A fraction of what it used to be.
The cap is per faction and does not vary due to time of day or how many are on for the other factions.
Edit: The guild is irrelevant. If a group entered with X number of players they would fill that many spots in the pop cap. If the number of spaces is X-1 they will have to wait based on faded memory of queuing as a group. It is better to queue separately and group once in the campaign.
Anony_Mouse wrote: »Could someone clarify what the population cap for any one campaign in Cyro is please?I have not been able to find this information online in any guides and it has been a question on my mind for quite some time.
- Is there a room for a total number of players across the entire campaign, say 300, and if so, is that number split evenly between factions?
- Say the max number of players on a campaign is 300. Is it then max 100/100/100 or could it be end up being allocated as 150/110/40?
- If a guild ports in with 48 players, say, do they take up half of an alliance's population numbers? Or more, of the cap is 50 per alliance?
It all depends if there is a group. If you have 20 solo players running together then for the most part it is fine. But as soon as there will be a group (even small scale, like 5 people) it starts to lag. So if you have 12 or 24 man group, even if nothing happens and this group is just passing by - lag goes crazy. Worst case scenario is if a large group (aka ball group) joins already big fight - then it may even result in a server kick for random / unfortunate players.given numbers seem so little to me to cause the lag. In case that's the truth then server performance is worse than I think.
A server that can't deal with 20 men fighting.
fastolfv_ESO wrote: »about 3 months into the game zos came out and said how the caps worked for the alliances, we dont have exact numbers atm but its never been one solid number for all 3 sides. They did however say that if one alliance consistently had a higher number of players they would have a higher locked state at exactly 15% higher than the second highest pop alliance and second could also receive 15% higher than the third. i can only assume this was put in place the appease the incredible amount of EP players that came from skyrim and they had 0 chance of telling players to roll the other alliances. This information was posted around 5 and a half years ago so lets assume the original backlash from them posting this info was enough for them to both shutup about it and change it. So whats the current pop cap at? around 125 is my guess and no its not the same for all 3 sides
Tommy_The_Gun wrote: »It used to be 200 per alliance, then it was changed to 150 per alliance... so I would not be surprised if ZOS changed to something like 120 or 100 now. They never say this kind of info in Patch Notes... Maybe they hope it will improve performance in this "shady" way...It all depends if there is a group. If you have 20 solo players running together then for the most part it is fine. But as soon as there will be a group (even small scale, like 5 people) it starts to lag. So if you have 12 or 24 man group, even if nothing happens and this group is just passing by - lag goes crazy. Worst case scenario is if a large group (aka ball group) joins already big fight - then it may even result in a server kick for random / unfortunate players.given numbers seem so little to me to cause the lag. In case that's the truth then server performance is worse than I think.
A server that can't deal with 20 men fighting.
^ That is why I think that AOE cool-downs wont help at all. The issue is almost only occurring if there is group involved in a fight. I think that for 99% the issue is related with how group is coded in eso.