techyeshic wrote: »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.
I think that would incentivize players to wait to see the likely winner, and then pile on.
techyeshic wrote: »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.
I think that would incentivize players to wait to see the likely winner, and then pile on.
They need to add tier 4 and 5 rewards. The current tier 3 rewards are way too easy for casual players to earn.
Agreed, if PvP was as rewarding as grinding crafting writs, you damn well bet more people would be trying.AJones43865 wrote: »They need to add tier 4 and 5 rewards... This is a good idea. (unless ZOS does not want to encourage people to PvP)
neferpitou73 wrote: »How about you just delete unneeded campaigns and direct the server resources to the other campaigns. There's no reason to have two CP campaigns. Faction lock/no faction lock doesn't matter when one faction is dominating
From what I hear EP is dominating Grayhost, DC Blackreach and AD Raven, with the other factions being scarely populated. So the only thing the extra campaigns do is split the population for slightly different gameplay (in the case of the CP campaigns anyway, No-proc is a different beast).
Alchimiste1 wrote: »I really think they need to remove faction lock for a bit, at least until population recovers more.
I and some friends swapped to AD because they had the lowest pop last campaign, now they have the most whenever we play (guess I lot of people had the same idea). From my perspective seems like there is a good amount of people willing to just swap to what should be the lowest populated faction
you guys are welcome to agree or disagree and provide me with a different perspective.
An idea I chucked out there a while ago, which could make Cyro relevant again to many players..
Make claiming keeps for your guild a revenue generator for the guild. Even have some of the trader slots in the Faction capitals tied to who owns particular keeps in Cyrodiil.
Imagine trade guilds trying to hold keeps for profit in cyro and even more profit via the top trade spots in Mournhold, Wayrest and Elden Root. Something like this would liven it up quite a bit.
Alchimiste1 wrote: »I really think they need to remove faction lock for a bit, at least until population recovers more.
I and some friends swapped to AD because they had the lowest pop last campaign, now they have the most whenever we play (guess I lot of people had the same idea). From my perspective seems like there is a good amount of people willing to just swap to what should be the lowest populated faction
you guys are welcome to agree or disagree and provide me with a different perspective.
Alchimiste1 wrote: »I really think they need to remove faction lock for a bit, at least until population recovers more.
I and some friends swapped to AD because they had the lowest pop last campaign, now they have the most whenever we play (guess I lot of people had the same idea). From my perspective seems like there is a good amount of people willing to just swap to what should be the lowest populated faction
you guys are welcome to agree or disagree and provide me with a different perspective.
Yeah that doesn't happen on PC NA. Very few people swap especially when they are winning. Probably less than 10 actual pvpers switch factions each camp. And it's probably even less for the pugs, the only way they get kills is with numbers.
techyeshic wrote: »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.
Then open up faction change so that they can move to the undermanned faction. If it's not meant to be competitive; then no need to worry about end campaign results and just provide a sandbox that encourages level fights.
techyeshic wrote: »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.
Then open up faction change so that they can move to the undermanned faction. If it's not meant to be competitive; then no need to worry about end campaign results and just provide a sandbox that encourages level fights.
There are campaigns where we can have characters from more than one faction which allows players in those factions to swap to a character in those factions.
However, in the end, that will not balance anything out because Cyrodiil was never designed to be balanced to the point, it could be considered truly competitive PvP. It is just for fun.
techyeshic wrote: »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.
Then open up faction change so that they can move to the undermanned faction. If it's not meant to be competitive; then no need to worry about end campaign results and just provide a sandbox that encourages level fights.
There are campaigns where we can have characters from more than one faction which allows players in those factions to swap to a character in those factions.
However, in the end, that will not balance anything out because Cyrodiil was never designed to be balanced to the point, it could be considered truly competitive PvP. It is just for fun.
techyeshic wrote: »techyeshic wrote: »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.
Then open up faction change so that they can move to the undermanned faction. If it's not meant to be competitive; then no need to worry about end campaign results and just provide a sandbox that encourages level fights.
There are campaigns where we can have characters from more than one faction which allows players in those factions to swap to a character in those factions.
However, in the end, that will not balance anything out because Cyrodiil was never designed to be balanced to the point, it could be considered truly competitive PvP. It is just for fun.
What I was referencing was to the incentives to play lesser pop faction. Obviously without that; it would just be what we have available now
Gummybear803 wrote: »I was DC for years, under a few names and with a few guilds. I never thought I'd swap EP, or AD...especially EP whom I always viewed as zerglings (still do). Then I met my fiance, she mains EP and I seem to have simped making 3 of my mains EP.
Well, while the above is true...it didn't last long in the sense that I stopped caring at all about Cyro a few months back during MYM. Prior to MYM, EP was winning campaigns via PvDoor night caps off a certain infamous zone general.
MYM balanced Greyhost for a few weeks, even had DC and AD close the massive point gap EP had and sent EP into 3rd. Didn't last though and the faction imbalances returned, I haven't touched Cyro for about 4 months as a result of just not wanting to night cap (early morning cap, whatever it's pvdoor) and also having little desire to lag during prime time.
It seems Cyrodiil was not designed to be truly competitive because it is set up so one alliance can outnumber the other alliances. Even looking at the number of campaigns we have it is clear that we have more campaigns than players filling them even on the busiest of nights. I also find it hard to believe that any alliance is pop-locked 24/7.
Going to the lower population campaigns, they are often lop-sided and from what I understand it has been this way since the dawn of the game making it very clear that population controls to balance out each campaign is not something Zenimax is interested in. If they were they would have eliminated the extra campaigns long ago.
I would never suggest kicking players from the game just because other players are not interested in playing.
It seems Cyrodiil was not designed to be truly competitive because it is set up so one alliance can outnumber the other alliances. Even looking at the number of campaigns we have it is clear that we have more campaigns than players filling them even on the busiest of nights. I also find it hard to believe that any alliance is pop-locked 24/7.
Going to the lower population campaigns, they are often lop-sided and from what I understand it has been this way since the dawn of the game making it very clear that population controls to balance out each campaign is not something Zenimax is interested in. If they were they would have eliminated the extra campaigns long ago.
I would never suggest kicking players from the game just because other players are not interested in playing.
Sadly, EP has been a full 3 bars for days now. I've had guildmates who play on EP say that they had to queue for Cyro at 2-3am even as I mentioned above. It seems unbelievable but it's definitely happening
An idea I chucked out there a while ago, which could make Cyro relevant again to many players..
Make claiming keeps for your guild a revenue generator for the guild. Even have some of the trader slots in the Faction capitals tied to who owns particular keeps in Cyrodiil.
Imagine trade guilds trying to hold keeps for profit in cyro and even more profit via the top trade spots in Mournhold, Wayrest and Elden Root. Something like this would liven it up quite a bit.