ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
We have some changes going into the next update to help with server performance regarding how much the server needs to keep track of in a given area that we will be monitoring. As Rich has also noted, we are looking into Client performance issues regarding FPS/client lag. This is not just an issue in PvP but also in PvE zones where you may have noticed some FPS drops where many, many, many players are gathered.
ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
We have some changes going into the next update to help with server performance regarding how much the server needs to keep track of in a given area that we will be monitoring. As Rich has also noted, we are looking into Client performance issues regarding FPS/client lag. This is not just an issue in PvP but also in PvE zones where you may have noticed some FPS drops where many, many, many players are gathered.
ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
We have some changes going into the next update to help with server performance regarding how much the server needs to keep track of in a given area that we will be monitoring. As Rich has also noted, we are looking into Client performance issues regarding FPS/client lag. This is not just an issue in PvP but also in PvE zones where you may have noticed some FPS drops where many, many, many players are gathered.
ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
We have some changes going into the next update to help with server performance regarding how much the server needs to keep track of in a given area that we will be monitoring. As Rich has also noted, we are looking into Client performance issues regarding FPS/client lag. This is not just an issue in PvP but also in PvE zones where you may have noticed some FPS drops where many, many, many players are gathered.
ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server. This is evident in cases where populations are equal, if not higher than regular campaigns, such as Black Water Blade on Xbox, and perform just fine.
We have some changes going into the next update to help with server performance regarding how much the server needs to keep track of in a given area that we will be monitoring. As Rich has also noted, we are looking into Client performance issues regarding FPS/client lag. This is not just an issue in PvP but also in PvE zones where you may have noticed some FPS drops where many, many, many players are gathered.
ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
This means there are 54 locations that can give much AP as a single kill for flipping it, or killing a player in defense of it, that most (if not all players) can solo. This should/could entice battles to occur in other locations besides the usual areas of Chalman mine, Alessia Bridge, Nikel fields, etc.
We are aware the capture/defense patterns that can occur with a change like this, and will be monitoring the campaign trends carefully.
ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
This means there are 54 locations that can give much AP as a single kill for flipping it, or killing a player in defense of it, that most (if not all players) can solo. This should/could entice battles to occur in other locations besides the usual areas of Chalman mine, Alessia Bridge, Nikel fields, etc.
We are aware the capture/defense patterns that can occur with a change like this, and will be monitoring the campaign trends carefully.
ZOS_BrianWheeler wrote: »As a sneak peak to patch notes coming in a later version of PTS, we are increasing the value of base AP for capturing & defending resources and keeps to 1,500 per resource and 6,000 per keep.
This means there are 54 locations that can give much AP as a single kill for flipping it, or killing a player in defense of it, that most (if not all players) can solo. This should/could entice battles to occur in other locations besides the usual areas of Chalman mine, Alessia Bridge, Nikel fields, etc.
We are aware the capture/defense patterns that can occur with a change like this, and will be monitoring the campaign trends carefully.
Brian -
Why don't you make each keep give a unique buff?
Your current system is binary. You either get emperor buffs, or you don't. Why don't you distribute these buffs (and even create a few new ones) among the keeps, and give people the incentive to incrementally take stuff?
For example, say Drakelowe gave my faction 500 health to every player. I now have a reason to take Dracklowe even though its not a emperor keep. Bruma might give me 1000 spell and 1000 armor resistance. Owning the interior keeps around Cyrodiil give small incremental buffs as well, and also crown the emperor.
You can incentivize people to travel to different places if you redistributed and tweaked the buffs.
Brian -
Why don't you make each keep give a unique buff?
Your current system is binary. You either get emperor buffs, or you don't. Why don't you distribute these buffs (and even create a few new ones) among the keeps, and give people the incentive to incrementally take stuff?
For example, say Drakelowe gave my faction 500 health to every player. I now have a reason to take Dracklowe even though its not a emperor keep. Bruma might give me 1000 spell and 1000 armor resistance. Owning the interior keeps around Cyrodiil give small incremental buffs as well, and also crown the emperor.
You can incentivize people to travel to different places if you redistributed and tweaked the buffs.
ZOS_BrianWheeler wrote: »Lowering population will not resolve client or server performance as you can still hit a critical amount of players in an area which would results in lower performance for either the client or the server.
1500 AP for conquering an imperial city flag ? This must be a typo.
That would be ridiculous, way too many AP for no effort. I thankfully take them, but I think that's too good.
ZOS_BrianWheeler wrote: »Remember to get a defense tick, you need to kill a player in the area, and that is distributed across the players in the area, not a flat bonus. That 1500 refers to the value of the player put into the pool when it comes to a defense tick, assuming that player is worth full value, so my apologies if that came out wrong.