ValarMorghulis1896 wrote: »60-80 per alliance. most people in cyro-chat agree on that.
It's a mistery. Why? Beacause reasons... /s ZOS hides this number from the very begining, maybe because it's not constant and it changes when it suits them? We only have our estimations.
Duke_Falcon wrote: »You can test it to figure it out. Let me know what you all find out, I'm genuinely curious. I play on the PlayStation and these are my finding from years of game play.
Wait for the campaign to end and the next one to begin. The campaigns must be population locked for this test to work.
While its population locked go into Cyrodiil in the first hour of the campaign. It must be in the first hour of the campaign for the test to work as well.
Go into Cyrodiil and put one repair kit into any keep that's not going to get any defense ticks. That should give you less than 100 AP. Then wait for the first hourly score tick to go off. Make sure you don't earn any more AP, you want to be last in the rankings.
Then go to your journal and see what your rank in Cyrodiil is by how much AP you have earned, you should have the lowest AP of all the players on your alliance. From the over 8ish tests I've done, I'm always around 130ish in the rankings.
Take 130 divided by 3 bars and your at 43.33 players per bar. Now that seems like a weird number of players to have per bar, so I suspect its actually 40 players per bar, and the other 9 players account for those that have come and gone within that first hour.
I also suspect that each alliance starts out population locked at 120 people and then it scales up as more and more people want to participate in Cyrodiil. Similar to how the re-spawn timers work on world bosses in Imperial City. The higher the population of players in Imperial City, the faster the world bosses re-spawn as you make the circle around IC farming them.
ZOS needs to look at having a completely separate server for PVP. I'd even pay a few extra $$ per month to access it. That way, only those who truly love PVP would be using it.
80 Per faction is abysmal. Guild Wars 2 back in 2012 had 100 per faction.
Duke_Falcon wrote: »What proof do you have that its 80? I need something to go on, I'm not going to believe people just because they say so. Give me some measurable data and some logical reasoning to that conclusion.
ValarMorghulis1896 wrote: »60-80 per alliance. most people in cyro-chat agree on that.
1) The posts are from 2023 - so you cannot prove it wrong in 09.2024Unfadingsilence wrote: »ValarMorghulis1896 wrote: »60-80 per alliance. most people in cyro-chat agree on that.
Nah that's a lie I've done single bombs and have killed more than 100+
CameraBeardThePirate wrote: »A little transparency from the devs on this subject would be great, especially with the pop cap tests coming up.
A big guild leader or a streamer should host an event where they group queue one 12 man group at a time into a dead campaign like Icereach outside of prime time. All we would have to do is see when Cyrodiil becomes pop locked.
I guess it would be difficult to coordinate an 80+ people event like this, but I’ve seen bigger things organized.
CrazyKitty wrote: »ValarMorghulis1896 wrote: »60-80 per alliance. most people in cyro-chat agree on that.
The current pop caps are about what you say. But they used to be much, much higher. Caps used to be closer to or in excess of 250/faction. Then housing, companions, ToT and a bunch of other non combat related stuff was introduced and instead of adding more server resources for the new systems they reduced cyrodiil population caps.
MEBengalsFan2001 wrote: »CrazyKitty wrote: »ValarMorghulis1896 wrote: »60-80 per alliance. most people in cyro-chat agree on that.
The current pop caps are about what you say. But they used to be much, much higher. Caps used to be closer to or in excess of 250/faction. Then housing, companions, ToT and a bunch of other non combat related stuff was introduced and instead of adding more server resources for the new systems they reduced cyrodiil population caps.
It probably around 125 per an alliance. I sat my dead body down once and counted players of the other alliance as they left/teleported in for a total of two minutes and I had over 100 unique players.
Only way to really know for sure is get a pop lock alliance to stand at the base for a minute and count? Unless an add on exists that does this?
In the wake of the great ball group privacy scandal of 2023, the tri faction shadow overlords of Cyrodiil declared in their ruling Ballgroups United that yes, a ball group is a person, their playstyle sacred and never to be nerfed or countered.Do ball groups count as 1 player?