There's some really good ideas floating around in here . I hope the Devs will take a look back in here now and then to read a few .
ZOS_JessicaFolsom wrote: »Also I like your ideas Mr Wheeler . I like the first idea best .
The first idea (Limiting population per alliance to match the lowest or median population of the lowest population) sounds good in practice, but there are some inherent problems with it. Let's say you're in a campaign where the lowest-population alliance has only 11 people on (this actually happens). That means the other two alliances would also be limited to 11 people, and no one is having fun at that point.
How about instead of limiting each side to 11 players, you simply make the underpopulated side's keep NPC's unkillable like the justice system guards.
Meaning, you track the lowest or median population of the lowest faction, but instead of limiting the other factions population to it, you render the lowest populations keeps immune to capture for the duration that the side is heavily underpopulated.
That way you can have a cyrodiil with 100 reds fighting 100 yellows fighting 11 blues, but only reds and yellows can attack and capture each other's keeps.
That would make the exploit that AaronMB described so much worse.
Think about it, one alliance gets all the scrolls and emp. Then they leave.
Now no one can dethrone them or get any scrolls back until they come back... which would probably be never.
Buff servers you don't even have to defend!
That would however require the alliance in question to not play at all during primetime.
I can understand if a guild forces their members to not play in a campaign at certain times, but a whole megaserver? The guy planning this has no control over all the players on his faction. By not logging in at primetime, all he would achieve was his faction being filled by randoms instead of his guild, losing everything pronto.
ZOS_BrianWheeler wrote: »There have also been talks like mentioned here of editing scoring, or flat out removing it and making the rewards be simply based on your own efforts during campaign durations, and adding another tier or two.
ZOS_BrianWheeler wrote: »We have looked at population imbalances throughout the release of the game and have seen it change from campaign to campaign, month to month with Ebonheart, Aldmeri and Daggerfall all taking top population spots. As a snap shot, the past three days show the following:
- Haderus has swapped highest population between all three alliances.
- Azura has a steady stream of Aldmeri and Ebonheart, but not much Daggerfall.
- Blackwater has mainly Ebonheart with the highest with Aldmeri slightly behind and again, Daggerfall the lowest.
- Chillrend has Daggerfall with the highest population and Aldmeri/Ebonheart around the same
- Thornblade has Aldmeri and Ebonheart with roughly the same population with a slight edge towards Ebonheart, and Daggerfall trailing.
There are ongoing discussions about how to address population imbalances in the campaigns. Some of the possible solutions include the following:
- Limiting population per alliance to match the lowest or median population of the lowest population.
- Giving more XP/AP than we currently do
- Giving alternate siege weapons to the underdog\low-population alliance(s) that do more damage while they have the underdog\low pop bonus.
- Altering Cyrodiil's landscape
- Changing/removing scoring and showing that other campaigns have underdog/low-population bonuses on the Campaign Selection UI
- Doing away with Home and Guest campaign options, so Campaign Reward tiers roll with a character instead of being tied to a campaign so you can play in any campaign you want.
All of these have their pros and cons, some of which may not be immediately apparent but we still have to consider. The last one, for example, would result in all the campaigns having the same duration (so people can't earn tier 3 then hop to a short campaign and get a reward when it ends), and scoring and would be better suited as a meta-score across all campaigns. We would also need to remove the limitation on the accounts which don't let players have characters from opposing alliances in the same campaign (and yes I know that "jump to buddy" circumvents this rule already).
I agree there are many solutions we can explore, and that population imbalances are always a challenge for PVP games in which battles are not instanced to launch on demand. Thanks again for your continued patience in this and many other matters that the PVP community and myself care about deeply
Nothing of value was said here.
TL:DR version: "We have no actual plans of doing anything, suck it up or gtfo"
You need other ways to drive populations to be even. Give the options to the players to make the decisions to be the underdog and get the benefit of it. The players on the overpopulated side that hate zerging will move to more fertile areas, they won't be stuck on 1 campaign for their rewards where it is all zerging. The same goes for the underpopulated alliance. Given bonuses to the people who fight that fight, it will distribute people/populations more easily and naturally.... instead of this garbage where you somehow think theres a magic combination of rules/numbers that are entirely exploitable, suffocating to PvP numbers, and overall bad.
ZOS_BrianWheeler wrote: »The low population bonus doesn't apply on the fly and is set to evaluate every 60 minutes against a rolling population sample of the past 24-72 hours. We have talked about reducing that window to have it apply faster, but the counter would be the bonus fades away quicker.
The low scoring bonus is evaluated on a larger time frame than hourly, and we have discussed shortening that as well, but again, the bonus would last shorter if we shorten that window too.
There have also been talks like mentioned here of editing scoring, or flat out removing it and making the rewards be simply based on your own efforts during campaign durations, and adding another tier or two.
ZOS_JessicaFolsom wrote: »Also I like your ideas Mr Wheeler . I like the first idea best .
The first idea (Limiting population per alliance to match the lowest or median population of the lowest population) sounds good in practice, but there are some inherent problems with it. Let's say you're in a campaign where the lowest-population alliance has only 11 people on (this actually happens). That means the other two alliances would also be limited to 11 people, and no one is having fun at that point.
The scoring towards a campaign victor IS a motivating factor to play PVP. It's also a unifying force. Declaring a victor after 30 days and resetting is a good way to keep people from being discouraged and quitting PVP altogether.
I just think what contributes to that score should be changed. If you change that, then unbalanced populations may not matter so much. If you changed it so that only player combat specific measurements add to the score then even if EP vastly outnumbers everyone else at a given time, if they can't find a fight they can't run up the score.
ZOS_BrianWheeler wrote: »The low population bonus doesn't apply on the fly and is set to evaluate every 60 minutes against a rolling population sample of the past 24-72 hours. We have talked about reducing that window to have it apply faster, but the counter would be the bonus fades away quicker.
The low scoring bonus is evaluated on a larger time frame than hourly, and we have discussed shortening that as well, but again, the bonus would last shorter if we shorten that window too.
There have also been talks like mentioned here of editing scoring, or flat out removing it and making the rewards be simply based on your own efforts during campaign durations, and adding another tier or two.
I'm coming at this from a DC-Thornblade-NA perspective.xsorusb14_ESO wrote: »The scoring system accomplishes nothing..It has one goal, and that's to show who the best faction is..and it fails at that in every way as the best faction is never shown to win..only the one that logs on when everyone is asleep.
ZOS_BrianWheeler wrote: »[*] Giving more XP/AP than we currently do
DisgracefulMind wrote: »ZOS_BrianWheeler wrote: »The low population bonus doesn't apply on the fly and is set to evaluate every 60 minutes against a rolling population sample of the past 24-72 hours. We have talked about reducing that window to have it apply faster, but the counter would be the bonus fades away quicker.
The low scoring bonus is evaluated on a larger time frame than hourly, and we have discussed shortening that as well, but again, the bonus would last shorter if we shorten that window too.
There have also been talks like mentioned here of editing scoring, or flat out removing it and making the rewards be simply based on your own efforts during campaign durations, and adding another tier or two.
I think that you should all give it a test with just flat out removing the scoring system. I personally think that more people would hop back into PvP once they didn't feel like it was hopeless and worthless to play the campaign. I know at the end of the last Thornblade there were many comments in zone saying "Who cares about such-and-such keep? Look at how far ahead they are anyways." It just destroys the morale of other alliances when the score is as tipped as it is from the map getting capped when the other factions are low-pop.
Either that, or the scoring needs some significant altering.
Thanks for responding on this thread.
DisgracefulMind wrote: »ZOS_BrianWheeler wrote: »The low population bonus doesn't apply on the fly and is set to evaluate every 60 minutes against a rolling population sample of the past 24-72 hours. We have talked about reducing that window to have it apply faster, but the counter would be the bonus fades away quicker.
The low scoring bonus is evaluated on a larger time frame than hourly, and we have discussed shortening that as well, but again, the bonus would last shorter if we shorten that window too.
There have also been talks like mentioned here of editing scoring, or flat out removing it and making the rewards be simply based on your own efforts during campaign durations, and adding another tier or two.
I think that you should all give it a test with just flat out removing the scoring system. I personally think that more people would hop back into PvP once they didn't feel like it was hopeless and worthless to play the campaign. I know at the end of the last Thornblade there were many comments in zone saying "Who cares about such-and-such keep? Look at how far ahead they are anyways." It just destroys the morale of other alliances when the score is as tipped as it is from the map getting capped when the other factions are low-pop.
Either that, or the scoring needs some significant altering.
Thanks for responding on this thread.
I don't see the point to play this game without a scoring system.
I'm coming at this from a DC-Thornblade-NA perspective.xsorusb14_ESO wrote: »The scoring system accomplishes nothing..It has one goal, and that's to show who the best faction is..and it fails at that in every way as the best faction is never shown to win..only the one that logs on when everyone is asleep.
Until recently, your examples did not stop people from trying to win. I was in guilds where they would use the score and enemy action as a rallying cry to get pve'rs into the campaign for a couple of hours. It is only now (Past couple of months) that DCs spirit has been broken and the futility of it all has finally set in.
Your last example shows that people DO care about the scores. Whether they want easy victories or not is another thing. I don't think the players on Thornblade would care about nightcapping/daycapping if it didn't put factions ahead by thousands of points. If it maybe gave them a couple hundred point lead after a 8 hours of owning every keep, no one would care because it's not insurmountable.
The fact that the score does not represent the "best" faction is why I would suggest a change in how the score is determined. As it is, it only reflects who has the largest, around-the-clock playerbase.
ZOS_BrianWheeler wrote: »We have looked at population imbalances throughout the release of the game and have seen it change from campaign to campaign, month to month with Ebonheart, Aldmeri and Daggerfall all taking top population spots. As a snap shot, the past three days show the following:
- Haderus has swapped highest population between all three alliances.
- Azura has a steady stream of Aldmeri and Ebonheart, but not much Daggerfall.
- Blackwater has mainly Ebonheart with the highest with Aldmeri slightly behind and again, Daggerfall the lowest.
- Chillrend has Daggerfall with the highest population and Aldmeri/Ebonheart around the same
- Thornblade has Aldmeri and Ebonheart with roughly the same population with a slight edge towards Ebonheart, and Daggerfall trailing.
There are ongoing discussions about how to address population imbalances in the campaigns. Some of the possible solutions include the following:
- Limiting population per alliance to match the lowest or median population of the lowest population.
- Giving more XP/AP than we currently do
- Giving alternate siege weapons to the underdog\low-population alliance(s) that do more damage while they have the underdog\low pop bonus.
- Altering Cyrodiil's landscape
- Changing/removing scoring and showing that other campaigns have underdog/low-population bonuses on the Campaign Selection UI
- Doing away with Home and Guest campaign options, so Campaign Reward tiers roll with a character instead of being tied to a campaign so you can play in any campaign you want.
All of these have their pros and cons, some of which may not be immediately apparent but we still have to consider. The last one, for example, would result in all the campaigns having the same duration (so people can't earn tier 3 then hop to a short campaign and get a reward when it ends), and scoring and would be better suited as a meta-score across all campaigns. We would also need to remove the limitation on the accounts which don't let players have characters from opposing alliances in the same campaign (and yes I know that "jump to buddy" circumvents this rule already).
I agree there are many solutions we can explore, and that population imbalances are always a challenge for PVP games in which battles are not instanced to launch on demand. Thanks again for your continued patience in this and many other matters that the PVP community and myself care about deeply
I'm coming at this from a DC-Thornblade-NA perspective.xsorusb14_ESO wrote: »The scoring system accomplishes nothing..It has one goal, and that's to show who the best faction is..and it fails at that in every way as the best faction is never shown to win..only the one that logs on when everyone is asleep.
Until recently, your examples did not stop people from trying to win. I was in guilds where they would use the score and enemy action as a rallying cry to get pve'rs into the campaign for a couple of hours. It is only now (Past couple of months) that DCs spirit has been broken and the futility of it all has finally set in.
Your last example shows that people DO care about the scores. Whether they want easy victories or not is another thing. I don't think the players on Thornblade would care about nightcapping/daycapping if it didn't put factions ahead by thousands of points. If it maybe gave them a couple hundred point lead after a 8 hours of owning every keep, no one would care because it's not insurmountable.
The fact that the score does not represent the "best" faction is why I would suggest a change in how the score is determined. As it is, it only reflects who has the largest, around-the-clock playerbase.
xsorusb14_ESO wrote: »I'm coming at this from a DC-Thornblade-NA perspective.xsorusb14_ESO wrote: »The scoring system accomplishes nothing..It has one goal, and that's to show who the best faction is..and it fails at that in every way as the best faction is never shown to win..only the one that logs on when everyone is asleep.
Until recently, your examples did not stop people from trying to win. I was in guilds where they would use the score and enemy action as a rallying cry to get pve'rs into the campaign for a couple of hours. It is only now (Past couple of months) that DCs spirit has been broken and the futility of it all has finally set in.
Your last example shows that people DO care about the scores. Whether they want easy victories or not is another thing. I don't think the players on Thornblade would care about nightcapping/daycapping if it didn't put factions ahead by thousands of points. If it maybe gave them a couple hundred point lead after a 8 hours of owning every keep, no one would care because it's not insurmountable.
The fact that the score does not represent the "best" faction is why I would suggest a change in how the score is determined. As it is, it only reflects who has the largest, around-the-clock playerbase.
Please, anyone sane who's played on DC since launch knows the futility of it. both AD and EP have night capped since Launch and its allowed them to win since launch, hence why no one cares about the score...Saying "If we only allow them a couple hundred point lead after 8 hours of owning keeps no one would care" is silly..Because A. it'll never happen because you'll have people who actually play during the day upset they're not valued as much as someone plays during primetime, and B...those points will add up..it'll always come down to who had population during those times.
Trying to push a point system designed around equal populations in a game that will always have unequal populations is downright dumb... It doesn't work, and nothing they can change will make it work. If you want a esport scoring system, play an esport.