That's actually not true. Whether it's still accurate, I have no idea, but the numbers have been stated:ZOS will not, does not, nor ever has answered the question of what numbers the bars represent. EVER.
The game's PvP area (Cyrodiil) has a population limit of about 1800 players per campaign, but we will have many campaigns running simultaneously.
https://help.elderscrollsonline.com/app/answers/detail/a_id/6533/kw/Campaign population
And I can't remember the source for this one, but the bars are 0-30%, 30-60%, 60-90%, and 90-100%.
So if you break that down, you get this, per alliance:
1 bar - 0-180 players
2 bars - 180-360 players
3 bars - 360-540 players
Lock - 540-600 players
Crispen_Longbow wrote: »That's what he thinks is happening. It isn't known for sure which is all she's saying. It's possible the person enters and a faction is 1 person over pop cap. It's also possible the person enters in place of the person who's queue position is #1.
I believe it still is looking at pop caps. People have seen where they are #3 in queue and then they are pushed back to like #7 in queue. You could assume that it pushes people back in line and doesn't circumvent the pop cap queue. The one that is group queuing everyone sits for a long time at queue position 1 waiting for all the others to allow the pop caps to let them in. Really until ZoS says what their coding does it's anyone guess.
Personal I believe it just lets people bud in line for the queue which is why people can drop in their queue line. It also explains why someone in the group queue has to wait that much longer to queue in players from other factions. This is just my opinion on things I have observed.
That's actually not true. Whether it's still accurate, I have no idea, but the numbers have been stated:ZOS will not, does not, nor ever has answered the question of what numbers the bars represent. EVER.
The game's PvP area (Cyrodiil) has a population limit of about 1800 players per campaign, but we will have many campaigns running simultaneously.
https://help.elderscrollsonline.com/app/answers/detail/a_id/6533/kw/Campaign population
And I can't remember the source for this one, but the bars are 0-30%, 30-60%, 60-90%, and 90-100%.
So if you break that down, you get this, per alliance:
1 bar - 0-180 players
2 bars - 180-360 players
3 bars - 360-540 players
Lock - 540-600 players
Yes, but: [Updated 03/16/2015 11:21 AM Published 03/14/2014 10:56 PM
Player tests have consistently shown the cap to be much lower.
My guess for the population of each faction is around 150. It's just a guess but I feel like it's an educated one based on what I've experienced.
aegisfire1979 wrote: »As long as we all know this is possible we don't have to worry about waiting in queue anymore, hopefully it will be an even playing field now.
DemonNinja wrote: »@ZOS_GinaBruno
Any update in regards to this issue - it is very clearly continuing to happen.
All of this would be easily remedied if the PvP servers were returned to only allowing you to play one faction for a given campaign duration.
I.E. - If I choose to play AD on Trueflame - I can no longer play EP or DC on that server. I can however chose to play my AD or EP characters on other servers like Haderus etc.
A lot of conspiracy theorists in this thread.
You don't know how it works. You haven't tested it well enough, and you can't. You're dealing with something far too variable and unknown for you to make a judgement on it. You can queue a full raid of AD under a DC queue and watch the DC bar go up, but it's also possible some random person joined DC and they were only one player away from going up a bar while AD was on the low end of their bar.
I don't even think ZOS knows how their campaign population system works and they designed it. Does no one else remember the population graph of Thornblade that miraculously showed EP with more population during periods when all factions had queues going? That's before this was even possible. Also the issue of "where's my faction" goes back even before IC as a few other posters have mentioned. It's not a gauge on what's happening when you group queue.
Stop thinking you're smarter than everyone else: it's not hard to test and you're clearly posting here without having tried to test yourself. Please at least attempt something remotely scientific before calling foul.
Testing is easy for a guild that can muster one full raid. I'm not going to say anything more in public as we have already done everything we can to communicate our root cause analysis and steps to replicate our results directly to ZOS. Awaiting response... hopefully we can get one in private as dirty laundry need not be aired publicly any more than it already has.
But, coming from someone who has tested this with a full raid, please save your comments until you've done your own homework.
I encourage you to stop thinking your "scientific" approach was anything but speculation. Unless your working with ACTUAL numbers. Ya know, like 5, 10, 20, showing on the actual bar itself? You don't know how many other people are coming, going, or crashing at the same time your entering with your raid. You don't know how many people are at the bridge fighting. You don't know how many are in IC or the sewers grinding telvar.
Basically, loading in a raid of people and seeing the bar go up one little increment doesn't show concrete proof that anyone is cheating, exploiting, or being jerks in general to make your faction less viable. Until ZoS shows us the actual population number on that screen, we'll never fully know what's going on. So put the stupid tin foil hat down and rally your faction and do something about it instead of whining here.
Really? Why are you resorting to attacking a guy and telling him he doesn't know anything? How do you know he didn't do exactly what he said and has the grounds to speak? Because you disagree with him?Regardless of the accuracy of the bars, you shouldn't be able to queue another alliance into a campaign. It allows them to bypass their alliance's population cap, so it's obviously not working as intended.
Well, we don't know that actually. All we do know is that it allows players to bypass their own faction's queue times...and probably increases the queue time for the faction they are queuing with.
Still a problem, and something that needs to be fixed, ofc.
I have queued some blue friends into my server's most populated campaign, where they normally have a 100+ queue, they were able to join instantly. So, I'll just base my opinion on my experiences. To which, it seems there is no way they aren't bypassing the population cap.
Or your queue is simply putting them at the head of the line. I'm not saying it doesn't bypass pop caps, I'm only saying we don't know that for sure, and we won't know until ZOS either confirms it for us, or allows us to see population numbers rather than just bars so we can accurately test it ourselves.
Either way, if it puts them at the head of the line, that is still "butting in line". The question of the pop cap bypass would be easily answered according to the previous poster, Winnie. If his raid was able to get in instantly, and that is what he saw for himself, who are we to say he didn't see it?
I think we can all agree that people are seeing stuff that just doesn't add up and seems fishy. Let's get that stinky fish in the open and gut it is what I think. :-)
For implementation: The next time an account queues for a campaign, the alliance of the queued character sets their campaign lock. Players who logged out in the Imperial City and the Cyrodiil overworld, are either kicked to a PvE zone at campaign's end (if logged out) or their campaign lock is set for the alliance of their current character if they are logged in at the time the campaign ends.
ZOS_GinaBruno wrote: »Thanks guys, we're looking into this.
themdogesbite wrote: »Add a prioritised queue for ESO+ subscribers. Problem solved!
no need to argue, no need to check, just disable group queue for cyrodiil. easy fix, all solved
no need to argue, no need to check, just disable group queue for cyrodiil. easy fix, all solved
Normally when a ZOS name says they are looking in to it, followed by a long period of time of not talking about it. It means, they found a problem and evidence of people exploiting it. They will either spend months trying to fix it, with varied levels of success, or look the other way.
It would be nice, when ZOS found an exploit like this, that they would just come right out and say it is an exploit and people should stop doing it. Cough cough, like the outpost flipping that went on for a week, and not a peep out of them until a month after the fact. Even when people directly asked about it.