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Campaign Performance

  • bottleofsyrup
    bottleofsyrup
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    Haderus is like Trueflame now, as much lag with half the people...

    Fix your damn servers.
    Edited by bottleofsyrup on 11 December 2016 14:59
  • Meetre
    Meetre
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    Not sure what you "changed" to fix lag in the latest patch (12/13), but it made it worse imo.
  • LegacyDM
    LegacyDM
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    @ZOS_JessicaFolsom @ZOS_GinaBruno @ZOS_BrianWheeler

    Still not fixed. Both trueflame, haderus, and IC campaigns unplayable for me. Ping is fine at 120-150 and then people just freeze In place and my ping shoots up to 999+ and then they fast forward and my ping goes back down to 150. This happens every 5-10 minutes Happens on both servers during non peak hours now. Sometimes everything just freezes and I get disconnected. I reinstalled windows 10, reset the router, and deleted all my addons. Didn't fix it. I have a 300mbps broadband connection and ran multiple bandwidth speed tests to Texas. When I run a speed test I get 100ping and 200-300mbps download depending on time of day and 20 upload (which is normal for me from my location to Texas). No lag, latency, or issues when I play other online games. My ping on overwatch is 60 and I never freeze or get disconnected. I have an i3770k 16gigs of ram and a 1070 nvidia card. Never had this issue until the last maintenance earlier this month. I'm also getting severe delays in pve areas. Wrothgar last night my ping was shooting to 999+.

    Anyone else still experiencing this?

    Edited by LegacyDM on 24 December 2016 05:48
    Legacy of Kain
    Vicious Carnage
    ¥ampire Lord of the South
  • frozywozy
    frozywozy
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    Since 3weeks ago, me and several friends noticed a significant fps drop. My performances are terrible, even if I disable all my addons. As soon as I get close to 20 or more players casting abilities, my fps instantly drop from a stable 60 (with v-sync on) to 25-30 and it really feels laggy performance wise. Not sure what changed but something went wrong with the adjustments.

    My frames have always been high and solid since the old fps drop bug back in 1.5. This is the first time I experience problems with client performances ever since.
    Edited by frozywozy on 25 December 2016 03:47
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    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Jolter
    Jolter
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    I've been playing a lot on Haderus lately, and I've been having lots of issues with crashing. About every 2 hours, the sound will get weird and then I get sent to dashboard. Also about every 3 hours everything will freeze for awhile and then I'll get sent back to the intro screen saying connection timed out. On top of that, if I die in Cyrodiil, when I log back in, I will be dead somewhere else in Cyrodiil. While I am dead I am unable to revive, as it wants me to revive in Cyrodiil, but since I'm not in Cyrodiil I can't revive. If I use the help I'm Stuck feature, it will send me to a wayshrine still dead and still unable to respawn. The lag has been worse that it was previously as well.
  • Skagsmasha
    XB1 NA.... ^^^ Agreed!!! Have been experiencing the same issues.
  • LegacyDM
    LegacyDM
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    @ZOS_BrianWheeler

    Honest question no trolling. Why don't you guys lower the population cap on rrueflame? Wouldn't that force more people to play haderus and balance out the two campaigns? Wouldn't getting more people to play on haderus alleviate the lag? Or if this not desirable why not just make haderus a 30 day campaign? I guess the point is, wouldnt spreading more people out between the two campaigns lessen the lag and stress of the servers? Cause, haderus pop is usually significantly lower than trueflame. I know you guys have thought about this but I'm puzzled why you haven't implemented it? Sounds like an easy thing to do that would help.
    Legacy of Kain
    Vicious Carnage
    ¥ampire Lord of the South
  • lappas
    lappas
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    Yesterday , pc eu trueflame had 380 ping in homegate. When i went to alessia i crashed after 1 minute.
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    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.



    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • SwaminoNowlino
    SwaminoNowlino
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    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

    Thanks for the update Brian.

    Your point about campaign populations and how you can still hit a critical mass is great.

    Do you all have any data or insight regarding how lowering campaign populations in the past may have had the inverse effect because people have to cluster in order to find fights? Like on a campaign 2 years ago with a much higher population, perhaps the chance of finding someone out at Chedyenhal was much higher, so people spread out a bit more? Additionally, is there any plans or has any thought been given to how to more effectively spread people out? Instead of having the entire population of all three factions just going around the emp ring time and again, leaving 70% + of the map totally empty? Same kind of goes for IC, people look at the map to see what district the fight is going on, then the whole IC population goes to the same flag, because their chance of finding action elsewhere is much lower.
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • ManDraKE
    ManDraKE
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    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.



    Please take a look at the input lag, there is a huge delay (particularly on pvp, but also in pve trails too) beetwen keypress and the UI showing the ability icon as being pressed, even when the framerate is not that low.
    Edited by ManDraKE on 10 January 2017 15:55
  • Docmandu
    Docmandu
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    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.

    Just before Update 12, performance was pretty acceptable.. then Update 12 hit and it's been aweful on most days. Any insight if this is due to new skills generating more load on the servers, or due to more people clumping up since U12?! (which would also be caused by the skill design imho... *cough* destro ulti balls *cough* ).
    There doesn't go a day by with at least a couple of groups camping the top of a tower with destro ultis (hence many people stacked on a very tight spot). Maybe some more internal design discussions with the combat design team is in order.

  • Junipus
    Junipus
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    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 I might just be a lowly carebear these days, but would removing all the extra lighting calculations; particle effects and damage cap changes not solve the issue by greatly reducing the calculations needed from the server? Also, is there a separate physical server bank for PvP that might be configured to prioritise things separately from PvE that could also improve performance?

    Given that the player cap has been reduced in Cyrodiil since you introduced a lot of the cosmetic changes to the game's appearance and the player cap was previously a good indicator of lag, perhaps the above changes combined with the current player cap might help things.
    The Legendary Nothing
  • Komma
    Komma
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    We should know by now that what needs to be done wont happen. The proc sets need to be disabled in pvp, aoe caps removed and zergballs need to be penalized. The server ping was much better before last update. The game enjoyment was much better before last update. We no longer run groups in cyrodiil as a guild and most of our active pvpers have been either taking a break or just dont play at all. Really sad to see it get to this state. =(
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  • Thelon
    Thelon
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    We're coming out of the worst meta in the history of Cyrodiil, coupled with an atrocious downgrade in performance with Update 12, and you come in here with the status quo of "incremental fixes, be patient"

    How about taking bold action and using innovative ideas to encourage people to spread out in Cyrodiil? But I guess that would require a PvP lead who does more than stick a flag in the ground and call it a day.
  • Joy_Division
    Joy_Division
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    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 -

    I agree with you that lowering the population will not make a difference. In fact, it probably will make things worse as a big map with a small number of people trends toward a consolidation of players just so we can actually find fights.

    But can we stop with the "we're checking this," "we're working on that," "we're making some server adjustments," routine? No doubt ZoS is. But, none of it is going to make a difference. We've been at this for coming on three years. There are no more deer. I can't purge PuGs standing in oil. It's still the same. You must be as tired saying it as we are hearing it.

    The upcoming AoE cap adjustment. OK, now we are talking. Finally some actual abusable mechanics are being addressed. We'll see what happens. I appreciate the effort.

    But in the end it all comes down to the map. We keep saying this and we keep getting ignored: there is no PvP or AvAvA reason to go to 85% of Cyrodiil. None. Nada. Nil Zilch. Zero. I am going to spawn at Sejanus and head to the Alessia bridge or Chalman toward the milegate because there is nothing else to do. Apparently this idea in development was that I am supposed to spawn in Drakelowe, ride 5 minutes off the beaten path just take capture Bloodmayne Lumbermill (by the way ... how useless are the NPCs in this game if a single player can so casually eliminate all of them), just so eventually the dozen or so AD just as bored as am I waiting for action come to the Lumbermill to zerg me down. Nope. Sorry. Not my cup of tea. I'm heading to the bridge where I can get immediate satisfaction and a lot more AP dumping oil on AD.

    Can you please tell us why the only thing that has been done to the map in nearly three years is to add flags in three towns just so I can blow millions of AP for a training restoration staff of a random Stamina set?

    Is it because ZoS wants us to play musical chairs around the Emp ring in pointless zerg battles? Is it because ZoS philosophically believes that having 85% of a PvP map with nothing to PvP over is enhancing the game? Is it because ZoS considers Cyrodiil a hopeless cause and will not devote resources there?

    It;s really hard for me to reconcile that ZoS acknowledges a critical mass of players in one area is the primary cause for lag and yet does nothing to the map that would work to disperse the players in the first place. It's mind-boggling.
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    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.
    Edited by ZOS_BrianWheeler on 10 January 2017 18:39
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • Blackfyre20
    Blackfyre20
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    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.

    This is great to hear
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  • UppGRAYxDD
    UppGRAYxDD
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    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 Thanks for the info! Will this include flags in Imperial City?
    "Stendarr's mercy be upon you, for the vigil has none to spare."
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    Imperial City districts and Towns will only award 1500.
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • Ghost-Shot
    Ghost-Shot
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    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.

    This could be an interesting change, I'd like to see how it plays out. Have you given thought to changing point values of different locations and increasing rewards for winning a campaign to encourage groups to move off the emp ring? As long as back line keeps aren't valuable people aren't going to go out of there way for them unless they present an ap farming opportunity.
  • SwaminoNowlino
    SwaminoNowlino
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    @ZOS_BrianWheeler

    Additionally, has any thought been given to how quickly players receive the offensive and defensive "ticks?" I've been in many a battle at BRK where we defended the keep 3 or 4 times and had the whole faction sitting in the keep waiting for the defense award. Interrupts the natural flow of combat when you can't drive the enemy away from the keep without risking losing the defensive tick.

    Edit to ask the following: Has there been any analysis done at the diminishing returns for player kills that was implemented a few patches ago? Especially with the implementation of forward camps, I am finding that there is just way too little AP available for killing anyone anymore. I'm more used to seeing AP ticks from kills of 25-50 than 1500. I feel this pushes people more into farming defensive ticks than fighting open world, because there's just no AP in it.
    Edited by SwaminoNowlino on 10 January 2017 19:52
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • BigES
    BigES
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    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.
  • SwaminoNowlino
    SwaminoNowlino
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    BigES wrote: »
    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.

    This times 1,000,000. This would allow opponents to whittle down the emp buffs of a group and the emp defenders couldn't "turtle" in a single keep and rely on lag and numbers. This would likely be the single biggest boon to open world PVP!
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • BigES
    BigES
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    BigES wrote: »
    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.

    To follow up, I think this would also incentivize people/groups to go different places depending on their character's build or group composition. A blazing shield templar might want to make sure he has the health buff. A squishy magicka character might want to make sure he has the 1000 armor buff to make sure he's not burned by a stamina class. Conversely, stam might want a 1000 spell resistance buff. Things like that.
  • Dracane
    Dracane
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    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.
    Auri-El is my lord,
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    Magnus is my mind.

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  • SturgeHammer
    SturgeHammer
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    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.

    What would be a good estimate of the crital number players in an area that ends up being problematic? For example, would 100 players in a 10000sq meter area be considered over the critical number?
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  • SwaminoNowlino
    SwaminoNowlino
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    Dracane wrote: »
    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.

    To take the flag means someone would actually have to be in IC ;), but this could potentially be another incentive. If you can get reliable AP and Tel Var...

    Not sure I like the increased AP for defense though. It'll be that much more incentive for a zerg to watch the map for a keep to be flagged and run over their with their huge group. Think this may have the exact opposite effect they were going for.
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    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.
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • SwaminoNowlino
    SwaminoNowlino
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    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.

    Cool! Thanks for the info. So this kind of explains why it takes so long to get defensive ticks at big keep battles. Not only is the server calculating how many people died and how many people are present to reap the reward, its also calculating what % of that base value those dead folks were worth at the time they died. Right?
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
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