SkysOutThizeOut wrote: »@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?
@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.
SkysOutThizeOut wrote: »@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.
SkysOutThizeOut wrote: »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 wrote: »SkysOutThizeOut 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.
SkysOutThizeOut wrote: »@idk the buff/debuff would be a punishment mechanism to discourage zergs greater than 30-40 maybe. Not an actual issue with the buffs.
SkysOutThizeOut 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.
VaranisArano wrote: »SkysOutThizeOut 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.
Joy_Division wrote: »SkysOutThizeOut 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."
Joy_Division wrote: »SkysOutThizeOut 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.
Joy_Division wrote: »Joy_Division wrote: »SkysOutThizeOut 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.
Hochstapler wrote: »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.
Joy_Division wrote: »Joy_Division wrote: »SkysOutThizeOut 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.
[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.
The Uninvited 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.
The Uninvited wrote: »The Uninvited 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"
SkysOutThizeOut 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.
SkysOutThizeOut 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.
The Uninvited wrote: »The Uninvited 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.