Agrippa_Invisus wrote: »It also doesn't help that we have people getting mad for losing and then taking their entire guild over to the faction who just won the campaign.
This leads to population imbalances and collapses. AD GH NA doesn't need more bodies, it needs fewer atm. EP doesn't need fewer, it needs more as it's kinda in sadsack shape right now.
Without population controls to prevent things like this from happening, I dunno what to say.
It has been suggested and re-suggested for years that dynamic pop locks should be enabled. The most populous faction should only be able to have a handful more players in the map than the least populous.
Get rid of this buggy, broken low pop system and actually tighten controls to make the on field experience more fun and get people playing in the other campaigns while they're in queue..
Agrippa_Invisus wrote: »It also doesn't help that we have people getting mad for losing and then taking their entire guild over to the faction who just won the campaign.
This leads to population imbalances and collapses. AD GH NA doesn't need more bodies, it needs fewer atm. EP doesn't need fewer, it needs more as it's kinda in sadsack shape right now.
Without population controls to prevent things like this from happening, I dunno what to say.
It has been suggested and re-suggested for years that dynamic pop locks should be enabled. The most populous faction should only be able to have a handful more players in the map than the least populous.
Get rid of this buggy, broken low pop system and actually tighten controls to make the on field experience more fun and get people playing in the other campaigns while they're in queue..
"AD GH NA doesn't need more bodies" Strongly disagree with you on here if you're referring to the PS4/5 Server because AD is always strongly outnumbered in that campaign.
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
Noticed lately that EP's population compared to DC & AD has significantly risen to the point cyrodiil is no longer competitive (PSna GH).
EP is literally poplocked 24/7 and pvdoors the map until the other factions can muster enough people to do anything during primetime. That being said, recently during prime time DC & AD are dropping down to 1 bar each still fighting a 3 bar pop locked EP. How can you justify a fair competition when EP has literally over 2x the population of the other two factions combined?? Any attempt to retake a keep is met by 40+ thirsty EP zerglings.. sad..
Recomendation: set the population cap to scale based on the lowest pop faction at a given time. Ex: if faction #1 had 1 bar of population, then the max pop at that time would be 2 bars for the other factions. Once faction #1 reached 2 bars, the pop cap would move to 3 bars. This would keep Cyrodiil competitive.
And before people contest this with "dont limit the people who want to play" - well maybe it would be a good way to push people to switch factions and rebalance the game. Too many players on one side makes Cyrodiil awful - make the change.
Syrusthevirus187 wrote: »Faction lock on the main populated campaign and not the dead ones was always a bad idea
Getting rid of faction lock would be great. I hate logging in to see my alliance has the other 2 gated. I just leave straight away and go bgs. Blackreach and the other campaigns are dead my times and so is IC. It leaves only bgs.
Duke_Falcon wrote: »Syrusthevirus187 wrote: »Faction lock on the main populated campaign and not the dead ones was always a bad idea
The only reason the main campaign isn't dead is because of the alliance lock. If you allow people to swap alliances at will there's no competition, without the challenge of competition it isn't fun so the campaign becomes dead.
I remember arguments when they were first implementing the idea of alliance lock, that the campaign that was alliance locked would be the dead one, and that the campaigns where people were allowed to swap alliances at will would be completely packed.
I said then that's not going to be the case, and what I said happened. No one wants to play in a game where people with characters on all alliances can swap at a moments notice to manipulate outcomes of battles on the map, its not a fair game. That's why they are dead.
Duke_Falcon wrote: »Getting rid of faction lock would be great. I hate logging in to see my alliance has the other 2 gated. I just leave straight away and go bgs. Blackreach and the other campaigns are dead my times and so is IC. It leaves only bgs.
Other campaigns are dead because there is no alliance lock. There used to be another 30 day campaign you could swap alliances on, but it quickly because the dead campaign and the alliance locked one became the popular one. People want a fair game not one that the out come can be manipulated by switching teams on.
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).
Duke_Falcon wrote: »Getting rid of faction lock would be great. I hate logging in to see my alliance has the other 2 gated. I just leave straight away and go bgs. Blackreach and the other campaigns are dead my times and so is IC. It leaves only bgs.
Other campaigns are dead because there is no alliance lock. There used to be another 30 day campaign you could swap alliances on, but it quickly because the dead campaign and the alliance locked one became the popular one. People want a fair game not one that the out come can be manipulated by switching teams on.
Duke_Falcon wrote: »Getting rid of faction lock would be great. I hate logging in to see my alliance has the other 2 gated. I just leave straight away and go bgs. Blackreach and the other campaigns are dead my times and so is IC. It leaves only bgs.
Other campaigns are dead because there is no alliance lock. There used to be another 30 day campaign you could swap alliances on, but it quickly because the dead campaign and the alliance locked one became the popular one. People want a fair game not one that the out come can be manipulated by switching teams on.
Maybe it's time they spun up a faction locked, no cp, no proc campaign right along side Ravenwatch. Give it 3-6 months to gain some traction and see what people actually gravitate towards. I also like the dynamic population lock idea as a way of reducing imbalances at times when population is not already locked.
Duke_Falcon wrote: »Getting rid of faction lock would be great. I hate logging in to see my alliance has the other 2 gated. I just leave straight away and go bgs. Blackreach and the other campaigns are dead my times and so is IC. It leaves only bgs.
Other campaigns are dead because there is no alliance lock. There used to be another 30 day campaign you could swap alliances on, but it quickly because the dead campaign and the alliance locked one became the popular one. People want a fair game not one that the out come can be manipulated by switching teams on.
The other campaigns are empty because there isn't the population to support them. I would gladly play in blackreach if there were people in there at my times. Usually it's 1large group flipping an empty map.
Duke_Falcon wrote: »Getting rid of faction lock would be great. I hate logging in to see my alliance has the other 2 gated. I just leave straight away and go bgs. Blackreach and the other campaigns are dead my times and so is IC. It leaves only bgs.
Other campaigns are dead because there is no alliance lock. There used to be another 30 day campaign you could swap alliances on, but it quickly because the dead campaign and the alliance locked one became the popular one. People want a fair game not one that the out come can be manipulated by switching teams on.
I used to think this too. But I've come to realize that isn't the case.
GH (just like the previous iterations) is more popular because it's the main campaign and people want action. They put up with lag because combat is usually pretty even. It's rare to log in to GH and see a map completely dominated by one faction.
Also there are plenty of shenanigans that go on in GH. Scrolls get poached. Hammers stolen. All it takes is one person who is fed up with their faction or has friends on another color.
Like I said, I used to think that way. I used to think players switching alliances in a camp is a bad thing. But the longer I've played, the more I've changed my mind on that. GH often suffers from stagnation. There's not a lot of parody. People being able to play what they want with who they want has stopped one faction owning BR endlessly more than once.