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Should ZOS lower the population cap on campaigns?

  • Joy_Division
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    @Joy_Division has anyone been floating any other ideas or solutions in the rep meetings to generate increased improvement? I do have an idea that has nothing to do with campaigns. What about a debuff that gets worse the more players are grouped together, not significantly but enough to notice. Maybe a slight buff for the opposing players in the area who are outnumbered based off a ratio.
    Debuff/Buff Criteria
    1. How many players inside a certain radius to receive debuff?
    2. How large is the radius that the number of players must fit to receive the debuff.
    3. How many levels of debuff would there be?
    3. Make he debuff based purely off what 1 side has, not a ratio to the other.
    4. Provide a buff for an outnumbered faction that starts at a certain ratio and progressively gets stronger.
    5. How many levels for the buff?
    6. What values should be buffed and debuffed? How should they scale?

    This would punish those who zerg big and reward you for spreading out. The idea of being a foot soldier or a hero.
    Thoughts on this idea?

    People, the vast majority of whom do not play in organized or even disorganized groups, have often suggested a debuff of sorts to grouped players. Aside from the debatable premise whether or not it's a workable or good idea to punish players simply for grouping up, having such a system is going to add extra calculations and strain upon the server. So it's not surprising ZOS has remained silent regarding that.

    As far as the meeting with the reps go, I don't recall Wheeler being in one, probably for the reason the Rep program is not intended to give ZOS ideas of how to change game systems; we've just been asked to identify class pain points.

    For years the community has offered numerous sound ideas to incentivize spreading players out so. Some of which ZOS has acted upon (most notably removing of AoE caps), some of which ZOS has put a little too much faith in IMHO (resources), and some of which we saw the last update (destroy-able bridges and extra outposts). I think they could do a lot more myself, but as of right now there is no discussion on that.

    I do not think punishing players is the way to go here. I'm not sure why it is assumed that punishing or shaming another person's preferred style of play is going to motivate them to "git gud" and a start 1vXing or playing on dead servers. I think it's more likely they just play something else that they actually find enjoyable. It's not like Cyordiil is their only option when it comes to videogames.
    Edited by Joy_Division on 19 December 2018 21:28
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • SkysOutThizeOut
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    Yes, reduce campaign caps to force population to disperse to other campaigns while ZOS looks for a fix. Also, temporarily increase rewards (double/ triple maybe) for staying in shor for a month.
    @Delsskia @idk it could have the potential to make things worse, but better if it does force people to spread it. To your point about promoting groups, that’s why I left it open ended at what point the debuff and buffs would occur. It doesn’t have to be a low number. And if ZOS admitted they were trying to spread the population out across the map, then this idea could provoke players to spread out and get factions to focus on multiple objectives at once to not risk debuff. I just want to facilitate conversation to generate ideas that could result in improved performance.

    Also, it’d be awesome if they found a way to legitimately incentivize more people to PvP and to do it in lesser populated servers.
  • Ruckly
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    Other, list suggestion below.
    dgj
    Delsskia wrote: »
    @SkysOutThizeOut

    It's a creative idea, but why punish groups when ZOS has always promoted groups in PvP? There is zero content in the game that requires 24 people. The only reason there is a 24 player limit to groups is because of Cyrodiil. That has been advertised and promoted since before launch as a benefit. Also, it's just asking already overloaded servers, game engine and shoddy coding to perform even more calculations.

    It would create more problems and be completely counter to the original concept of Cyrodiil.

    Because people can't play the game in good faith and work with the present system. There is a 350 post thread that proves people can't play the game in good faith.

    Also how many players for the debuff was a question not a stated figure. It would likely be more than 24 or group sizes would be reduced.

    A proximity calculation likely wouldn't be that complex since everything has to render anyways and that number would already be present. Assigning another number to that number might add a byte of data?
  • SkysOutThizeOut
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    Yes, reduce campaign caps to force population to disperse to other campaigns while ZOS looks for a fix. Also, temporarily increase rewards (double/ triple maybe) for staying in shor for a month.
    @Joy_Division the conversation has moved from spreading across campaigns to improving performance during max pop hours. The debuff wouldn’t be just for the group, but for everyone in the area. It doesn’t have to be at 10, but could be 24, 36, whatever, whatever the point is where it becomes a major strain on the server. I’m not talking lower caps, I was thinking higher caps and larger ratios.
  • idk
    idk
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    No, keep it the way it is and wait 5 more years for the fix that may never come.
    @Delsskia @idk it could have the potential to make things worse, but better if it does force people to spread it. To your point about promoting groups, that’s why I left it open ended at what point the debuff and buffs would occur. It doesn’t have to be a low number. And if ZOS admitted they were trying to spread the population out across the map, then this idea could provoke players to spread out and get factions to focus on multiple objectives at once to not risk debuff. I just want to facilitate conversation to generate ideas that could result in improved performance.

    Also, it’d be awesome if they found a way to legitimately incentivize more people to PvP and to do it in lesser populated servers.

    We do know that Zos looks at a variety of data based on fixes they have implemented for various bugs that have been introduced to the game over time. Best example was healing springs was causing a severe drop in FPS making the game unplayable and Zos figured the issue out and remedied it.

    Again with the buffs and debuffs, we probably do not have more now then in the first year of the game due to homogenization. While worth looking at, everything is, I do not see the logic that having X players in an area with buffs and debuffs is more an issue today than 4 years ago when the numbers were several times what we have at keeps these days.

    More directly, we have seen changes Zos makes to get players to spread out do not really get an intended effect. We still see large zergs. It is leaders, smart leaders, that go after different targets strategically and these thoughts do not make that happen.

    Personally, I do not think Zos has a strong interest in getting Cyrodiil to work properly. For the same reasons Zos has ignored the much worse in-combat bug and more load screens introduced with murkmire I think Cyrodiil is off their radar.
  • SkysOutThizeOut
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    Yes, reduce campaign caps to force population to disperse to other campaigns while ZOS looks for a fix. Also, temporarily increase rewards (double/ triple maybe) for staying in shor for a month.
    @idk the buff/debuff would be a punishment mechanism to discourage zergs greater than 30-40 maybe. Not an actual issue with the buffs.
  • VaranisArano
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    idk the buff/debuff would be a punishment mechanism to discourage zergs greater than 30-40 maybe. Not an actual issue with the buffs.

    Heaven forbid that more than 30-40 players show up to crown an emperor or defend the last emperor keep or capture/defend a scroll.

    Because that's the real flaw with your suggestion.

    Cyrodiil has very important objectives that are designed to attract lots of players. A debuff is essentially punishing people for player important objectives when the problem is ZOS' failure to make the game perform properly when players focus on important objectives exactly as designed.

    I was at a last emperorship keep + EP scroll take that had 3 raids of EP, 2 raids of AD, and 1 group of DC, to give you a specific idea of the numbers involved at important objectives during PC/NA primetime on Vivec. If you want to debuff all of us for showing up, I'm going to have to insist that scrolls not be worth 10 points in the score at the very least.
    Edited by VaranisArano on 19 December 2018 23:15
  • pzschrek
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    I play mostly in vivec because most people I know play there, and when they play in shor, the other factions mostly log after getting wiped once and it turns into a pvdoor fest.

    If I go by myself, I get stepped on by small groups of stambros who are looking for good fights.

    In vivec I can ride down to BRK mine and know I'm going to get a fight, and I'll probably run into some of my own allies as well as the enemy. Yeah it's zergtastic, but the likely left and right limits of unfun bull[snip] are lower in my opinion.
    “The enemy is anybody who's going to get you killed, no matter which side he is on.”
  • Ruckly
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    Other, list suggestion below.
    @dk the buff/debuff would be a punishment mechanism to discourage zergs greater than 30-40 maybe. Not an actual issue with the buffs.

    Heaven forbid that more than 30-40 players show up to crown an emperor or defend the last emperor keep or capture/defend a scroll.

    Because that's the real flaw with your suggestion.

    Cyrodiil has very important objectives that are designed to attract lots of players. A debuff is essentially punishing people for player important objectives when the problem is ZOS' failure to make the game perform properly when players focus on important objectives exactly as designed.

    I was at a last emperorship keep + EP scroll take that had 3 raids of EP, 2 raids of AD, and 1 group of DC, to give you a specific idea of the numbers involved at important objectives during PC/NA primetime on Vivec. If you want to debuff all of us for showing up, I'm going to have to insist that scrolls not be worth 10 points in the score at the very least.

    There actually is a debuff present in the specific example you highlighted. It's called disconnect on approaching the keep and waiting forever to log back in debuff. If you manage to get past that then you get the siege doesn't fire debuff or the 10 second cast time debuff.

    If instead on the current debuffs you add one that lowers say damage resistance then the number of defenders/attackers should drop much more quickly and the volume of people at an emp keep will lessen as will server load. As the number lessens the magnitude of the damage resistance debuff also lessens.
  • idk
    idk
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    No, keep it the way it is and wait 5 more years for the fix that may never come.
    @idk the buff/debuff would be a punishment mechanism to discourage zergs greater than 30-40 maybe. Not an actual issue with the buffs.

    First, Zergs have not changed when other aspects became less favorable.

    Second, since the numbers are larger than max group size so the idea is not to prevent large groups from forming but to force players to run around a keep and count how many are there. Oops. More than X players defending this keep I have to leave or get punished is a very bad mechanic to add.

    This is from the perspective of someone who normally runs in small groups or solo. Even solo I do go to keeps under attack and work the outskirts to thin the herd. This latest idea would essentially say I should not try to help unless I make sure the area is not over some limit. Not a healthy way to go.
  •  Jules
    Jules
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    Other, list suggestion below.
    Rather than lowering populations further and us all endlessly horse simulator-ing our nights away, why not use positive reinforcement rather than negative? It would be exponentially more effective to incentivize going to off campaigns (cough, Shor) than it would be to harshly restrict people from going to Vivec.

    Idea:
    Double AP every night in Shor 7-11pm.


    This would allow a good amount of people who want to change campaigns/avoid lag to hop over to Shor during primetime and allow Vivec to be eased up but only at the most troublesome hours. So you would have an interesting choice between staying the campaign you have mained through lag and giving up on that campaign to have some good fights elsewhere. I honestly think people would probably be evenly split between campaign loyalty/ watching the map in Vivec and caring less about Vivec map to find different fights in Shor.
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  • Joy_Division
    Joy_Division
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    @Joy_Division the conversation has moved from spreading across campaigns to improving performance during max pop hours. The debuff wouldn’t be just for the group, but for everyone in the area. It doesn’t have to be at 10, but could be 24, 36, whatever, whatever the point is where it becomes a major strain on the server. I’m not talking lower caps, I was thinking higher caps and larger ratios.

    Is this the sort of thought process you are aiming for people to have?

    "Hey here is a good/important/interesting/only fight I'm a part of. Wait, how many allies are in the area? Let me take 5 minutes to move around, memorize the unique IDs and do a mathematically calculation to see how many stats I'm losing. *5 minutes later* Well, according to ZOS's formula I'm losing 15% of my damage, healing, and regen. Or at least I was but that one group wiped and I don;t see a camp up, so now I'm not sure. Maybe I should put up a camp. Wait, if I do that and assist my alliance, I'm just going to screw myself over. F*** them. Besides, I don't want to inconvenience the server for those 80 AD attacking this keep, that would be really selfish of me. Wait, I am being selfish just by being here. Let me go to Drakelowe Farm and PvDoor that resource, I'm going to be at full stat strength if I go do that."
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Joy_Division
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    Ruckly wrote: »
    @dk the buff/debuff would be a punishment mechanism to discourage zergs greater than 30-40 maybe. Not an actual issue with the buffs.

    Heaven forbid that more than 30-40 players show up to crown an emperor or defend the last emperor keep or capture/defend a scroll.

    Because that's the real flaw with your suggestion.

    Cyrodiil has very important objectives that are designed to attract lots of players. A debuff is essentially punishing people for player important objectives when the problem is ZOS' failure to make the game perform properly when players focus on important objectives exactly as designed.

    I was at a last emperorship keep + EP scroll take that had 3 raids of EP, 2 raids of AD, and 1 group of DC, to give you a specific idea of the numbers involved at important objectives during PC/NA primetime on Vivec. If you want to debuff all of us for showing up, I'm going to have to insist that scrolls not be worth 10 points in the score at the very least.

    There actually is a debuff present in the specific example you highlighted. It's called disconnect on approaching the keep and waiting forever to log back in debuff. If you manage to get past that then you get the siege doesn't fire debuff or the 10 second cast time debuff.

    If instead on the current debuffs you add one that lowers say damage resistance then the number of defenders/attackers should drop much more quickly and the volume of people at an emp keep will lessen as will server load. As the number lessens the magnitude of the damage resistance debuff also lessens.

    And you think a 10% loss on stats is going to dissuade people from going to that keep when a disconnect and 10 second server delays don't?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Ruckly
    Ruckly
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    Other, list suggestion below.
    @Joy_Division the conversation has moved from spreading across campaigns to improving performance during max pop hours. The debuff wouldn’t be just for the group, but for everyone in the area. It doesn’t have to be at 10, but could be 24, 36, whatever, whatever the point is where it becomes a major strain on the server. I’m not talking lower caps, I was thinking higher caps and larger ratios.

    Is this the sort of thought process you are aiming for people to have?

    "Hey here is a good/important/interesting/only fight I'm a part of. Wait, how many allies are in the area? Let me take 5 minutes to move around, memorize the unique IDs and do a mathematically calculation to see how many stats I'm losing. *5 minutes later* Well, according to ZOS's formula I'm losing 15% of my damage, healing, and regen. Or at least I was but that one group wiped and I don;t see a camp up, so now I'm not sure. Maybe I should put up a camp. Wait, if I do that and assist my alliance, I'm just going to screw myself over. F*** them. Besides, I don't want to inconvenience the server for those 80 AD attacking this keep, that would be really selfish of me. Wait, I am being selfish just by being here. Let me go to Drakelowe Farm and PvDoor that resource, I'm going to be at full stat strength if I go do that."

    You say because whatever debuff it would be it would have to be variable and it being a debuff wouldn't show up as a debuff but a hidden number for some reason that making an 80 man heal stack have a higher debuff than a 40 man heal stack can't be done? We don't even have a number density yet what the number would be where a debuff would kick it, at what increment, and how much it increases with each increment. It might start at 41 and increase by 8 and it might show up distinctly on the interface as a debuff. 2 raids one stack of debuff. 3 raids 4 stacks of debuff.
  • Ruckly
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    Other, list suggestion below.
    So far this works in theory. We haven't got to tri-keeps yet :* .
  • Minno
    Minno
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    Other, list suggestion below.
    Here's my other:
    -Remove bot protection,
    -fire akamai,
    -fix other lag issues (like leaking UI checks),
    - increase camp pop to like 1k per side
    - pick one PvP and stick with it
    - advertise that pvp is fixed witha PvP only DLC


    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Joy_Division
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    Ruckly wrote: »
    @Joy_Division the conversation has moved from spreading across campaigns to improving performance during max pop hours. The debuff wouldn’t be just for the group, but for everyone in the area. It doesn’t have to be at 10, but could be 24, 36, whatever, whatever the point is where it becomes a major strain on the server. I’m not talking lower caps, I was thinking higher caps and larger ratios.

    Is this the sort of thought process you are aiming for people to have?

    "Hey here is a good/important/interesting/only fight I'm a part of. Wait, how many allies are in the area? Let me take 5 minutes to move around, memorize the unique IDs and do a mathematically calculation to see how many stats I'm losing. *5 minutes later* Well, according to ZOS's formula I'm losing 15% of my damage, healing, and regen. Or at least I was but that one group wiped and I don;t see a camp up, so now I'm not sure. Maybe I should put up a camp. Wait, if I do that and assist my alliance, I'm just going to screw myself over. F*** them. Besides, I don't want to inconvenience the server for those 80 AD attacking this keep, that would be really selfish of me. Wait, I am being selfish just by being here. Let me go to Drakelowe Farm and PvDoor that resource, I'm going to be at full stat strength if I go do that."

    You say because whatever debuff it would be it would have to be variable and it being a debuff wouldn't show up as a debuff but a hidden number for some reason that making an 80 man heal stack have a higher debuff than a 40 man heal stack can't be done? We don't even have a number density yet what the number would be where a debuff would kick it, at what increment, and how much it increases with each increment. It might start at 41 and increase by 8 and it might show up distinctly on the interface as a debuff. 2 raids one stack of debuff. 3 raids 4 stacks of debuff.

    No I'm not saying that at all. I am saying if a server disconnect and the inability to use skills or CC break has failed to spread people out, than why would a debuff somehow make people PvP differently? Getting booted from the server and unresponsiveness is a lot bigger punishment than whatever debuff you're thinking of .

    It's just going to create stupid arguments like "You need to leave because we're getting the debuff. We were here first!" and the other group of people to ignore that because they want their capture tick or they just dont like them or they think the objective is too important. Or people arguing about whether to place a camp because of this debuff. Stuff like that is is not healthy and just leads to further toxicity

    The vast majority of things people on these forums can think to improve the game is going to frustrate other people. "Nerf this," "disallow X," "Heals shouldn't be allowed outside of groups," "Force people to play only characters from one alliance for a month," "You get a penalty for having X people in a group," "In a large scroll-fight, people are going to get stacks of debuffs." It's no wonder ZOS remains silent on these issues.
    Edited by Joy_Division on 20 December 2018 05:39
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Ruckly
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    Other, list suggestion below.
    Ruckly wrote: »
    @Joy_Division the conversation has moved from spreading across campaigns to improving performance during max pop hours. The debuff wouldn’t be just for the group, but for everyone in the area. It doesn’t have to be at 10, but could be 24, 36, whatever, whatever the point is where it becomes a major strain on the server. I’m not talking lower caps, I was thinking higher caps and larger ratios.

    Is this the sort of thought process you are aiming for people to have?

    "Hey here is a good/important/interesting/only fight I'm a part of. Wait, how many allies are in the area? Let me take 5 minutes to move around, memorize the unique IDs and do a mathematically calculation to see how many stats I'm losing. *5 minutes later* Well, according to ZOS's formula I'm losing 15% of my damage, healing, and regen. Or at least I was but that one group wiped and I don;t see a camp up, so now I'm not sure. Maybe I should put up a camp. Wait, if I do that and assist my alliance, I'm just going to screw myself over. F*** them. Besides, I don't want to inconvenience the server for those 80 AD attacking this keep, that would be really selfish of me. Wait, I am being selfish just by being here. Let me go to Drakelowe Farm and PvDoor that resource, I'm going to be at full stat strength if I go do that."

    You say because whatever debuff it would be it would have to be variable and it being a debuff wouldn't show up as a debuff but a hidden number for some reason that making an 80 man heal stack have a higher debuff than a 40 man heal stack can't be done? We don't even have a number density yet what the number would be where a debuff would kick it, at what increment, and how much it increases with each increment. It might start at 41 and increase by 8 and it might show up distinctly on the interface as a debuff. 2 raids one stack of debuff. 3 raids 4 stacks of debuff.

    No I'm not saying that at all. I am saying if a server disconnect and the inability to use skills or CC break has failed to spread people out, than why would a debuff somehow make people PvP differently? Getting booted from the server and unresponsiveness is a lot bigger punishment than whatever debuff you're thinking of .

    It's just going to create stupid arguments like "You need to leave because we're getting the debuff. We were here first!" and the other group of people to ignore that because they want their capture tick or they just dont like them or they think the objective is too important. Or people arguing about whether to place a camp because of this debuff. Stuff like that is is not healthy and just leads to further toxicity

    The vast majority of things people on these forums can think to improve the game is going to frustrate other people. "Nerf this," "disallow X," "Heals shouldn't be allowed outside of groups," "Force people to play only characters from one alliance for a month," "You get a penalty for having X people in a group," "In a large scroll-fight, people are going to get stacks of debuffs." It's no wonder ZOS remains silent on these issues.

    If people die because they have 4 stacks of debuff in a 3 raid blob that will deter them from doing that. Because if they do that they will die. And they will die again if they do that again. If a person gets dced because there is too many total(doesn't depend on faction) people in an area(something they can't know ahead of time unless someone else reports dc which would happen after they relog)...

    I threw out a random number 41 where it would start to stack debuffs. 2 raids is 48 people 1 stack of debuff. If people were wherever first with 40 people then other people piling into that same area...it creates lag and this would deter it. And as far as I know you don't have to sit in a fort for a capture tick anymore you only need to tag something. And placing a camp would reinforce people that were already there and died. If there are 40 people at a fort and some die and respawn at a camp: that doesn't increase the number of people at a fort. Camps don't generate two people from one person. The game is rated mature meaning mature people should be playing it meaning there should be a very low level of toxicity since the people playing know what this offsets and that is disconnects/siege is busy/10 second cast times. I think you underrate the people playing the game.

    Anyways moving on to tri-keeps :* .
  • Hochstapler
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    Yes, reduce campaign caps to force population to disperse to other campaigns while ZOS looks for a fix. Also, temporarily increase rewards (double/ triple maybe) for staying in shor for a month.
    I can only speak about PC-EU-Sotha but yeah, the only time I see a jump in my ping is when 2 factions are full and they clash.
    Up until 3 bars of all factions everything runs smooth with occassional loading screen poping up when I travel which is just a minor annoyance because it lasts only few seconds, if that.

    3 bars seems to be the most Cyro can take so droping the pop cap for another 25% would be the sweet spot.
    This paired with lowering the raid cap to 16 would be the best and easiest fix really.



    Edited by Hochstapler on 20 December 2018 13:13
    I care about your gaming "problems" and teenage anxieties, just not today.
  • frozywozy
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    Yes, reduce campaign caps to force population to disperse to other campaigns while ZOS looks for a fix. Also, temporarily increase rewards (double/ triple maybe) for staying in shor for a month.
    I can only speak about PC-EU-Sotha but yeah, the only time I see a jump in my ping is when 2 factions are full and they clash.
    Up until 3 bars of all factions everything runs smooth with occassional loading screen poping up when I travel which is just a minor annoyance because it lasts only few seconds, if that.

    3 bars seems to be the most Cyro can take so droping the pop cap for another 25% would be the sweet spot.
    This paired with lowering the raid cap to 16 would be the best and easiest fix really.

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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
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    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
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    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • VaranisArano
    VaranisArano
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    Ruckly wrote: »
    Ruckly wrote: »
    @Joy_Division the conversation has moved from spreading across campaigns to improving performance during max pop hours. The debuff wouldn’t be just for the group, but for everyone in the area. It doesn’t have to be at 10, but could be 24, 36, whatever, whatever the point is where it becomes a major strain on the server. I’m not talking lower caps, I was thinking higher caps and larger ratios.

    Is this the sort of thought process you are aiming for people to have?

    "Hey here is a good/important/interesting/only fight I'm a part of. Wait, how many allies are in the area? Let me take 5 minutes to move around, memorize the unique IDs and do a mathematically calculation to see how many stats I'm losing. *5 minutes later* Well, according to ZOS's formula I'm losing 15% of my damage, healing, and regen. Or at least I was but that one group wiped and I don;t see a camp up, so now I'm not sure. Maybe I should put up a camp. Wait, if I do that and assist my alliance, I'm just going to screw myself over. F*** them. Besides, I don't want to inconvenience the server for those 80 AD attacking this keep, that would be really selfish of me. Wait, I am being selfish just by being here. Let me go to Drakelowe Farm and PvDoor that resource, I'm going to be at full stat strength if I go do that."

    You say because whatever debuff it would be it would have to be variable and it being a debuff wouldn't show up as a debuff but a hidden number for some reason that making an 80 man heal stack have a higher debuff than a 40 man heal stack can't be done? We don't even have a number density yet what the number would be where a debuff would kick it, at what increment, and how much it increases with each increment. It might start at 41 and increase by 8 and it might show up distinctly on the interface as a debuff. 2 raids one stack of debuff. 3 raids 4 stacks of debuff.

    No I'm not saying that at all. I am saying if a server disconnect and the inability to use skills or CC break has failed to spread people out, than why would a debuff somehow make people PvP differently? Getting booted from the server and unresponsiveness is a lot bigger punishment than whatever debuff you're thinking of .

    It's just going to create stupid arguments like "You need to leave because we're getting the debuff. We were here first!" and the other group of people to ignore that because they want their capture tick or they just dont like them or they think the objective is too important. Or people arguing about whether to place a camp because of this debuff. Stuff like that is is not healthy and just leads to further toxicity

    The vast majority of things people on these forums can think to improve the game is going to frustrate other people. "Nerf this," "disallow X," "Heals shouldn't be allowed outside of groups," "Force people to play only characters from one alliance for a month," "You get a penalty for having X people in a group," "In a large scroll-fight, people are going to get stacks of debuffs." It's no wonder ZOS remains silent on these issues.

    If people die because they have 4 stacks of debuff in a 3 raid blob that will deter them from doing that. Because if they do that they will die. And they will die again if they do that again. If a person gets dced because there is too many total(doesn't depend on faction) people in an area(something they can't know ahead of time unless someone else reports dc which would happen after they relog)...

    I threw out a random number 41 where it would start to stack debuffs. 2 raids is 48 people 1 stack of debuff. If people were wherever first with 40 people then other people piling into that same area...it creates lag and this would deter it. And as far as I know you don't have to sit in a fort for a capture tick anymore you only need to tag something. And placing a camp would reinforce people that were already there and died. If there are 40 people at a fort and some die and respawn at a camp: that doesn't increase the number of people at a fort. Camps don't generate two people from one person. The game is rated mature meaning mature people should be playing it meaning there should be a very low level of toxicity since the people playing know what this offsets and that is disconnects/siege is busy/10 second cast times. I think you underrate the people playing the game.

    Anyways moving on to tri-keeps :* .

    As Joy_Division said, we've already dealt with massive amounts of lag, the inability to use skills properly, and in many cases, crashing to log-in screen or even out of Cyrodiil, and yet we still continue to organically form large groups at inportant objectives.

    I do not think that an extra debuff is going to have the impact you think it will.

    Moreover, I guarantee that organized raids will handle that debuff better than any disorganized zerg or small scale group so congrats, you've handled ball groups yet another advantage, without actually solving the problem.
  • Joy_Division
    Joy_Division
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    Ruckly wrote: »
    [The game is rated mature meaning mature people should be playing it meaning there should be a very low level of toxicity since the people playing know what this offsets and that is disconnects/siege is busy/10 second cast times. I think you underrate the people playing the game.

    :lol::lol::lol::lol::lol::lol::lol::lol:

    Come on, this is just desperation.
    Edited by Joy_Division on 20 December 2018 16:22
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • SkysOutThizeOut
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    Yes, reduce campaign caps to force population to disperse to other campaigns while ZOS looks for a fix. Also, temporarily increase rewards (double/ triple maybe) for staying in shor for a month.
    Strong debuffs for either faction stacking raids would force multiple large scale battle at multiple locations because raids are generally smart and multiple attacks at once would increase efficiency and success for a keep to be captured. Same could be way Raids will defend.
  • The Uninvited
    The Uninvited
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    idk wrote: »
    Again? Nah, it's the concentration of zergs in one spot combined with all the calculations of CP for all these players. Fix should be found in the CP calculations.

    It has already been demonstrated CP does not affect lag. Zos did a test close to 2 years ago and removed all CP from all campaigns and lag still persisted.

    I am surprised someone would still claim this is an issue after what seemed to be a decisive test.

    A decisive test of which they NEVER published the results?

    https://forums.elderscrollsonline.com/en/discussion/323521/cyrodiil-performance-test-and-double-ap-event/p1

    Edit: You also left out the part where I said "it's the concentration of zergs in one spot combined with all the calculations"
    Edited by The Uninvited on 20 December 2018 17:59
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • Ruckly
    Ruckly
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    I tried. Some people don't have a clue what a priori is.

    If the population cap is lowered by 25%, instead of having a functional server that can handle the current server load or a rule set for deviants, cyrodill would likely be killed outright. Or not outright but it would quickly only become a thing for people who video stream and that's about it. What would be left is BGs which likely make money from crown consumable items. I doubt cyrodill makes money. And you would have pve. pve sells dlcs and battlegrounds sells crown consumables. Cyrodill would be waiting lines, ball groups, and 3 raid stacks. However even if the cap was lowered by 25% I would still be sitting above alesworth front door or glademist front door reading a book.
  • idk
    idk
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    No, keep it the way it is and wait 5 more years for the fix that may never come.
    idk wrote: »
    Again? Nah, it's the concentration of zergs in one spot combined with all the calculations of CP for all these players. Fix should be found in the CP calculations.

    It has already been demonstrated CP does not affect lag. Zos did a test close to 2 years ago and removed all CP from all campaigns and lag still persisted.

    I am surprised someone would still claim this is an issue after what seemed to be a decisive test.

    A decisive test of which they NEVER published the results?

    https://forums.elderscrollsonline.com/en/discussion/323521/cyrodiil-performance-test-and-double-ap-event/p1

    Edit: You also left out the part where I said "it's the concentration of zergs in one spot combined with all the calculations"

    They have no need to publish detailed data. We are not entitled to it. Clearly, they would not have gone to such an extreme if there were not willing to act on the data. This comment I quoted is just a desperate attempt and grasping at straws.
  • idk
    idk
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    No, keep it the way it is and wait 5 more years for the fix that may never come.
    Strong debuffs for either faction stacking raids would force multiple large scale battle at multiple locations because raids are generally smart and multiple attacks at once would increase efficiency and success for a keep to be captured. Same could be way Raids will defend.

    I really think you need to read what Joy posted, explaining why this is not a good idea for Zos to consider. It is in line with what I stated earlier, that you are putting a burden on player to run around counting how many are in the area before bothering to engage. In the end, once they finish counting the numbers have changed.

    Anyone who thinks this through will come to a similar conclusion.
  • Ruckly
    Ruckly
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    idk wrote: »
    Strong debuffs for either faction stacking raids would force multiple large scale battle at multiple locations because raids are generally smart and multiple attacks at once would increase efficiency and success for a keep to be captured. Same could be way Raids will defend.

    I really think you need to read what Joy posted, explaining why this is not a good idea for Zos to consider. It is in line with what I stated earlier, that you are putting a burden on player to run around counting how many are in the area before bothering to engage. In the end, once they finish counting the numbers have changed.

    Anyone who thinks this through will come to a similar conclusion.

    Because the game can not count the numbers for you and put that number on your screen. And once that number is on one persons screen they can't announce it in zone chat. Computers are not calculators they can not do arithmetic for you!
    Edited by Ruckly on 20 December 2018 20:27
  • Ruckly
    Ruckly
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    Anyways I post in these forums. Well I might post in these forums because I like ESO and this might somehow translate into forum posts. I think that is the primary reason most people post in these forums. However I post primarily with the intent of coming up with workable solutions. I like to solve problems. I don't post to be right or for the sake of ego which has no value here to me. Rather to propose thesis and anti-thesis. But come on computers that can't compute!? If you invent a computer that doesn't do at base binary arithmetic but computes some feeling at base or whatever comes from endocrines or neurotransmitter combinations I think you might be a quite wealthy person.
  • The Uninvited
    The Uninvited
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    idk wrote: »
    idk wrote: »
    Again? Nah, it's the concentration of zergs in one spot combined with all the calculations of CP for all these players. Fix should be found in the CP calculations.

    It has already been demonstrated CP does not affect lag. Zos did a test close to 2 years ago and removed all CP from all campaigns and lag still persisted.

    I am surprised someone would still claim this is an issue after what seemed to be a decisive test.

    A decisive test of which they NEVER published the results?

    https://forums.elderscrollsonline.com/en/discussion/323521/cyrodiil-performance-test-and-double-ap-event/p1

    Edit: You also left out the part where I said "it's the concentration of zergs in one spot combined with all the calculations"

    They have no need to publish detailed data. We are not entitled to it. Clearly, they would not have gone to such an extreme if there were not willing to act on the data. This comment I quoted is just a desperate attempt and grasping at straws.

    They have done worse and you know it. Don't give me that crap.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
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