I'm guessing there are two reasons people prefer GH:
- The Home Campaign: No progress if you have GH as home campaign and join a different one, and the risk of committing to an empty campaign when changing it.
- No faction lock for the other campaigns: I personally never saw it as a problem, but I know at least some of the players don't like that there's the option to join with a char that belongs to the currently winning faction.
MincMincMinc wrote: »I'm guessing there are two reasons people prefer GH:
- The Home Campaign: No progress if you have GH as home campaign and join a different one, and the risk of committing to an empty campaign when changing it.
- No faction lock for the other campaigns: I personally never saw it as a problem, but I know at least some of the players don't like that there's the option to join with a char that belongs to the currently winning faction.
Originally I think the home campaign system was to try and get people away from the main campaign. However the collapse of the other campaigns seems to have pushed everyone to only wait for greyhost. They could probably remove that entirely and just let people progress in all campaign leaderboards. If anything letting people farm rewards for all campaigns might help get people to spread back out.
Faction lock is pointless now. It made sense back in 2014 when people were legitimately spying on other guilds, but even then you could just make an alt to do it while playing your main. In today's age it just becomes a huge QoL problem that makes people not play ESO from months at a time. If you changed to 7 day campaigns you could at least keep faction lock for the RPers and then people could swap more regularly to play with friends.
Restructuring the available campaigns and their ruleset could do a lot of good.
Change to have two 7 day main cp campaigns and then one 7 day nocp campaign. Players under 500cp would be forced to only play the nocp campaign. The nocp campaign would be first on the list and then the other two campaigns would be listed after.
The other benefit with 7 days is that you can line up campaign resets to boost population. People hopping on to try at emp or get on for rewards created mini pvp events each week.
7 day campaigns can have reward structures like transmutes to bring in more new players.
Honestly I would probably get rid of rewards for the worthy and just make the campaign rewards grant ap to use on vendors instead. No point in having the mail system firing off unnecessarily.
AngryPenguin wrote: »MincMincMinc wrote: »I'm guessing there are two reasons people prefer GH:
- The Home Campaign: No progress if you have GH as home campaign and join a different one, and the risk of committing to an empty campaign when changing it.
- No faction lock for the other campaigns: I personally never saw it as a problem, but I know at least some of the players don't like that there's the option to join with a char that belongs to the currently winning faction.
Originally I think the home campaign system was to try and get people away from the main campaign. However the collapse of the other campaigns seems to have pushed everyone to only wait for greyhost. They could probably remove that entirely and just let people progress in all campaign leaderboards. If anything letting people farm rewards for all campaigns might help get people to spread back out.
Faction lock is pointless now. It made sense back in 2014 when people were legitimately spying on other guilds, but even then you could just make an alt to do it while playing your main. In today's age it just becomes a huge QoL problem that makes people not play ESO from months at a time. If you changed to 7 day campaigns you could at least keep faction lock for the RPers and then people could swap more regularly to play with friends.
Restructuring the available campaigns and their ruleset could do a lot of good.
Change to have two 7 day main cp campaigns and then one 7 day nocp campaign. Players under 500cp would be forced to only play the nocp campaign. The nocp campaign would be first on the list and then the other two campaigns would be listed after.
The other benefit with 7 days is that you can line up campaign resets to boost population. People hopping on to try at emp or get on for rewards created mini pvp events each week.
7 day campaigns can have reward structures like transmutes to bring in more new players.
Honestly I would probably get rid of rewards for the worthy and just make the campaign rewards grant ap to use on vendors instead. No point in having the mail system firing off unnecessarily.
You seem to be advocating for every imaginable change possible to Cyrodiil except the change that matters most. ZOS could bring back high levels of performance if they just made the investments necessary. They could just fix the game they already created.
Necrotech_Master wrote: »the problem comes when the population is unbalanced, like if all factions are 1 bar thats fine, but if 1 faction is 2 or 3 bar while the others are 1 bar, you cant do anything because an entire faction will descend on you the moment you take a resource
MincMincMinc wrote: »Necrotech_Master wrote: »the problem comes when the population is unbalanced, like if all factions are 1 bar thats fine, but if 1 faction is 2 or 3 bar while the others are 1 bar, you cant do anything because an entire faction will descend on you the moment you take a resource
Yeah cyro and campaign rules were established with the notion that cyro would always be like 200v200v200 players. For instance the tri faction balance concept starts to fall apart once we are down to caps of 72v72v72. If one guild takes up 24-36 players on the server, then all it takes to get out of balance is them logging out or logging in. It doesn't help that stat bonuses are given to the winner. Which is fine when one faction takes the map, then the other two team up. However if the populations aren't full what happens is that people log out after losing the map and then instead of the two teams fighting back together the singular faction not only gets to defend, but they get to defend with superior numbers and with boosted stats.
Early on I ran a under lvl50 guild to teach new players and then played solo/small man in vet with some other 1vXers. The lowbie campaign PCNA died because when the guilds became unbalanced you'd have one guild flip the whole map one color. The enemy factions essentially all logged out for the night every time. My guys would have to level characters on all factions so you could swap around and balance out the map's population to keep players from logging out for the night.
Nocp followed a similar decline where the campaign was balanced with major guilds on all factions. However day after day players tended to only play when their guild played. Inevitably once a large guild disbanded, that faction would just be gated night after night. Eventually pugs stop playing or logging in to a losing team.
Will Greyhost follow this trend? IDK the only saving grace is that it is the final stand. When lowbie died, the remaining guilds jumped ship to Nocp. Then when Nocp died, they jumped to greyhost.
Necrotech_Master wrote: »MincMincMinc wrote: »Necrotech_Master wrote: »the problem comes when the population is unbalanced, like if all factions are 1 bar thats fine, but if 1 faction is 2 or 3 bar while the others are 1 bar, you cant do anything because an entire faction will descend on you the moment you take a resource
Yeah cyro and campaign rules were established with the notion that cyro would always be like 200v200v200 players. For instance the tri faction balance concept starts to fall apart once we are down to caps of 72v72v72. If one guild takes up 24-36 players on the server, then all it takes to get out of balance is them logging out or logging in. It doesn't help that stat bonuses are given to the winner. Which is fine when one faction takes the map, then the other two team up. However if the populations aren't full what happens is that people log out after losing the map and then instead of the two teams fighting back together the singular faction not only gets to defend, but they get to defend with superior numbers and with boosted stats.
Early on I ran a under lvl50 guild to teach new players and then played solo/small man in vet with some other 1vXers. The lowbie campaign PCNA died because when the guilds became unbalanced you'd have one guild flip the whole map one color. The enemy factions essentially all logged out for the night every time. My guys would have to level characters on all factions so you could swap around and balance out the map's population to keep players from logging out for the night.
Nocp followed a similar decline where the campaign was balanced with major guilds on all factions. However day after day players tended to only play when their guild played. Inevitably once a large guild disbanded, that faction would just be gated night after night. Eventually pugs stop playing or logging in to a losing team.
Will Greyhost follow this trend? IDK the only saving grace is that it is the final stand. When lowbie died, the remaining guilds jumped ship to Nocp. Then when Nocp died, they jumped to greyhost.
personally what i saw that killed nocp was when it got changed to also noproc too
i enjoyed the nocp back in the day when procs were allowed but almost never went there once it also went noproc too for several years
right now even blackreach has a hard time getting above 1 bar pops outside of primetime, so i think the real issue is just lower pvp population as a whole
(my reference points are also outside of the whitestrakes event and from PCNA)
Pvp is dead. Barely 1000 players out of the total player base would be my guess. So 1-2%? My opinion is that vengeance is intended to kill it off and go BG only.
Dunno how ZOS ruined it. PVP was amazing for the first few years.
Pvp is dead. Barely 1000 players out of the total player base would be my guess. So 1-2%? My opinion is that vengeance is intended to kill it off and go BG only.
Dunno how ZOS ruined it. PVP was amazing for the first few years.
Just a small correction here, as the current maintainer of PvpAlerts - the addon that tracks these counts - the per faction pop cap is closer to 100, and can absolutely confirm it's >90.MincMincMinc wrote: »Guys the factions only have population caps of like 72 players.
MincMincMinc wrote: »Necrotech_Master wrote: »the problem comes when the population is unbalanced, like if all factions are 1 bar thats fine, but if 1 faction is 2 or 3 bar while the others are 1 bar, you cant do anything because an entire faction will descend on you the moment you take a resource
Yeah cyro and campaign rules were established with the notion that cyro would always be like 200v200v200 players. For instance the tri faction balance concept starts to fall apart once we are down to caps of 72v72v72. If one guild takes up 24-36 players on the server, then all it takes to get out of balance is them logging out or logging in. It doesn't help that stat bonuses are given to the winner. Which is fine when one faction takes the map, then the other two team up. However if the populations aren't full what happens is that people log out after losing the map and then instead of the two teams fighting back together the singular faction not only gets to defend, but they get to defend with superior numbers and with boosted stats.
Early on I ran a under lvl50 guild to teach new players and then played solo/small man in vet with some other 1vXers. The lowbie campaign PCNA died because when the guilds became unbalanced you'd have one guild flip the whole map one color. The enemy factions essentially all logged out for the night every time. My guys would have to level characters on all factions so you could swap around and balance out the map's population to keep players from logging out for the night.
Nocp followed a similar decline where the campaign was balanced with major guilds on all factions. However day after day players tended to only play when their guild played. Inevitably once a large guild disbanded, that faction would just be gated night after night. Eventually pugs stop playing or logging in to a losing team.
Will Greyhost follow this trend? IDK the only saving grace is that it is the final stand. When lowbie died, the remaining guilds jumped ship to Nocp. Then when Nocp died, they jumped to greyhost.
acastanza_ESO wrote: »Just a small correction here, as the current maintainer of PvpAlerts - the addon that tracks these counts - the per faction pop cap is closer to 100, and can absolutely confirm it's >90.MincMincMinc wrote: »Guys the factions only have population caps of like 72 players.
AngryPenguin wrote: »MincMincMinc wrote: »Necrotech_Master wrote: »the problem comes when the population is unbalanced, like if all factions are 1 bar thats fine, but if 1 faction is 2 or 3 bar while the others are 1 bar, you cant do anything because an entire faction will descend on you the moment you take a resource
Yeah cyro and campaign rules were established with the notion that cyro would always be like 200v200v200 players. For instance the tri faction balance concept starts to fall apart once we are down to caps of 72v72v72. If one guild takes up 24-36 players on the server, then all it takes to get out of balance is them logging out or logging in. It doesn't help that stat bonuses are given to the winner. Which is fine when one faction takes the map, then the other two team up. However if the populations aren't full what happens is that people log out after losing the map and then instead of the two teams fighting back together the singular faction not only gets to defend, but they get to defend with superior numbers and with boosted stats.
Early on I ran a under lvl50 guild to teach new players and then played solo/small man in vet with some other 1vXers. The lowbie campaign PCNA died because when the guilds became unbalanced you'd have one guild flip the whole map one color. The enemy factions essentially all logged out for the night every time. My guys would have to level characters on all factions so you could swap around and balance out the map's population to keep players from logging out for the night.
Nocp followed a similar decline where the campaign was balanced with major guilds on all factions. However day after day players tended to only play when their guild played. Inevitably once a large guild disbanded, that faction would just be gated night after night. Eventually pugs stop playing or logging in to a losing team.
Will Greyhost follow this trend? IDK the only saving grace is that it is the final stand. When lowbie died, the remaining guilds jumped ship to Nocp. Then when Nocp died, they jumped to greyhost.
Original Cyrodiil was 600 players/faction. Not 200.
Joy_Division wrote: »I mean, the reason I logged into Vengeance regularly was no much so much the ruleset, which I have quite a few objections to, but because there were people and actual fights, which too often does not happen in ESO's pvp.
MincMincMinc wrote: »Same, even with the slower mount speed and stamina Vengeance never felt like a mount simulator. I had a group of my guildies from 2014-2017 come back to play for vengeance and we literally spent a whole night just playing around drakelow pulling pug groups to resources or holding harlun.
Ive probably only ever taken harlun a handful of times in live because nobody(pug groups) ever goes there.
You can tell how thirsty I am about Vengeance as I'm checking every day then responding on these threadsMincMincMinc wrote: »Same, even with the slower mount speed and stamina Vengeance never felt like a mount simulator. I had a group of my guildies from 2014-2017 come back to play for vengeance and we literally spent a whole night just playing around drakelow pulling pug groups to resources or holding harlun.
Ive probably only ever taken harlun a handful of times in live because nobody(pug groups) ever goes there.
Yeah these fights were big! If there was more time for people to get used to PvP, we'd probably have those hours long slogs that were just amazing. My favourite memory is from 2016-ish and there was a massive siege at Chalman that went on for a couple hours. Both sides kept making wins and losses, and trying all sorts of different tactics to get around each other.
Maybe with the added skill lines we'll be able to get more of that, since as great as Vengeance was there wasn't enough diversity in skills (snares, aoes, buffs/debuffs, etc) to make things spicy. But then again, it's literally a performance test!
Its a bit complicated. There is a semi-stable "unitId" that is assigned by the game to each unit (players and npcs, npc ids are ignored) for the "session". The addon keeps track of all the unitIds that are seen in combat events, and "effect" events. For allied players in the game's event range, you get information on basically everything they cast. For enemy players the game only sends event information from abilities that break stealth, and only detailed information when they're relatively close to you.MincMincMinc wrote: »acastanza_ESO wrote: »Just a small correction here, as the current maintainer of PvpAlerts - the addon that tracks these counts - the per faction pop cap is closer to 100, and can absolutely confirm it's >90.MincMincMinc wrote: »Guys the factions only have population caps of like 72 players.
Can you give insight in how the addon keeps track? Is this by unique UserIDs on a keep fight tick range? How does the addon make its list? Someone was saying there are some other addons that keep track too, but nobody seems sure about the accuracy of those numbers. Someone said during vengeance they were getting up to 2500 players counted on the server.