If all of those who believe they understand the "population" bars can explain with certainty of cited material on how they actually work It would be awesome. I prefer the Chicago Style over MLA style of footnotes. Until the wise players who know everything ESO can provide such documented evidence all of you are speculating on uncertainty or simply repeating what some other fool has told you. As it was pointed out 1 player = 1 bar, but 10 players could mean 2 bars. A population lock may indicate 100 players or it could be 500 players. This is just a visual representation of assumptions since ZOS has NEVER said exactly how the graphic representations are calculated. This FACT leads to ambiguity about what really is happening when it comes to population. Is it wrong to request the mechanics be less ambiguas? If players want to accept that, well that's fine. But some of us are rightfully tired of uncertainty especially when the creators of the game have the ability to remove such things or provide actual numbers.
What purpose does it serve to have such secrets regarding actual numbers for each faction? Why has this never been addressed in the past. What does ZOS gain by leaving it this way or what do the players gain by this? There are hundreds of games on the market that clearly show numbers in pvp areas, maps or even logged into a particular server. Why has ZOS left this information hidden?
Grown-ups understand responsibility and accountability. We tend to associate it with social morality. We also tend to question more with the desire to gain understanding. This is what separates grown-up from children.
VaranisArano wrote: »If ZOS gives the actual numbers, players will A) scream about being zerged/outnumbered, and B.) that ZOS is killing PVP with low numbers.
If ZOS removes the pop indicators entirely, players lose all indication of what their pop is like, leading to tunnel vision about their section of the map, leading to much screaming about "we're being zerged" and "we're so outnumbered" and "where are all the EP/DC/AD" posts. With changes to underdog bonuses, those indicators are important to see when those are,active.
So remind me again why it would be beneficial for ZOS to remove the pop indicators or release the actual numbers?
Chilly-McFreeze wrote: »
Maybe it is because your alliance sucks?
Or bc many are in IC?
Or the raids just joined?
Or bc they all flock to the same keep as a giant swarm?
These pics don’t tell much.
Chilly-McFreeze wrote: »
Maybe it is because your alliance sucks?
Or bc many are in IC?
Or the raids just joined?
Or bc they all flock to the same keep as a giant swarm?
These pics don’t tell much.
In general I do not respond to childishness in either forum, but I will respond this time in the same key:
The sucks aliance won the last campaign.
Prince_of_all_Pugs wrote: »Just make it show the exact number of players , i dont see what the big issue is.
Agrippa_Invisus wrote: »Disassociating IC from Cyrodiil's population is a change I think most would readily agree on. Make it so you can enter IC from outside Cyrodiil (you can leave the entrances in Cyro still, it wouldn't hurt) and then when you enter IC, you're removed from the campaign and your spot given to the next in queue. Same as if you used a transit shrine from a gate to go to Craglorn.
Make it so on leaving IC, you're transported back to your faction's capital city (IE: Mournhold, Grahtwood, or Wayrest).
Combine all the IC instances into one and make it so it can be freely entered by anyone and has its own population / queue to get in. Heck, you can even give it some PVP AP leaderboards that give away free tel var stones to the top 100 or something.
Voila.
Agrippa_Invisus wrote: »Disassociating IC from Cyrodiil's population is a change I think most would readily agree on. Make it so you can enter IC from outside Cyrodiil (you can leave the entrances in Cyro still, it wouldn't hurt) and then when you enter IC, you're removed from the campaign and your spot given to the next in queue. Same as if you used a transit shrine from a gate to go to Craglorn.
Make it so on leaving IC, you're transported back to your faction's capital city (IE: Mournhold, Grahtwood, or Wayrest).
Combine all the IC instances into one and make it so it can be freely entered by anyone and has its own population / queue to get in. Heck, you can even give it some PVP AP leaderboards that give away free tel var stones to the top 100 or something.
Voila.
They are not accurate or are so easily bypassed that you need to just remove them. 20 AD trying to defend against 100 DC. This is pathetic and ZOS is responsible for it. FIX the GAME before you release any new content.
I really do believe there are those who get on a certain alliance to just take a spot and basically not do anything to actually help that alliance when they have other characters on the winning alliance as their mains.
Vilestride wrote: »I really do believe there are those who get on a certain alliance to just take a spot and basically not do anything to actually help that alliance when they have other characters on the winning alliance as their mains.
Is it wrong that during the jubilee event I purposely did all my PvE motif box farming on my AD toon during prime time just to take up a queue spot for that time and purposely didn't capture the flags at the town quest hubs Incase it created advantageous spawn points that would negatively impact The Pact?