xylena_lazarow wrote: »An ugly solution would be to randomize the factions at the start of each campaign like BGs.
It would be brutally effective in balancing the population, but too many players would revolt.
danthemann5 wrote: »A better solution would be to scale player damage and mitigation based on the population imbalance.
If all populations are more or less the same, everyone is on equal footing. If one faction massively outnumbers the other two, the players of the overpopulated faction do less damage and take more damage. The underpopulated factions do more damage and take less. It should be a sliding scale based on the magnitude of the imbalance.
I wouldn't expect anything nuanced from people who would perform surgery with an axe.
danthemann5 wrote: »A better solution would be to scale player damage and mitigation based on the population imbalance.
If all populations are more or less the same, everyone is on equal footing. If one faction massively outnumbers the other two, the players of the overpopulated faction do less damage and take more damage. The underpopulated factions do more damage and take less. It should be a sliding scale based on the magnitude of the imbalance.
I wouldn't expect anything nuanced from people who would perform surgery with an axe.
Scaling a player's damage based on faction populations would require players in lower pop factions to group. It would also put more strain on the servers than the original suggestion in this thread.
AuraNebula wrote: »I don't think this is a good idea. Incentives need to be created to bring smaller groups over to lower populated factions. Low pop is nice but they could extend it so that the rewards last longer for underpopulated factions. Or decreass the amount of AP made from factions with the largest amount of players online.
xylena_lazarow wrote: »An ugly solution would be to randomize the factions at the start of each campaign like BGs.
It would be brutally effective in balancing the population, but too many players would revolt.
danthemann5 wrote: »danthemann5 wrote: »A better solution would be to scale player damage and mitigation based on the population imbalance.
If all populations are more or less the same, everyone is on equal footing. If one faction massively outnumbers the other two, the players of the overpopulated faction do less damage and take more damage. The underpopulated factions do more damage and take less. It should be a sliding scale based on the magnitude of the imbalance.
I wouldn't expect anything nuanced from people who would perform surgery with an axe.
Scaling a player's damage based on faction populations would require players in lower pop factions to group. It would also put more strain on the servers than the original suggestion in this thread.
How would that require players to group? Whether a faction works together as a team or not is a completely different issue and a different discussion.
I can't imagine it would cost that much more in the way of server resources. They already monitor how many people are in each faction for queues, low pop bonuses, etc. How hard could it be to scale Battle Spirit based on the differences?
xylena_lazarow wrote: »An ugly solution would be to randomize the factions at the start of each campaign like BGs.
It would be brutally effective in balancing the population, but too many players would revolt.
xylena_lazarow wrote: »An ugly solution would be to randomize the factions at the start of each campaign like BGs.
It would be brutally effective in balancing the population, but too many players would revolt.
Yeah, that won't work. Too much bad blood between factions. Get teabagged and hate-telled by one player, then next time you log in you're supposed to work with them to defend a keep? Not happening.
Also, you can't punish people simply because they are playing in a poplocked faction. You have to incentivise those who are in the lower pop faction. Why not send a system message to faction locked accounts like, "(Your faction) has a low population bonus for the next (x amount of time)", so if you're crafting, questing, or whatnot, can answer the call to arms and help and benefit at the same time? And make low pop bonuses actually last, not these weird 5 minute bonuses, or 2 hour bonuses after your pop has gone way up.
Joy_Division wrote: »Invest in PVP and make it appealing so people will actually want to play.
Population problems solved.
xylena_lazarow wrote: »An ugly solution would be to randomize the factions at the start of each campaign like BGs.
It would be brutally effective in balancing the population, but too many players would revolt.
Yeah, that won't work. Too much bad blood between factions. Get teabagged and hate-telled by one player, then next time you log in you're supposed to work with them to defend a keep? Not happening.
Also, you can't punish people simply because they are playing in a poplocked faction. You have to incentivise those who are in the lower pop faction. Why not send a system message to faction locked accounts like, "(Your faction) has a low population bonus for the next (x amount of time)", so if you're crafting, questing, or whatnot, can answer the call to arms and help and benefit at the same time? And make low pop bonuses actually last, not these weird 5 minute bonuses, or 2 hour bonuses after your pop has gone way up.
Yeah but to be fair alot of people are unlikely to stay on for awhile against a significant number difference, only so many times you can get zerged.Joy_Division wrote: »Invest in PVP and make it appealing so people will actually want to play.
Population problems solved.
Yeah but the issue is that if less people pvp, and the money doesn't change; it will be unlikely to be fixed.
Their recent investments in PvP have been destructible bridgegates, the hammer, and Dark Convergence. Three things that nobody asked for, three things that make the game's problems with lag and faction stacking even worse. At this point I'd rather them revert PvP to its state at launch and never touch it again.Joy_Division wrote: »Invest in PVP
danthemann5 wrote: »danthemann5 wrote: »A better solution would be to scale player damage and mitigation based on the population imbalance.
If all populations are more or less the same, everyone is on equal footing. If one faction massively outnumbers the other two, the players of the overpopulated faction do less damage and take more damage. The underpopulated factions do more damage and take less. It should be a sliding scale based on the magnitude of the imbalance.
I wouldn't expect anything nuanced from people who would perform surgery with an axe.
Scaling a player's damage based on faction populations would require players in lower pop factions to group. It would also put more strain on the servers than the original suggestion in this thread.
How would that require players to group? Whether a faction works together as a team or not is a completely different issue and a different discussion.
I can't imagine it would cost that much more in the way of server resources. They already monitor how many people are in each faction for queues, low pop bonuses, etc. How hard could it be to scale Battle Spirit based on the differences?
The suggestion made in what I quoted was to scale player damage based and mitigation based on the population imbalance.
That is specifically suggesting that players in factions with higher populations have their damage done nerfed and to increase the damage they do.
As such it is obvious that the greater the imbalance the more of a weakling they will become which obviously is a greater problem for solo and small-scale players.
If it does not drive them to group with others or it will drive them from Cyrodiil. I would certainly leave if the game nerfed me just because other alliances lacked players.
I think it is better to realize Cyrodiil was never intended to be competitive by design. After all, the design not being competitive is why think thread was created. BGs is what they designed for more competitive PvP.
AJones43865 wrote: »xylena_lazarow wrote: »An ugly solution would be to randomize the factions at the start of each campaign like BGs.
It would be brutally effective in balancing the population, but too many players would revolt.
Yeah, that won't work. Too much bad blood between factions. Get teabagged and hate-telled by one player, then next time you log in you're supposed to work with them to defend a keep? Not happening.
Also, you can't punish people simply because they are playing in a poplocked faction. You have to incentivise those who are in the lower pop faction. Why not send a system message to faction locked accounts like, "(Your faction) has a low population bonus for the next (x amount of time)", so if you're crafting, questing, or whatnot, can answer the call to arms and help and benefit at the same time? And make low pop bonuses actually last, not these weird 5 minute bonuses, or 2 hour bonuses after your pop has gone way up.
Yeah but to be fair alot of people are unlikely to stay on for awhile against a significant number difference, only so many times you can get zerged.Joy_Division wrote: »Invest in PVP and make it appealing so people will actually want to play.
Population problems solved.
Yeah but the issue is that if less people pvp, and the money doesn't change; it will be unlikely to be fixed.
PvP'rs invest more into ESO than most PvE'rs. If you think about it, they have to in order to get the latest/greatest meta gear sets. The problem is the way ZOS budgets their money. (as in, they don't reinvest enough of the dues paid to insure a smoothly running game, and never have)
xylena_lazarow wrote: »Their recent investments in PvP have been destructible bridgegates, the hammer, and Dark Convergence. Three things that nobody asked for, three things that make the game's problems with lag and faction stacking even worse. At this point I'd rather them revert PvP to its state at launch and never touch it again.Joy_Division wrote: »Invest in PVP
neferpitou73 wrote: »I've always thought they should just up the rewards, such as give a ridiculous number of gold mats to the faction that wins the campaign, etc. Which might incentivize more people to go in there. They'd have to balance the score by population.