ZOS_BrianWheeler wrote: »We have talked about resurrections only be allowed within the radius of the Forward Camp and shrinking the size of the radius as well with increasing the respawns. This is a bit more tricky than it sounds and the programmers want to make sure it's clean as can be before putting it out there.
ZOS_BrianWheeler wrote: »We have talked about resurrections only be allowed within the radius of the Forward Camp and shrinking the size of the radius as well with increasing the respawns. This is a bit more tricky than it sounds and the programmers want to make sure it's clean as can be before putting it out there.
ZOS_BrianWheeler wrote: »We have talked about resurrections only be allowed within the radius of the Forward Camp and shrinking the size of the radius as well with increasing the respawns. This is a bit more tricky than it sounds and the programmers want to make sure it's clean as can be before putting it out there.
I played a lot of PVP last weekend, and noticed a lot of non-veteran players in the 7 days campaign I've been playing in ( EU AD side ). Of course that's a great sign that new players are coming to the game, but in the same time it's quite annoying for veteran players, since none of these non-veterans ever seem to have a forward camp, and lets be honest, they die a lot against veterans. So is it possible that non-veterans would only take 0.5 from forward camp's spawn limit, and they couldn't use the last spawn chance, so it wouldn't be so costly to have low level players on your side?
That being said, I do understand that non-veterans don't want to invest 7k for a forward camp, since most of them are still saving for the PVP gear, but it's unfair for veterans to pay the bill all the time, and also on top of that lose sieges because non-veteran uses the last spawn chance from the existing camp. So could you consider this kind of change?
ZOS_BrianWheeler wrote: »We have talked about resurrections only be allowed within the radius of the Forward Camp and shrinking the size of the radius as well with increasing the respawns. This is a bit more tricky than it sounds and the programmers want to make sure it's clean as can be before putting it out there.
There's a pathological case lurking in your scheme. If one faction is practically absent, and the other two have similar pop, the higher would be penalized greatly for no reason. Not very likely, but still not fair.
I see your point. Maybe include a sanity check to prevent it.
Step one: Check whether the difference between absolute pop of (highest pop faction) and average pop of (the two highest pop factions) deviates by less than 10% of the (average pop of the two high pop factions). If yes, don't apply deduction. If no, proceed to step two.
Step two: Check whether the difference between absolute pop of (medium pop faction) and average pop of (the two lowest pop factions) deviates by more than 50% of the (absolute pop of the lowest pop faction). If yes, calculate deduction for (highest pop faction) based on the difference between (absolute pop of highest pop) and (average pop of the two highest pop factions). If no, proceed to step three.
Step three: As described before, check whether the difference between absolute pop of (highest pop faction) and the average of (the two lowest pop factions) deviates by more than 10% of the (average pop of the two lowest pop factions). If yes, calculate the deduction for highest pop faction based on difference between absolute pop of (highest pop faction) and average pop of (the two lowest pop factions). If no, back to no deduction.
Woah, baby, it's getting complicated. @Merlight, give me some time to think about your formula. But generally, I would tend to only penalize the highest pop faction and not modify the two "underdogs".
That is also @Rune_Relic, after some additional thought I would not include any kind of bonus for low pop factions in any case, personal or faction wise. Too much room for exploitation - imagine a coordinated 20-man train getting into a campaign that has their faction severly underpopulated and then just going for AP farming at a ressource tower... a behaviour that shouldn't be supported in any way.
dsoegiartob16_ESO wrote: »Just for the record, I'm all for keeping FC, but do tweak them.
But let's talk about the bigger issue shall we? Zerg ball. How do we stop them? Yes, it's a bigger issue, and yes, it's the main reason the servers choked.
Or... the previous few commenters are zergball supportive that wanted to change the subject?
TL;DR Who the ngentot cares about FC and its fixes. Nobody really complaint about it or at least FAR from the level of zerg balls.
Lord Stark wrote: »Lol so sick of the zerg complaints, zerg is not an issue... you guys are playing the wrong MMO to hate zergs. This pvp setup supports it, it is built around massive amounts of people grouping up for a greater good. GET OVER IT. its ALLIANCE WAR not player war.
There are 50 other mmo's out there with the kind of player on player experience you are looking for.. You guys chose to play this one! Live with it!
dsoegiartob16_ESO wrote: »Just for the record, I'm all for keeping FC, but do tweak them.
But let's talk about the bigger issue shall we? Zerg ball. How do we stop them? Yes, it's a bigger issue, and yes, it's the main reason the servers choked.
Or... the previous few commenters are zergball supportive that wanted to change the subject?
TL;DR Who the ngentot cares about FC and its fixes. Nobody really complaint about it or at least FAR from the level of zerg balls.
This is ridiculous. What is the true reason you don't like large groups? If it is truly a matter of the effects it has on the server, definitely needs to be addressed within the server, but why is the suggested answer to stop the large groups? Why is it acceptable for you to want to have a small group because it's your preference, but it's NOT okay for those who enjoy being in a larger group to get to do that?
i'd hate to see FC go... just limit their use or range. Cyrodiil is so big and riding around can already be so boring and time consuming. a lot of low level characters are just new toons of experienced players.. i don't see how a level requirement would help.. vr14s can place troll camps aswell. i'm missing something cause i fail to see the logic, explain please
ZOS_BrianWheeler wrote: »We have talked about resurrections only be allowed within the radius of the Forward Camp and shrinking the size of the radius as well with increasing the respawns. This is a bit more tricky than it sounds and the programmers want to make sure it's clean as can be before putting it out there.
Why are you guys being so stubborn with forward camps by refusing to throw in the towel and take them out, but you are perfectly fine having the transit line mechanic be entirely neglected in place of the broken foward camps?
Disagree. The problem is the zerg balls creating unexpected spike in server load by stacking ridicolous number of players in a small space, using multiple (well, a few) skills rapidly.Problems = Cyrodiil player caps too large = too much lag + no action on other servers
Solution - Lower the caps and have the below.
Disagree. The problem is the zerg balls creating unexpected spike in server load by stacking ridicolous number of players in a small space, using multiple (well, a few) skills rapidly.Problems = Cyrodiil player caps too large = too much lag + no action on other servers
Solution - Lower the caps and have the below.
Kill the pain train and you'll get your stable servers back.
I don't want to play in a low-cap campaign. This is Alliance vs Alliance. Not small groups vs small groups. I got counter-strike for that.
Disagree. The problem is the zerg balls creating unexpected spike in server load by stacking ridicolous number of players in a small space, using multiple (well, a few) skills rapidly.Problems = Cyrodiil player caps too large = too much lag + no action on other servers
Solution - Lower the caps and have the below.
Kill the pain train and you'll get your stable servers back.
I don't want to play in a low-cap campaign. This is Alliance vs Alliance. Not small groups vs small groups. I got counter-strike for that.
Lag is lag. Yeah gets worse with AoE spam, but when 3 alliances collide heavy in one spot, it's over, AoE spam or not.
The reason I re-spec'd to a healer build is because of the poor performance I experienced while in large fights in Cyrodiil. I'd see maybe 2/3s of the enemy players, sometimes less. One time, I ran up to (what I thought) were two low-health players, but after toggling off my death recap, I saw that it was a group of five. As a healer, I can run around my group spamming Rapid Regeneration, Healing Ward, and Purge without seeing a single player.but ESO PvP's issue, commonly mentioned in this forum as "zerg ball", is a big group of people stacked into the smallest space possible, moving in concert while spamming 1, maybe 2, AoE skills, obliterating everything in their path.
It's unreal, unfun (mostly for the victims, i admit), unbalanced, and completely unstable for the servers.
Problems = Cyrodiil player caps too large = too much lag + no action on other servers
Solution - Lower the caps and have the below.
Campaign #1 = Thornblade as it is now (only home campaign)
Campaign #2 = Imperial City
Can port in either, and each has separate caps/wait times.
Add a PvP Skirmish mode 24vs24vs24 with one keep 100 lives winning faction (whoever captures the keep) gets +100 hitpoints. Game starts when you have 72 participants. After 1hr winner determined by AP if nobody gets the keep.
Two nights in a row I haven't been able to play because I logged on too late and didn't want to wait the hour+ to get in Cyrodiil. If this continues, I'm will not renew.
ghengis_dhan wrote: »The reason I re-spec'd to a healer build is because of the poor performance I experienced while in large fights in Cyrodiil. I'd see maybe 2/3s of the enemy players, sometimes less. One time, I ran up to (what I thought) were two low-health players, but after toggling off my death recap, I saw that it was a group of five. As a healer, I can run around my group spamming Rapid Regeneration, Healing Ward, and Purge without seeing a single player.but ESO PvP's issue, commonly mentioned in this forum as "zerg ball", is a big group of people stacked into the smallest space possible, moving in concert while spamming 1, maybe 2, AoE skills, obliterating everything in their path.
It's unreal, unfun (mostly for the victims, i admit), unbalanced, and completely unstable for the servers.
People seem to assume that players run in "Zerg Balls" because they lack skill, and maybe that's case for some. But, it is just as likely that this is how they compensate for poor system performance. If it's true that Zergs degrade system performance, then their activity is a feedback loop reinforcing their behavior. Well, that and the number of kills they get.
Improving system performance might not stop "Zerg Balls", but it might encourage them to use other skills more often or even to <gasp> spread out.