KuroyukiESO wrote: »An even easier solution is to just get rid of alliance lock.
KuroyukiESO wrote: »An even easier solution is to just get rid of alliance lock.
Granted, OP is trying to balance out the population by adding a lot of work to the server to keep track of how many people are in Cyrodiil and divide this buff between them, which is a constant load on the servers that cannot handle the current load to begin with. Right there makes this a no-go.KuroyukiESO wrote: »An even easier solution is to just get rid of alliance lock.
JerBearESO wrote: »KuroyukiESO wrote: »An even easier solution is to just get rid of alliance lock.
So you can play on the alliance with more members, correct? At which point you have no enemy. That's anti fun, and not a solution my friend.
As someone who plays on NA DC Blackreach, trust me when I say I face this situation often. It's a real problem and therefor needs a real solution.
JerBearESO wrote: »Granted, OP is trying to balance out the population by adding a lot of work to the server to keep track of how many people are in Cyrodiil and divide this buff between them, which is a constant load on the servers that cannot handle the current load to begin with. Right there makes this a no-go.KuroyukiESO wrote: »An even easier solution is to just get rid of alliance lock.
This is actually false. A reasonable concern, but false. I've done enough programming and design for hobby projects to know that this system would not require constant calculations. The server only need periodically check for active players, not constantly by any means. Such checks can be accomplished with minimal, and I mean entirely unnoticeable, impact by performing the check every, for example, 60 seconds, then allow the miniscule workload involved to be spread across that timeframe. The stats from the buffs would only need to be recalculated when there is a change in active player count, and would likely fit into pre existing values so as to prevent recalculation per damage instance (hard to explain what I mean there, but trust me).
As far as 'rallying more troops to the cause', that makes sense as an extravert's semi-solution, sure, but throws the introverted solo player right out and shows little concern for the true nature of the problem. Your experience in any PvP environment, even a casual one, should not depend almost entirely upon what others decide to do; you should be able to have personal impact.
JerBearESO wrote: »KuroyukiESO wrote: »An even easier solution is to just get rid of alliance lock.
So you can play on the alliance with more members, correct? At which point you have no enemy. That's anti fun, and not a solution my friend.
As someone who plays on NA DC Blackreach, trust me when I say I face this situation often. It's a real problem and therefor needs a real solution.
You can also choose to go to the struggling side and balance out the fight or have a bigger challenge. That is fun and a solution.
JerBearESO wrote: »KuroyukiESO wrote: »An even easier solution is to just get rid of alliance lock.
So you can play on the alliance with more members, correct? At which point you have no enemy. That's anti fun, and not a solution my friend.
As someone who plays on NA DC Blackreach, trust me when I say I face this situation often. It's a real problem and therefor needs a real solution.
disintegr8 wrote: »This discussion has been going on for years, people bleating about wanting the map locked down somehow so they can get some sleep without losing it.
The game is global, open 24 hours a day, 7 days a week. Why should others be punished because when they can play, you don't or can't, so they get slugged with penalties?
It you've lost everything while not playing, at least you have something to do when you next play. Wouldn't PVP be even more boring than it already is if you logged on and your faction still owned the whole map?
If the check and balance are set to every 60 seconds, that is once a minute, the servers lag heavily, and that is unacceptable per the comment about Zenimax's stance on adding new systems that you edited out of my comment. Thank you for proving my point is accurate.
JerBearESO wrote: »Gameplay Report, DC blackreach cyrodiil, 10/22/2022
been playing DC blackreach cyro for a few hours tonight. consistently outnumbered about 6 to 1, at times upwards of 20 to 1. We have had 0-3 keeps all day with no hope of any change. People are joining, making a group effort, then leaving after a few pointless attempts at taking a keep.
this happens all the time....
I did get a semi decent 1vX, and an ok but ultimately failed 2vX. I would MUCH rather my experience for the night not boil down to "I almost won that fight though, kinda...."
JerBearESO wrote: »had a thought about my concept presented in relation to the idea of people choosing the lowest population alliance with locking disabled. basically, my system exceedingly incentivizes this kind of balance, because it is very common for people to want to have as much personal power as they can, and the purposed concept gives you the most power by choosing the lowest population alliance.
interesting, isn't it
JerBearESO wrote: »The problem:
Outside of peak hours, we see a trend where one alliance will have more players than the others, and so they push for ownership of the map with little real contest. This discourages the other alliance players, so many begin logging off, thus snowballing the problem. So we often see one alliance at a time with many players actively taking the map while the other alliances have merely half or less the active player count, creating an environment which feels unrewarding for the winning side, and overly punishing for the losing sides. During these situations, it can hardly be called PvP, since that is often avoided entirely; it's more like...PvG(player versus guards)....
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Solution concept:
Implement a new type of buff system which grants buffs which are distributed, or divided, between all ACTIVE alliance members; AFK players would not be considered active. With the buffs being divided between active members within each alliance, a player on an alliance with plenty of active members would see little impact, while a player on an alliance with few members would see more impact, thus evening things out a bit.
For example, say the buffs are +100% damage dealt, -50% damage received, +50% movespeed, and +500% AP earned. This sounds crazy! But wait, this is all divided up, so it's actually pretty unnoticeable on average and only serves to help players on low population alliances. Results would be:
For a player on an alliance with say 50 active members: +2% damage dealt, -1% damage received, +1% movespeed, and +10% AP earned.
For a player on an alliance with say 10 active members: +10% damage dealt, -5% damage received, +5% movespeed, and +50% AP earned.
Notably, these buffs and their rates are merely as an example of the concept. Also, it would be important to cap the rates a player can actually get so as to avoid seeing god mode players in the case that only a few were active on an alliance; we want players to feel they can still achieve something despite low population on their alliance, but we don't want them to roll over the other alliances 1v50 from overly high stats, so a max values and balance are key here.
xylena_lazarow wrote: »Maybe the campaigns are empty because the PvP itself is bad.
i think scoring should just be turned off during late night. oceanic players and nightcappers can still play and pvp. they can still help their faction as the map won't be turned off. they can claim the entire map so that when scoring turns back on their faction gets a head start at a lot of points when the eval hits. this, obviously, replaces low pop bonus. keep low score bonus.
Please no. I play PC NA GH and it’s maddening enough fighting back the blob of one faction and is made worse when they’re constantly holding hands with the other. Even if all pops were equal at 100 across the board, that’s still their 200 against our 100. This in itself would not be necessarily a bad thing if it was against a faction that was more dominant. However, we still find ourselves in this position even when we are in last place with no scrolls. Years ago, some considered it bad form to stack/zerg; they tried to spread out…but now, it seems one faction in particular lives by the quantity over quality gameplay. This, coupled with the quality of life issues of the game itself, have been the cause for some of my friends to leave. I keep hoping players will make the changes they can make for a more positive playing experience for everyone, and try to keep the fights fair with good sportsmanship…just like I still hold out hope one day we will be able to mount within 30 minutes of being out of combat.SaffronCitrusflower wrote: »The biggest population problem is the cap is 75/faction or so when it should be a bare minimum of 150/faction.
No. We have no server of our own, have much bigger pings and all maintenance is done in our prime time. We don't need yet another feature to work against us thanks.