
LonePirate wrote: »I am homed on Thornblade NA and I would definitely welcome some experimentation with the scoring when the next campaign begins in a couple of weeks. Some players might feel a bias is in place if the scoring is changed during the middle of a campaign.
Of the two options, I prefer the second one as the added difficulty of capturing a keep warrants the additional points.
I would actually prefer a third point system where keeps and scrolls were worth 3 points each while resources and outposts were worth 1 point each. The extra challenge and coordination necessary for capturing a scroll is deserving of a couple of additional points.
I have to agree with Huntler up there. I don't see how a change in scoring would have any measurable impact on people's behavior in cyrodiil. Most people don't even know how it works, they just follow the zerg, and of those that do know, few really care.
BrianWheeler I bust ur balls all day on these forums. But youre making bold strides this week proving me wrong - making a post and asking for thoughts?! Keep up the good work man.
Thoughts on this - Option 2 for sure if I had to pick one in the short term. I honestly dont care about the campaign winning/losing, I care about the battle. Speaking frankly because theres a lot of people in the same boat Id imagine.
So theres my answer to the thread, it will split people to the side fronts at least. It will not stop the raid group+ sized forces from playing the way they play though. A lot of those players will not have similar success outside of their large groups. Their success is a product of the group, thats why the server lags from players who know they are about to lag the server.
Make towns more desireable. Fighting battles in cheydinhal and bruma are literally some of the most enjoyable and equally irrelevant fights Ive ever had PvPing in ESO. You already have the unique landscape in place, which is what makes it fun. I know you cant flip a switch to make them more useful. Making quests worth more is a good start. But Itd be nice to add another layer here that plays into the factions/keeps of the towns.
Huntler sees the zergpocalypse of siege zerg too[/quote]
@ZOS_BrianWheeler
I am uncomfortable with the whole idea of adjusting the scoring like this. It seems very likely to have unintended consequences.
I appreciate that you folks are acknowledging and trying to do something about the technical problems in Cyrodiil, but fiddling with the rules of the game is a mistake. It would be one thing if you were trying to improve the balance or the competitiveness purely for the sake of making the game more fun or satisfying to play, but you are proposing doing this for technical reasons.
I mean, yes not having the horrible lag would be more fun, but this is like saying, "Ok, well football is causing head injuries, so we are going to remove the football and make the field longer." At some point it isn't football anymore.
Maybe this wouldn't be as drastic as taking away the football, but we don't really know do we? And where does it end? Small changes can have large, unintended consequences, and once you go down the road of changing the rules to fix performance issues it is going to be tempting to just keep doing it over and over. I'd much rather you make the game you gave us work than give us a different game.
Lava_Croft wrote: »Anyone with the slightest bit of faction pride will care about scoring, because it makes their faction win the campaign and that's what it's all about.
The rest can keep farming AP at resource towers and Alessia bridge.
It would be a miracle if you find a way to split up the EP zerg. It's the only way they know how to operate. They would be like fish out of water.
It doesnt matter though, its a waste of time trying. EP attacked Thornblade (the server itself) so badly last night that no flag could be flipped anywhere in Cyrodiil for about a half hour.
monkeyzealer wrote: »i know this is not the place but is there any possibility of changing the way assault and support skill lines lvl up changing them from being tied to rank and make it like taking a keep would go towards lvling up assault and repairing keeps would go towards lvling up support?
If this works out today I'm sending Wheels a Halmark .
ZOS_BrianWheeler wrote: »A lot of the ideas here are good and we'd love to give you guys and gals new stuff to fight over in the future. Some of these ideas we'll be pocketing for later when our coders aren't neck deep in trudging through the code-base to find performance adjustments.
We have mentioned turning off scroll, keep and emperor bonuses outside of the PVP space as suggested here too in some of these fixes. Currently however, the UI would still show you that you're getting them outside of Cyrodiil so that would need adjusting too.
Also note that scoring chnges are not today 3/23/2015. The siege damage changes are though.
Rook_Master wrote: »Brian, you've been a rockstar this week man.
Keep it up.
Also, Zenimax should give you a raise.
Suhxtob-yu wrote: »You want to put an end to the zergs?
Make every AoE scale UPWARDS when hitting more opponents instead of the current DOWNWARD scaling model.
When people figure out that they are being 1-shorted because they are clumped up, they will spread out.