@ZOS_BrianWheeler
My personnal suggestions :
- Reduce the actual population cap by another 20%
- Reduce the number of campaign to 3
- Reduce the max group size of Trueflame to 16 and Haderus to 8
Reducing the amount of campaigns will make the remaining ones more competitives and will incentive the large guilds all stacked on Azura Star at the moment to spread out across the 3 campaigns making the overall PvP experience at primetime more enjoyable with less performance issues, especially on Azura Star.
I would rather not see another reduction in the number of players able to join, it already feels like a wasteland sometimes.
Agree with campaign reductions fully.
Reducing group size doesn't change anything, people will just make two groups and follow each other.
This has nothing to do with the population cap. It is a problem related to Cyrodiil and Imperial City (pve land with no objectives related to the campaign) sharing the same population.
What I usually do when I feel like there is not max population on the surface even though the lock appears on the population panel, I go into the sewers and I ask politely for support in the war happening up there. I also propose them to go to other campaigns (less competitive) to do sewer farm runs to not impact Azura Star too much.
Until we have a new system in place with objectives in IC that give points to your faction or anything of the sort, this is what we have to deal with.
It doesn't mean that because sometimes Cyrodiil feels like a wasteland with max pop that we should not reduce the population cap though. During primetime, it is definitely not a wasteland. It it way too many players on the screen at once for what the server is able to support.
ZOS_BrianWheeler wrote: »In the case of BwB vs. "Vet Campaign X" we're looking at the XBOX where Haderus and BWB have quite literally the same population and BWB performance is great vs. Haderus' which isn't.
When PC switched over to Tamriel Unlimited, the same thing was noted with BwB vs. Azura in which case both had the same population and the same comparison was seen there.
ZOS_BrianWheeler wrote: »In the case of BwB vs. "Vet Campaign X" we're looking at the XBOX where Haderus and BWB have quite literally the same population and BWB performance is great vs. Haderus' which isn't.
When PC switched over to Tamriel Unlimited, the same thing was noted with BwB vs. Azura in which case both had the same population and the same comparison was seen there.
So basically ZO$ designed and built a game where endgame PVP doesn't work?
Rune_Relic wrote: »Yeah..cant keep cutting the population.
Agree campaigns need reducing to stop alliance servers....but where does that population go when all are poplocked.
ZOS_BrianWheeler wrote: »The number of campaigns will be getting adjusted in Thieves Guild when we get some tech online that allows players to assign any alliance to any campaign.
Seems funny how player abilities and passives suddenly from one patch to another gave us this
https://www.youtube.com/watch?v=irbdQQjVX3o
ZOS_BrianWheeler wrote: »In the case of BwB vs. "Vet Campaign X" we're looking at the XBOX where Haderus and BWB have quite literally the same population and BWB performance is great vs. Haderus' which isn't.
When PC switched over to Tamriel Unlimited, the same thing was noted with BwB vs. Azura in which case both had the same population and the same comparison was seen there.
Seems funny how player abilities and passives suddenly from one patch to another gave us this
https://www.youtube.com/watch?v=irbdQQjVX3o
johan.danielsson1994b16_ESO wrote: »Seems funny how player abilities and passives suddenly from one patch to another gave us this
https://www.youtube.com/watch?v=irbdQQjVX3o
I've been searching for this video ever since i saw it the first time during that patch, omg
Other then that, Whatever you did to the server in order to combat bots togheter with the lightning changes in the very same patch really did something to the performance.
Also, could CP have anything to do with it since like mentioned, the server have to calculate eveyrthing related to characters?
I know right, took me hours to find it. It's still greatjohan.danielsson1994b16_ESO wrote: »I've been searching for this video ever since i saw it the first time during that patch, omg
ZOS_BrianWheeler wrote: »Veteran players simply have more "stuff" on their characters that has to be cycled into every combat calculation on the server. This means all the passives, weapon procs, blocks, roll dodges, potions, food, all of it, add up to the server needing to check all of that every second.
@ZOS_BrianWheeler
My personnal suggestions :
- Reduce the actual population cap by another 20%
- Reduce the number of campaign to 3
- Reduce the max group size of Trueflame to 16 and Haderus to 8
Reducing the amount of campaigns will make the remaining ones more competitives and will incentive the large guilds all stacked on Azura Star at the moment to spread out across the 3 campaigns making the overall PvP experience at primetime more enjoyable with less performance issues, especially on Azura Star.
WalkingLegacy wrote: »They need to get rid of the Champion Point system. Too bad they put all their eggs in that basket.
Infinite12 wrote: »WalkingLegacy wrote: »They need to get rid of the Champion Point system. Too bad they put all their eggs in that basket.
What incentive is there to keep playing after max level?
MisterBigglesworth wrote: »Infinite12 wrote: »WalkingLegacy wrote: »They need to get rid of the Champion Point system. Too bad they put all their eggs in that basket.
What incentive is there to keep playing after max level?
Why do you always need a carrot to chase? Are you a rabbit?
AbraXuSeXile wrote: »AbraXuSeXile wrote: »All you got to do is look at what you changed in 1.2.3, this was where it all went wrong.
Latency and FPS was flawless before then.
Brian answered this question in the last ESO live. He said that they investigated the lightening patch and they concluded that there is no issues with it. The problem with the performance is noticeable around 1.2.3 because most of the players reached high rank at that time and more passive should be calculated.
Its a lie, i was running a train before 1.2.3 getting into 3 way fights with other trains. No lag.
lighting patch gave us weeks of issues and never recovered, when they fixed fps the latency was broke.
try not to zerg arround at azuras for one week, im sure you will notice how mutch better it will be..........
for letting us have a insight how the server has a view on our activities in the field. Could it be possible at all that the Problem is not ONLY anilities - but lighting effects too??
Jessica Folsom wrote:It's a very grey area.