https://www.youtube.com/watch?v=bUL2kpEkSrURinaldoGandolphi wrote: »Recently a friend and myself were talking about how we missed the days where there were fights all over the map in Cyrodiil.
At launch, it was estimated that each faction was allowed to have around 1,000 players each, which if you look back at some of the early Angry Joe Army videos this makes sense as he had zergs that was easily 10 times as large as any zerg you would see in the game today.
Then they started reducing the Population Caps after the Lighting Patch fiasco
https://forums.elderscrollsonline.com/en/discussion/142667/cyrodiil-performance-population-cap-adjustments
This present two unique problems for Cyrodiil:
1. The map itself was designed for around 900 players per faction give or take
2. the map being as large as it is, and there being about 200 player per alliance now means there are not enough people to fight all over the map like there was in 2014-early 2015
These problems really started to become apparent with the Thieves Guild Patch.
So you look at the map at primetime on a Friday or Saturday night and you will see one large crossed sword at some keep on the map, and maybe one smaller crossed sword elsewhere and thats pretty much it....whereas before it was common to see 4-5 crossed swords on the map at any given time in 2014....
That map is so large, but there are so few people that it literally funnels all the fights into 1-2 areas.
Best example, you take a resource with you and 3-4 friends, and 30+ people show up at the resource to kill you. Why does this happen:
It happens because there is literally NOTHING else going on anywhere. These people who come to zerg you have two choices...either fight at a laggy keep fight, or go to the resource you just took....because that huge map doesn't have enough people to create enough fights to give them something else to do. ....in 2014 you could get a good 10-15 minutes of 5v7 or 5v9 or something similar and it was fun, because there was more fights going on in Cyrodiil, now since there is literally nothing else going on anywhere except a laggy keep fight, folks just scramble to that resource thinking they are going to get some action, but 30 other people thought the same thing..because they are dying for a fight that is anything but a laggy keep fight.
Im not sure what they can do at this point to fix it. even with a Que on DC, Cyrodiil seems very empty compared to what it was in 2014 - early 2015...population caps are too low, I understand that performance issues are a problem, but if they don't figure out some way to allow more people into campaigns without making it more laggy, and soon, there may not be much of a Cyrodiil left. nearly 90% of the map is dead 90% of the time, that can't be good for the overall game
ZOS, allowing another 100-150 people per alliance into these campaigns would probably help breath some new life into the game, but you have to figure out the performance issues first, or alter the map to accommodate 600 people instead of 2500-3000 it was in 2014....that's a huge difference in people....right now 90% of Cyrodiil is wasted space because there isn't enough players in each campaign to create fights in more then 1 maybe 2 places at the same time...
i'd love to see you make Cyrodiil great again like it was in 2014....where crossed swords were everywhere...people even fighting in ruins out in the middle of nowhere not even near any objectives...there was so many more people allowed in campaigns back then....thats what got me hooked in the 1st place....you gotta find a way allow more people in....there just isn't enough people per alliance anymore like used to behttps://www.youtube.com/watch?v=bUL2kpEkSrU
AbraXuSeXile wrote: »No one cares about campaigns since a long long time, It was guilds mainly that went across the map riding from glade to arrius or whatever dropped a camp and created a fight elsewhere.
With people not caring and guilds can't be bothered going anywhere else except in between enemy lines no more fights will elsewhere will occur.
I like AP farming scrubs but it was more fun when i was trying to win campaigns when it felt like it mattered we would ride all over the map and get our own fights, Nowa days since i came back we just ride to the other side of the map and go between 2 enemies which is just joining onto another fight.
The Cyrodiil map is a pathetic easy design, To win you just need to keep one shape and it can't be penetrated unless many guilds groups attack.
Unfortuntely it's too late to make people care unless they do a total revamp of it all which will not happen. On top of that with this mentality of 'if your in a group your a zerg' is not helping, It's the guilds groups who actually spread people out when they do care, but more and more guild groups have bad behaviour now and will run along with their pugs. I really don't mind if people wanna run in a 24 man guild group aslong as they go to other side of the map and create a fight.
I personally would be interested in try out a flip in AP gains scheme. Since Haderus is currently setup to reflect resources as its point source it would make sense to try this idea there. So to my idea...
Have your large AP gains come from resources, town and keep flips while player kills generate small ap gains like what is currently alotted by capturing resource now. This would idealy would spread people out and reduce zerging except for keep capture. Keep on the server the points for the campaign at resources. Now the amounts of AP that would be alotted for a capture and for a kill is up to balancing for ZOS based on their data for current AP gain amounts on the servers.
I think this would make it more about objectives vs AP farming.
starlizard70ub17_ESO wrote: »You know it's bad when you're actively looking for opposing players to kill you so you don't have to spend time riding back to base, and still end up riding back because there's no one around.
I'd like to understand, if zenimax know exactly wich patch cause these issues in cyrodiil, why they don't delete it instead of let pvp and cyrodiil dying ?
I'd like to understand, if zenimax know exactly wich patch cause these issues in cyrodiil, why they don't delete it instead of let pvp and cyrodiil dying ?
Because they don't believe the lighting patch is the issue. ZOS believes there was a single eureka moment where a good portion of players became aware of how to play the game in an effective way and this put a lot of strain on the servers that wasn't anticipated. It surely couldn't be that god awful patch that made cyro unplayable for around 2 weeks, and which we still haven't recovered the levels of fps/ping we had just before the patch.
I'd like to understand, if zenimax know exactly wich patch cause these issues in cyrodiil, why they don't delete it instead of let pvp and cyrodiil dying ?
Because they don't believe the lighting patch is the issue. ZOS believes there was a single eureka moment where a good portion of players became aware of how to play the game in an effective way and this put a lot of strain on the servers that wasn't anticipated. It surely couldn't be that god awful patch that made cyro unplayable for around 2 weeks, and which we still haven't recovered the levels of fps/ping we had just before the patch.
It's scary to think that all the changes up to now we're all bandaids fixes just to avoid touching/rerolling that lighting patch. It's even scarier to think of what got attached to that lighting patch that they can't simply reverse from.
I'd like to understand, if zenimax know exactly wich patch cause these issues in cyrodiil, why they don't delete it instead of let pvp and cyrodiil dying ?
Because they don't believe the lighting patch is the issue. ZOS believes there was a single eureka moment where a good portion of players became aware of how to play the game in an effective way and this put a lot of strain on the servers that wasn't anticipated. It surely couldn't be that god awful patch that made cyro unplayable for around 2 weeks, and which we still haven't recovered the levels of fps/ping we had just before the patch.
It's scary to think that all the changes up to now we're all bandaids fixes just to avoid touching/rerolling that lighting patch. It's even scarier to think of what got attached to that lighting patch that they can't simply reverse from.
I'd like to understand, if zenimax know exactly wich patch cause these issues in cyrodiil, why they don't delete it instead of let pvp and cyrodiil dying ?
Because they don't believe the lighting patch is the issue. ZOS believes there was a single eureka moment where a good portion of players became aware of how to play the game in an effective way and this put a lot of strain on the servers that wasn't anticipated. It surely couldn't be that god awful patch that made cyro unplayable for around 2 weeks, and which we still haven't recovered the levels of fps/ping we had just before the patch.
It's scary to think that all the changes up to now we're all bandaids fixes just to avoid touching/rerolling that lighting patch. It's even scarier to think of what got attached to that lighting patch that they can't simply reverse from.