Maintenance for the week of June 8:
• [IN PROGRESS] PC/Mac: NA and EU megaservers for patch maintenance – June 8, 1:00AM EDT (5:00 UTC) - 12:00PM EDT (16:00 UTC)
• [IN PROGRESS] Xbox: NA and EU megaservers for patch maintenance – June 7, 10:00PM EDT (June 8, 2:00 UTC) - June 8, 12:00PM EDT (16:00 UTC)
• [IN PROGRESS] PlayStation®: NA and EU megaservers for patch maintenance – June 7, 10:00PM EDT (June 8, 2:00 UTC) - June 8, 12:00PM EDT (16:00 UTC)
Maintenance for the week of June 8:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – June 8, 1:00AM EDT (5:00 UTC) - 12:00PM EDT (16:00 UTC)
• [EXTENDED] Xbox: NA and EU megaservers for patch maintenance – June 7, 10:00PM EDT (June 8, 2:00 UTC) - June 8, 4:00PM EDT (2000 UTC)
• [EXTENDED] PlayStation®: NA and EU megaservers for patch maintenance – June 7, 10:00PM EDT (June 8, 2:00 UTC) - June 8, 4:00PM EDT (20:00 UTC)
Solving Population Imbalance in Cyrodiil
A few weeks ago I ran a non-scientific poll (link below) and the general result seems to be that most players PvP for fun - rewards are often not a major consideration.
https://forums.elderscrollsonline.com/en/discussion/345183/regular-pvp-ers-whats-the-biggest-reason-you-run-in-cyrodiil
There are a lot of threads about population imbalance, with several requests for the return of campaign locking and/or dynamic caps. With my poll, I wanted to try and get an understanding of
why players PvP to see if there may be other, more agreeable solutions.
When you're part of the population underdog and getting rolled all the time, it's discouraging to continue playing for that faction and very tempting to try "easy mode" by piling onto the winning side, which only exacerbates the problem.
I've given it a lot of thought and I'm not convinced that restricting players to a faction (again) is the right way to address this. A few folks have suggested incentives to play for the weaker alliance, and given the poll results above (which put faction loyalty way down on the list of reasons people play) I'm starting to think this is the way forward.
My understanding is that ZOS may "count" heads in Cyrodiil currently by exits and entries, rather than doing a sweep-count every 5 minutes or so on a timer.
So... How hard would it be to implement some kind of overland zone head-count on a timer that's hidden (to avoid exploiting) in short intervals so the server knows in almost realtime how many players are online in each faction?
If that could be done, it would fix the queue exploit AND it would then be possible to introduce incentives that would make playing for the underdog a bit more inviting. For example:
- NPCs on underdog-owned properties could be much stronger to help fight against invading forces
- Underdog faction players could get considerably more gold in rewards for the worthy and a decent chance at purple gear (or maybe better PvP traits) in those email rewards
- High population players could earn less AP for kills, taking keeps and resources, or get a percentage reduction in all "buffs" from home keeps, enemy keeps, scrolls and emperor are reduced if the faction outnumbers opposing factions.
If you could address the perceived population imbalance with incentives rather than restrictions, what ideas would you have?
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