bulbousb16_ESO wrote: »Ok, wait, so the more people attacking a structure, the more damage it needs to be destroyed? I'm sorry, but this is just a non-starter.
Vercingetorix wrote: »bulbousb16_ESO wrote: »Ok, wait, so the more people attacking a structure, the more damage it needs to be destroyed? I'm sorry, but this is just a non-starter.
The concept is actually quite logical. If a fortress is attacked by a large force, then it prepares accordingly and puts more resources into fighting against it. If the enemy denies access to additional resources (farm, mine, lumbermill), then the fight is easier for the enemy, but not a guaranteed victory. This solution removes the problem of having 20+ simultaneous Destro-Ults being ran towards you and crashing you out of the game.
Ok. First off, the populations in PvP right now are higher than they've been in a long time on PC...and the lag has become exponentially better.
I ran with a group of guildies (between 8 and 10 people in the US and also playing from Europe) last night for a significant amount of time (several hours) in a 3-way pop-locked campaign full of zergs, emperor pushes, scroll grabs, you name it...and guess what. Every one of us experienced less lag.
My ping was a steady 60ms the entire time. No lag spikes whatsoever. Everyone else in the group reported the same.
What I did notice is that there were graphical slowdowns. Which I imagine will be 100 times worse on that potato of hardware called the Xbox.
IcyDeadPeople wrote: »I suspect it will never be possible to de-incentivize the big zerg guild groups in ESO, because they will almost always win against disorganized random players. It's a fundamental part of how the game is designed.
Vercingetorix wrote: »I’ve seen a smattering of players claim that performance in Cyrodiil is better due to the lack of CP. Reports of improved performance are outliers. They are most likely in low-pop campaigns and/or avoiding the major fights (which is fine, but can't be used to describe the entire PvP experience). I can assure you that Cyrodiil performance has actually WORSENED this week (especially on XB1 and PS4). This week, however, has highlighted the real issue with Cyrodiil and it’s not CP, it’s zergs. The solution to the zerging problem is to de-incentivize it.
I propose “battle scaling” at keeps and resources when attacked by an excessive amount of players (this number can be determined by ZoS based on heat maps and crash reports). This scaling will give the attacked keep or resource the following bonuses*:
- Walls/doors gain SIGNIFICANT defenses (i.e. you would need 20 siege minimum and several repairs/replacement siege just to bust each wall/door down)
- Guards gain additional shields, armor, damage, and have reduced re-spawn timers
- AP gains for the enemy from taking the resource/keep as well as the enemy killing any players within the resource/keep’s radius are SIGNIFICANTLY reduced (yes, this means even solo players attacking other players at a zerged keep/resource, too)
*The penalties for walls, doors, and guards are slightly less severe if their corresponding resources are not owned by the attacked keep.
This solution will push for smaller, more organized groups of players and essentially dissuade players from having the entire faction knocking at a single keep’s door. I would like to hear some feedback from the community on this and if you feel this is a good solution (or at least a good start), please feel free to share this post.
Vercingetorix wrote: »I’ve seen a smattering of players claim that performance in Cyrodiil is better due to the lack of CP. Reports of improved performance are outliers. They are most likely in low-pop campaigns and/or avoiding the major fights (which is fine, but can't be used to describe the entire PvP experience). I can assure you that Cyrodiil performance has actually WORSENED this week (especially on XB1 and PS4). This week, however, has highlighted the real issue with Cyrodiil and it’s not CP, it’s zergs. The solution to the zerging problem is to de-incentivize it.
I propose “battle scaling” at keeps and resources when attacked by an excessive amount of players (this number can be determined by ZoS based on heat maps and crash reports). This scaling will give the attacked keep or resource the following bonuses*:
- Walls/doors gain SIGNIFICANT defenses (i.e. you would need 20 siege minimum and several repairs/replacement siege just to bust each wall/door down)
- Guards gain additional shields, armor, damage, and have reduced re-spawn timers
- AP gains for the enemy from taking the resource/keep as well as the enemy killing any players within the resource/keep’s radius are SIGNIFICANTLY reduced (yes, this means even solo players attacking other players at a zerged keep/resource, too)
*The penalties for walls, doors, and guards are slightly less severe if their corresponding resources are not owned by the attacked keep.
This solution will push for smaller, more organized groups of players and essentially dissuade players from having the entire faction knocking at a single keep’s door. I would like to hear some feedback from the community on this and if you feel this is a good solution (or at least a good start), please feel free to share this post.
Max groups of 12 and friendly fire to anyone not in your group. I bet that would spread people out, haha!
So your solution for a performance fix is to add another check and strain the server even more? No thank you. Most zergs, excluding the organized kind, zerg because they are looking for a quick fight. So they go to the chalamo or alessia bridge because that's exactly what they will find. Zos needs to stop thinking AP is the main driving force for player behavior and start believing pvp is the driving force for player behavior.Finding faster ways to the traverse the whole map by either increasing mount speed or some other way of fast travel will help. Also getting rid of the ring mechanic for getting emp may also help.
Like have the emp keeps change at intervals forcing players to play the whole map. But what ever the solution pvp needs, it will not be another check for the server
So a large group (let's say 40) show up to take a keep. Now the keep gets all these buffs, NPC's get buffs etc...
So now when the 40 equivalent defenders show up they basically get rewarded for having large group of defenders, while the assaulters (who are the ones assuming the majority of the risk here) have to deal with fortified walls and NPC's? No thanks.
And then what if people do what you want them to do? Show up with smaller squads to not have to deal with a fortified structure, and then what? Get rolled by a large defending force when it shows up?
Overly complicated and counter intuitive in my opinion.
Giles.floydub17_ESO wrote: »The issue with the idea that OP suggests is what is an excessive sized force. The answer is a variable and deters combat as well.
Is 20 players excessive when the keep is defending by 40 players? Probably not. The proposed idea would greatly benefit defending a keep without changing the server performance issue.
Yes, it's good to think of ideas. My point is that Zos doesn't always take our ideas because they have to do their best to find the unintended consequences.
Hopefully they find the info they are looking for in this weeks testing so a solution can be developed and implemented.
Vercingetorix wrote: »Ok. First off, the populations in PvP right now are higher than they've been in a long time on PC...and the lag has become exponentially better.
I ran with a group of guildies (between 8 and 10 people in the US and also playing from Europe) last night for a significant amount of time (several hours) in a 3-way pop-locked campaign full of zergs, emperor pushes, scroll grabs, you name it...and guess what. Every one of us experienced less lag.
My ping was a steady 60ms the entire time. No lag spikes whatsoever. Everyone else in the group reported the same.
What I did notice is that there were graphical slowdowns. Which I imagine will be 100 times worse on that potato of hardware called the Xbox.
Again, anecdotal evidence is not a summation of the Cyrodiil experience - it is an outlier. I can argue that my guild of 60+, broken down into 3 smaller groups had intense lag the entire 6 hours we were on for the night. All of us, save for 4 people, were dc'd at least once during the night. Each time we were met with long loading screens and about a 15-20 min delay getting back into Cyrodiil. (Keep in mind this was after the supposed "fix" XB1 got on Mon afternoon.)
andreasranasen wrote: »As a PS4 player, the lagg is WORSE. Not because of the amount of players in Scourge. It's the same amount of players as it always been. It's just the q that's longer.
More loading screens and more blue screens...
CP is not the answer. Sorry.
Lord_Dexter wrote: »
PS4 NA performance is much better with CP disabled..
Vercingetorix wrote: »Giles.floydub17_ESO wrote: »The issue with the idea that OP suggests is what is an excessive sized force. The answer is a variable and deters combat as well.
Is 20 players excessive when the keep is defending by 40 players? Probably not. The proposed idea would greatly benefit defending a keep without changing the server performance issue.
Yes, it's good to think of ideas. My point is that Zos doesn't always take our ideas because they have to do their best to find the unintended consequences.
Hopefully they find the info they are looking for in this weeks testing so a solution can be developed and implemented.
As I told someone else the counterargument that defenders are favored is rendered pointless by the fact that defenders can't take advantage of my solution if there isn't a zerg fighting them in the first place. 40 people can show up to BRK but if there isn't an excessive amount of enemy players attacking the keep then neither side of the fight is favored, just like it is now in the game.
hmsdragonfly wrote: »andreasranasen wrote: »As a PS4 player, the lagg is WORSE. Not because of the amount of players in Scourge. It's the same amount of players as it always been. It's just the q that's longer.
More loading screens and more blue screens...
CP is not the answer. Sorry.
Check this:Lord_Dexter wrote: »
PS4 NA performance is much better with CP disabled..
So who speak the truth, you or Lord Dexter?
Let's assume that you don't mean framedrops in 50v50 zerg battles as "lag".
andreasranasen wrote: »hmsdragonfly wrote: »andreasranasen wrote: »As a PS4 player, the lagg is WORSE. Not because of the amount of players in Scourge. It's the same amount of players as it always been. It's just the q that's longer.
More loading screens and more blue screens...
CP is not the answer. Sorry.
Check this:Lord_Dexter wrote: »
PS4 NA performance is much better with CP disabled..
So who speak the truth, you or Lord Dexter?
Let's assume that you don't mean framedrops in 50v50 zerg battles as "lag".
I don't know what campaign he's in. I never seen him in Scourge which is the busiest campaign on PS4.
hmsdragonfly wrote: »andreasranasen wrote: »hmsdragonfly wrote: »andreasranasen wrote: »As a PS4 player, the lagg is WORSE. Not because of the amount of players in Scourge. It's the same amount of players as it always been. It's just the q that's longer.
More loading screens and more blue screens...
CP is not the answer. Sorry.
Check this:Lord_Dexter wrote: »
PS4 NA performance is much better with CP disabled..
So who speak the truth, you or Lord Dexter?
Let's assume that you don't mean framedrops in 50v50 zerg battles as "lag".
I don't know what campaign he's in. I never seen him in Scourge which is the busiest campaign on PS4.
So you know everyone who is playing in that campaign? You even know their forum's usernames apart from their @? Man, that's hell of a dedication. I can remember the @ of 3 dudes, and that's it.
hmsdragonfly wrote: »andreasranasen wrote: »As a PS4 player, the lagg is WORSE. Not because of the amount of players in Scourge. It's the same amount of players as it always been. It's just the q that's longer.
More loading screens and more blue screens...
CP is not the answer. Sorry.
Check this:Lord_Dexter wrote: »
PS4 NA performance is much better with CP disabled..
So who speak the truth, you or Lord Dexter?
Let's assume that you don't mean framedrops in 50v50 zerg battles as "lag".
hmsdragonfly wrote: »andreasranasen wrote: »As a PS4 player, the lagg is WORSE. Not because of the amount of players in Scourge. It's the same amount of players as it always been. It's just the q that's longer.
More loading screens and more blue screens...
CP is not the answer. Sorry.
Check this:Lord_Dexter wrote: »
PS4 NA performance is much better with CP disabled..
So who speak the truth, you or Lord Dexter?
Let's assume that you don't mean framedrops in 50v50 zerg battles as "lag".
PS4 NA Scourge -- Lag is no better or worse imo.
Frame rate dropping is just as bad as before but that will probably never change.
Load screens are worse than before patch imo.
Blue screens are about the same (frame rate drops "lags" and sudden/increased movement seems to be a consistent BSOD). Example: Rapids on mount run into a Outpost that's just been FD'd and jump off mount while turning camera will almost always Blue Screen me
All of those are based on feel as I have no way to test ping latency frame rates in game on PS4.