xsorusb14_ESO wrote: »The last thing I want is a increased mitigation or increased damage based on population of the other side.
I don't want solo fights and such won for me just because the other side might have more people.
A better suggestion would simply be to remove the point system entirely, or if you don't wanna do that... scale how much points you get for objectives based on how much population you have over the other side...If you're sitting at 3 Bars or locked population, and the other 2 sides are at 1 bar...your side should receive far less per objective then the other two sides should. For example..if the max right now is 400 points for owning everything...If you had Locked population and the other side had 1 bar..You should only receive 75 points per tic instead.
This would mean night capping when no one was on would be less valuable if you outnumber everyone, while at the same time making sure on servers were people play at night and aren't outnumbering people the point system could remain.
Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »The last thing I want is a increased mitigation or increased damage based on population of the other side.
I don't want solo fights and such won for me just because the other side might have more people.
A better suggestion would simply be to remove the point system entirely, or if you don't wanna do that... scale how much points you get for objectives based on how much population you have over the other side...If you're sitting at 3 Bars or locked population, and the other 2 sides are at 1 bar...your side should receive far less per objective then the other two sides should. For example..if the max right now is 400 points for owning everything...If you had Locked population and the other side had 1 bar..You should only receive 75 points per tic instead.
This would mean night capping when no one was on would be less valuable if you outnumber everyone, while at the same time making sure on servers were people play at night and aren't outnumbering people the point system could remain.
Other options that I've heard of (and heard other games do) is the scaling/sliding soft lock. Anywhere from 5-20 additional players and no more.
So if 20 AD are logged on, then no more than 25-40 of any one other faction can be in Cyro. If there are 100 EP (and at that moment, they're the least populous faction) then no more than 105-120 of the other factions are allowed in. People currently logged in are grandfathered, but when they log/leave their slot does not remain open if their side is the most populous.
Then you can also offer the carrot (and not just a stick) by offering free xp or free levels to the lesser populated factions on the NA and EU megaservers. AD the most populous? Have a max level AD toon? Reroll EP/DC and type /level and BAMF! free level 40 with green gear.
xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »The last thing I want is a increased mitigation or increased damage based on population of the other side.
I don't want solo fights and such won for me just because the other side might have more people.
A better suggestion would simply be to remove the point system entirely, or if you don't wanna do that... scale how much points you get for objectives based on how much population you have over the other side...If you're sitting at 3 Bars or locked population, and the other 2 sides are at 1 bar...your side should receive far less per objective then the other two sides should. For example..if the max right now is 400 points for owning everything...If you had Locked population and the other side had 1 bar..You should only receive 75 points per tic instead.
This would mean night capping when no one was on would be less valuable if you outnumber everyone, while at the same time making sure on servers were people play at night and aren't outnumbering people the point system could remain.
Other options that I've heard of (and heard other games do) is the scaling/sliding soft lock. Anywhere from 5-20 additional players and no more.
So if 20 AD are logged on, then no more than 25-40 of any one other faction can be in Cyro. If there are 100 EP (and at that moment, they're the least populous faction) then no more than 105-120 of the other factions are allowed in. People currently logged in are grandfathered, but when they log/leave their slot does not remain open if their side is the most populous.
Then you can also offer the carrot (and not just a stick) by offering free xp or free levels to the lesser populated factions on the NA and EU megaservers. AD the most populous? Have a max level AD toon? Reroll EP/DC and type /level and BAMF! free level 40 with green gear.
i don't like that idea because it forces long queues on players. People don't play games with long queues.. a Perfect example is Rift, my guild and I were enjoying playing that game...Then all of a sudden Trion got it into there head that anyone in a group of 3 or more should be placed in a Premade queue..Problem with that is if you didn't have any body in that queue..the queue would be 40 mins to an hour long....No one is going to wait 40 mins to an hour to PvP in a game... So the solution either wasn't to play with my guildies or quit..Most of us flat out quit the game.
So anything that increases a queue on players is bad in my opinion.
Simply doing things like scaling the points you get per objective based on population, increasing the strength of walls and npcs based on population would also work as well.
Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »The last thing I want is a increased mitigation or increased damage based on population of the other side.
I don't want solo fights and such won for me just because the other side might have more people.
A better suggestion would simply be to remove the point system entirely, or if you don't wanna do that... scale how much points you get for objectives based on how much population you have over the other side...If you're sitting at 3 Bars or locked population, and the other 2 sides are at 1 bar...your side should receive far less per objective then the other two sides should. For example..if the max right now is 400 points for owning everything...If you had Locked population and the other side had 1 bar..You should only receive 75 points per tic instead.
This would mean night capping when no one was on would be less valuable if you outnumber everyone, while at the same time making sure on servers were people play at night and aren't outnumbering people the point system could remain.
Other options that I've heard of (and heard other games do) is the scaling/sliding soft lock. Anywhere from 5-20 additional players and no more.
So if 20 AD are logged on, then no more than 25-40 of any one other faction can be in Cyro. If there are 100 EP (and at that moment, they're the least populous faction) then no more than 105-120 of the other factions are allowed in. People currently logged in are grandfathered, but when they log/leave their slot does not remain open if their side is the most populous.
Then you can also offer the carrot (and not just a stick) by offering free xp or free levels to the lesser populated factions on the NA and EU megaservers. AD the most populous? Have a max level AD toon? Reroll EP/DC and type /level and BAMF! free level 40 with green gear.
i don't like that idea because it forces long queues on players. People don't play games with long queues.. a Perfect example is Rift, my guild and I were enjoying playing that game...Then all of a sudden Trion got it into there head that anyone in a group of 3 or more should be placed in a Premade queue..Problem with that is if you didn't have any body in that queue..the queue would be 40 mins to an hour long....No one is going to wait 40 mins to an hour to PvP in a game... So the solution either wasn't to play with my guildies or quit..Most of us flat out quit the game.
So anything that increases a queue on players is bad in my opinion.
Simply doing things like scaling the points you get per objective based on population, increasing the strength of walls and npcs based on population would also work as well.
Then lead with the carrot.
Incentivize people to reroll different factions (free levels, free gear, extra XP, etc) without penalizing them.
No it's not. The zerg just is killed faster but it's still going to be zergball vs zergball. You just have to stack more healers. And AoE caps do nothing in regards to the topic discussed here mainly: pop imbalance.
Do everyone a favour and at least read what the discussion is about instead of blindly repeating shite to derail a good discussion.
PlagueMonk wrote: »Since this is my thread I feel responsible to respond to everything......darkdruidssb14_ESO wrote: »We definitely need more topics on this. Also ZOS has said they were creating a "underdog" system, but they haven't talked about it in detail or even at all recently.
I believe you are being sarcastic and am well aware of the similar threads. Believe me I was weary about creating another topic but I felt if I had posted this as part of another thread it would have simply been lost.darkdruidssb14_ESO wrote: »While I think the OP is going the right direction the problem I see is that say you have a high pop faction and a med pop faction. What is going to stop the med pop faction from zergballing against the low pop faction?
I did address this........your buffs would be relative to each faction. So in your case the low pop faction (1 bar) would have a 1 bar bonus if attacking the med pop (2 bars) while the med pop would get no bonus when attacking the low pop. The low pop would then get the 3 bar bonus if attacking the capped pop faction. While the med pop would get a 2 bar bonus against the same, capped faction. These bonuses should be updated on the fly.Maybe a better solution is that the objectives themselves have buffs/debuffs based on number of allies/enemies in the area of the objective. Keeps already track if you are near them or not so that some buffs activate in the Assault skill line. Expand that tracking to all players within a radius of the objective and adjust the NPCs and possibly the players themselves scale with enemy population around them.
That would be more like tuning the encounter to be competitive for everyone instead of flat buffs/debuffs depending on faction pop.
Your proposed system would be highly complex and time consuming to implement and still do nothing to help the skirmishers whos sole objective would be to kill individuals of the other faction. Solo players on low pop factions deserve a buff also.
You should only gain PvP buffs in the PvP campaign you "earned" it in. not in PvE.I posted this in another thread, but thought it was relevant here:
- Give more AP to killing/attacking the lead faction... the greater the lead the more AP you get from attacking them.. give less and less for attacking the underdog. This way ppl will be more inclined to attack the lead faction and not the underdog.. it will balance out over time.
- Give major point reduction to over populated groups... like was mentioned in other threads (thanks for pointing that out Keron) the greater population you have over others the less AP you get.
- Limit the amount of times you can switch campaigns. AND if you guest in another one you get 0 AP for it.
- You only get buffs in your home campaign and PvE zones.. not in other campaigns.
- Give drop in bonuses for arriving and staying and playing in the campaign when its under populated. So when you go to a low populated time and you are very out numbered you get some AP or loot as a bonus.
- Give us some of the nice V12 loot drops that you get in trials for playing in Cyrodiil.. the best loot should be in trials AND Cyrodiil... not just trials... 2 hours of hard fighting in Cyrodiil is easily worth a couple of Trials runs.
Given that most "zergballs" are generally bad I truly believe that removing AoE caps would solve most issues. This would further increase the effectiveness of a smaller group of skilled players vs a larger and unskilled group. Per population imbalance...that issue can not be easily solved.
Remove the AoE caps...
problem solved.