I was thinking the same thing. To what I understand, and correct me if I am wrong, but a single alliance must control all Imperial keeps to gain access to the IC. What I imagine happening is once all keeps have been controlled everyone from that faction will flock to the entrance location and it will be a lag fest. Players on the opposing factions would have a ganker's paradise until the lag monster comes.
I was thinking the same thing. To what I understand, and correct me if I am wrong, but a single alliance must control all Imperial keeps to gain access to the IC. What I imagine happening is once all keeps have been controlled everyone from that faction will flock to the entrance location and it will be a lag fest. Players on the opposing factions would have a ganker's paradise until the lag monster comes.
Publius_Scipio wrote: »
That's why it is important that the DC have a fully functioning army ready to go when Imperial City drops.
I can bet you next month's protein bill that the EP and AD guilds are already huddled up discussing their builds and imperial city. As soon as the green light flashes and the race being we must put our feet right on their throats as they stare up at us from the floor. And if they want to be cute and mouth off, the last thing they will see is my hand (which connects to my forearm, which in turn connects to my BICEP) coming down at them.
That's not correct. They don't have a set way yet, but the proposed method is you must own all 6 of your home keeps to gain access. That being said, they will test different methods on the PTS, such as 24/7 access regardless of keep status, majority of keeps owned, and a few other options.
@Jules They said that Imperial City zones will share population cap with Cyrodil, except for the new PvE dungeons. They didn't say anything about instances within the sewers, so it looks like everyone will be in the same instance/zone.
We will likely need more campaigns now that PvE people will be jumping into Cyro for the new content.
What that means for lag...who knows. Hope for the best, prepare for the worst.
ZOS_BrianWheeler wrote: »Population cap of a Campaign will be shared between the City, Sewers, Cyrodiil and Cyrodiil's caves. Access to IC is still under discussion but will be getting tested on PTS, starting with everyone getting access.
From an architecture standpoint, Cyrodiil, Imperial City, Sewers and the Caves are all seperate zones entirely. What goes on in one zone doesn't effect what occurs in another zone from a combat performance standpoint.
ZOS_BrianWheeler wrote: »Population cap of a Campaign will be shared between the City, Sewers, Cyrodiil and Cyrodiil's caves. Access to IC is still under discussion but will be getting tested on PTS, starting with everyone getting access.
From an architecture standpoint, Cyrodiil, Imperial City, Sewers and the Caves are all seperate zones entirely. What goes on in one zone doesn't effect what occurs in another zone from a combat performance standpoint.
So Cyrodiil will be empty?
ZOS_BrianWheeler wrote: »Population cap of a Campaign will be shared between the City, Sewers, Cyrodiil and Cyrodiil's caves. Access to IC is still under discussion but will be getting tested on PTS, starting with everyone getting access.
From an architecture standpoint, Cyrodiil, Imperial City, Sewers and the Caves are all seperate zones entirely. What goes on in one zone doesn't effect what occurs in another zone from a combat performance standpoint.
ZOS_BrianWheeler wrote: »Population cap of a Campaign will be shared between the City, Sewers, Cyrodiil and Cyrodiil's caves. Access to IC is still under discussion but will be getting tested on PTS, starting with everyone getting access.
From an architecture standpoint, Cyrodiil, Imperial City, Sewers and the Caves are all seperate zones entirely. What goes on in one zone doesn't effect what occurs in another zone from a combat performance standpoint.
Probably for a while honestly. I think they need to add a way to get Tel Var Stones into Cyrodil or else it will become a bit of a wasteland. Until people get the gear and what not out of IC and then go back to PvPing.
ZOS_BrianWheeler wrote: »Population cap of a Campaign will be shared between the City, Sewers, Cyrodiil and Cyrodiil's caves. Access to IC is still under discussion but will be getting tested on PTS, starting with everyone getting access.
From an architecture standpoint, Cyrodiil, Imperial City, Sewers and the Caves are all seperate zones entirely. What goes on in one zone doesn't effect what occurs in another zone from a combat performance standpoint.
rendolpheb16_ESO wrote: »Please make the entrance in a way the ganker can feast day and night.
Are there enough resources devoted to each to sustain a battle of 50v50 spamming AoEs? Cause if not, the whole Cyrodiil wont lag, youll just get crashed out every time a group enters your area and starts fighting. Separate is only good if equal.
Brian must play on one of those rollerblade builds if and when he pvps given the way he dodged the main question of whether this almost year-long lag absurdity would be fixed or even improved upon.
Does the 33% increased dodge roll cost apply to the forums as well? If so Brian, you'll have to respec since you won't have to stamina to dodge the dozens of threads that complain about the same things(though I am happy to see you actually posting again, it's a nice change of pace).
Publius_Scipio wrote: »
Well someone decided to jump up and take the "***hole of the Thread" award. And blatantly throwing mud in a developer's face might I add.
You want to pick a fight tough guy? The quality of your protein vs mine.
Publius_Scipio wrote: »
Well someone decided to jump up and take the "***hole of the Thread" award. And blatantly throwing mud in a developer's face might I add.
You want to pick a fight tough guy? The quality of your protein vs mine.
Has it been tested yet? Does he have a crystal ball that shows the future? You're asking him to come here and give a definitive answer right now that the lag will be gone?
ZOS_BrianWheeler wrote: »There are improvements being made to the LOS checks and AE abilities in general that should help with the performance issues we pointed out in the ESO PVP 2015 update thread. Also just watched 120 bots fighting each other in Imperial City in 1 district (with 3 other districts loaded with 120 bots too) and any abilities shot off just fine.
Great news! That means botters won't have lag.ZOS_BrianWheeler wrote: »There are improvements being made to the LOS checks and AE abilities in general that should help with the performance issues we pointed out in the ESO PVP 2015 update thread. Also just watched 120 bots fighting each other in Imperial City in 1 district (with 3 other districts loaded with 120 bots too) and any abilities shot off just fine.