Really no different than when everyone is full pop and ep and dc both hit ad. Some do whine but most just go with the flow and fight back. We started last night with no keeps and 1 scroll.
Really no different than when everyone is full pop and ep and dc both hit ad. Some do whine but most just go with the flow and fight back. We started last night with no keeps and 1 scroll.
I'm not really sure what they can do....honestly. Perhaps give bigger underdog bonuses?
PlagueMonk wrote: »Really no different than when everyone is full pop and ep and dc both hit ad. Some do whine but most just go with the flow and fight back. We started last night with no keeps and 1 scroll.
you are kidding me, right?
While this is how it, "should" work, instead DC decides to hit EP instead like a bunch of ********. They would rather settle for helping screw over the underdog than to grow a pair and fight the top dog. In fact it's happening as we speak.....DC took Chal from EP instead of hitting AD.
Also happened last night........DC just gave up trying to retake even one keep from the Emp circle but the moment AD got Emp they just swooped in and took 2 EP keeps while AD was busy taking EP scrolls. Really pathetic.
And considering AD is nearly always at locked pop, you have ZERO room to speak here since you are always on the winning side with your easy street zerg tactics. So QQ some more about being hit by both factions when you know FULL well that's what will happen when you take all the damn keeps on the board.
FluffiestOne wrote: »ZoS doesn't care. Just convert to impulse / aoe build and kill 50 AD before they kill you.
Agrippa_Invisus wrote: »They really need to implement sliding scale population locks. This makes it fair for every side. The underdogs don't get swarmed by over double their numbers, and the overpopulated side doesn't have to be double teamed during prime time to make the scoreboard even reasonably close.
At one point last night, it was Locked AD population (four bars equivalent) to 2 bars of EP and 1 bar of DC. That means they had one bar beyond what the two additional factions had combined. There were so few DC on they could only take empty keeps when AD basically didn't care. When AD decided they wanted a DC scroll, they plowed Glademist easily.
At one point EP had 30+ AD attacking Chim and about 50+ at Ghartok AND there were sufficient AD that they fended multiple DC attacks off Ash and Brindle. This was all around 3-4am Central US time. Many of the defenders suffered massive sleep deprivation to give us a chance of even holding one scroll.
As it is, the hopelessness is getting endemic on the underdog's side. We have numerous people who just go 'screw it' and log when it gets too bad. That type of situation should not be developing. That's a bad thing for a video game where the frustration makes you quit due to the imbalance in numbers.
Modern Military shooters and their deathmatches try their hardest to keep teams balanced in numbers. Why? Because anything less would be deeply unfair. All things being equal, most players are about the same skill level, but when one team has more guilds, more numbers, and keeps those numbers deeper into the night has them earlier in the day it's sheer statistics and probability that they will always win out in the end.
Try running a Team Fortress 2 map where one side gets 6 players an the other 9, but the terrain is relatively balanced, like Cyrodiil. Run that map 1000 times and then average the win / loss ratio. I guarantee that the 9 man team takes it the vast majority of the time.
If EP and DC are guaranteed losses every. single. time. the campaign cycles in Cyrodiil, what's the point of playing?
Why should I pay this company $15 a month for a game I can't win?
Once enough EP/DC decide the answer is 'I shouldn't', then AD gets to truly lose for good. They get empty Cyrodiils that no one gives a poop about and they get to unsub, too, as they're bored.
Save the game. Reroll EP/DC until ZOS implements population controls.
I wasn't "qq'ing". I was trying to say that the balance issue can be somewhat taken care of by the AvAvA system. The best you can hope for is an even fight but in almost all cases someone will be getting double teamed. If you guys aren't working together during the times when population is unbalanced then that is something you should do. Watch tonight and see how far AD gets pushed back. Wont hear me crying.
when someone logs into a yellow map for the 60th day in a row, who do you think they're going to attack?
halve the pop cap of thornblade until the pop spreads out to other campaigns.
queues of 300+? People will move.
Agrippa_Invisus wrote: »Why should I pay this company $15 a month for a game I can't win?
ezareth_ESO wrote: »Most of the the night time players aren't aussies. I don't play much during the day, I prefer the times after midnight(EST) because there is less lag.
ezareth_ESO wrote: »Agrippa_Invisus wrote: »Why should I pay this company $15 a month for a game I can't win?
I used to think like this. Then I realized my definition of winning was wrong. There is no tangible benefit to winning a campaign. A few thousand extra gold is nothing. The items are awarded for overall performance, and the *underdogs* have the AP advantage in any campaign. What would you rather have, a much higher chance at several gold and Master's items or a few thousand extra gold?
What you need to do is loose sight of the "big picture" and focus on the here and now. Set a small (achievable) goal and accomplish it. Take a keep. Defend a keep. Earn 50K AP/hour for 8 hours. Be #1 in AP on the campaign. Maintain a 50/1 K/D ratio. Whatever it is you fancy but ensure that your direct contribution is capable of influencing the outcome.
Winning/losing the campaigns is something no one should set much store in. I've lost too many campaigns I should have won and won too many campaigns I should have lost to care about them any more.
Agrippa_Invisus wrote: »ezareth_ESO wrote: »Agrippa_Invisus wrote: »Why should I pay this company $15 a month for a game I can't win?
I used to think like this. Then I realized my definition of winning was wrong. There is no tangible benefit to winning a campaign. A few thousand extra gold is nothing. The items are awarded for overall performance, and the *underdogs* have the AP advantage in any campaign. What would you rather have, a much higher chance at several gold and Master's items or a few thousand extra gold?
What you need to do is loose sight of the "big picture" and focus on the here and now. Set a small (achievable) goal and accomplish it. Take a keep. Defend a keep. Earn 50K AP/hour for 8 hours. Be #1 in AP on the campaign. Maintain a 50/1 K/D ratio. Whatever it is you fancy but ensure that your direct contribution is capable of influencing the outcome.
Winning/losing the campaigns is something no one should set much store in. I've lost too many campaigns I should have won and won too many campaigns I should have lost to care about them any more.
You shouldn't have to "not care" about objectives to enjoy the game. That you have to ignore the objectives of the game to have fun speak to a fundamental failure of how ZOS has handled the objectives of the game.
WraithAzraiel wrote: »FluffiestOne wrote: »ZoS doesn't care. Just convert to impulse / aoe build and kill 50 AD before they kill you.
And AD are the Impulse Spam monkeys...
Or here's another suggestion
Get rid of all the extra campaigns and just make it 1 30 day long PvP campaign. Consolidate all the server power into that one campaign and give the hardware the best attention.
Problems solved: Buff servers. Possibly PvDoor or whatever the hell it's called, population imbalance(hopefully), high max population would lead to less queue time. Whining (though people will go out of their way to cry about something, it's inevitable).
Make is so there's no where else to run if you're losing in PvP. No more "Screw these guys, lets go to "insert campaign name here" and take over the whole map to show how 00ber l22t we are. YEA WE'RE HARDCORE. No more try-hards claiming lordship and godhood because no enemies exist in their campaign to challenge their epeens.
1 Cyrodiil, MASSIVE daisy-chained SERVERS, top-end hardware = epic fights and closer population balance.
The main Issue I see with it, though I do think it is still the best option so far, is that when a factions starts to loose its numbers. how do you, if at all, start kicking players from the faction with more? or should it be simply that no one is kicked. more simply can not enter. Though this would only half solve the issue, but would also protect the exploit of factions logging players off to bring down the others.