Thus, I would invite anyone who finds this idea appealing to use this thread to explore with me the many potential barriers to such an arrangement. I'd be chuffed if those with legal expertise would chime in.
dwemer_paleologist wrote: »then make fewer people allowed in each campaign, like 25 per alliance max.
any new people are locked out and pushed into another campaign.
ALL campaigns 75 people max, 25 per alliance.
VaranisArano wrote: »Its not for lack of money that ZOS can't or won't fix the lag or persistent performance issues in PVP. They've got the money.
It’s not a server hardware issue. It’s software coding flaws deeply rooted in the base code. Increasing server power won’t fix it.
They need to allocate manpower resources to fix it.
dwemer_paleologist wrote: »then make fewer people allowed in each campaign, like 25 per alliance max.
any new people are locked out and pushed into another campaign.
ALL campaigns 75 people max, 25 per alliance.
It’s not a server hardware issue. It’s software coding flaws deeply rooted in the base code. Increasing server power won’t fix it. They need to allocate manpower resources to fix it. Pvp doesn’t generate money. Their money comes from new content and crown store. Pvp players is a fraction of the larger player base. It’s not cost effective for them.their manpower resources goto pve.
LittlePinkDot wrote: »Well if we were to crowdfund a fix for cyrodiil, first we would have to get ZoS to tell us what exactly the problem is and how much they think it will cost to fix. We would need a number to aim for, and it would then have to be legally binding that ZoS uses the money to fix whatever is causing the problem in cyrodiil. Throwing money at them is useless if they can just do whatever they want with the money.
It’s not a server hardware issue. It’s software coding flaws deeply rooted in the base code. Increasing server power won’t fix it.
None of us on the outside know for certain if it's a hardware issue, a software issue, or a combination of both. Anecdotal evidence suggests you're probably right, though.They need to allocate manpower resources to fix it.
Sadly, this is never going to happen. It's what happens when a company is run by people like Jerry Bruckheimer, Les Moonves and Robert Trump; when the money starts to dry up they'll be fine with ESO withering and dying while they happily milk the next cash cow.
It’s not a server hardware issue. It’s software coding flaws deeply rooted in the base code. Increasing server power won’t fix it. They need to allocate manpower resources to fix it. Pvp doesn’t generate money. Their money comes from new content and crown store. Pvp players is a fraction of the larger player base. It’s not cost effective for them.their manpower resources goto pve.
I don't think that's true. If it were, the problem wouldn't be directly tied to the number of people active in a given campaign, and the problem wouldn't be worse in CP vs. no-CP campaigns.
If it *is* true, then perhaps there's something we could still fund, since those with the ability to greenlight such things clearly won't put the capital forward (again, I know those who actually work on the game would surely do something about this if it were within their power to do so).
It’s not a server hardware issue. It’s software coding flaws deeply rooted in the base code. Increasing server power won’t fix it. They need to allocate manpower resources to fix it. Pvp doesn’t generate money. Their money comes from new content and crown store. Pvp players is a fraction of the larger player base. It’s not cost effective for them.their manpower resources goto pve.
dwemer_paleologist wrote: »then make fewer people allowed in each campaign, like 25 per alliance max.
any new people are locked out and pushed into another campaign.
ALL campaigns 75 people max, 25 per alliance.
Just sell adds on the load screen ... This load screen was brought to you by pepsi
It’s not a server hardware issue. It’s software coding flaws deeply rooted in the base code. Increasing server power won’t fix it. They need to allocate manpower resources to fix it. Pvp doesn’t generate money. Their money comes from new content and crown store. Pvp players is a fraction of the larger player base. It’s not cost effective for them.their manpower resources goto pve.
It’s not a server hardware issue. It’s software coding flaws deeply rooted in the base code. Increasing server power won’t fix it. They need to allocate manpower resources to fix it. Pvp doesn’t generate money. Their money comes from new content and crown store. Pvp players is a fraction of the larger player base. It’s not cost effective for them.their manpower resources goto pve.
PvP players DO spend money on the crown store and new content, though. I'd even argue that they might spend even more than their PvE only counterparts. Pretty much every PvP player I know has ESO+, has bought every expansion, has certainly bought a horse or opened crates to get one, and most of them have bought costumes, hats, skins, etc from the crown store on top of that. If you ride around in Cyrodiil, it seems like every 2nd player has an apex mount and nearly everyone at least has some sort of purchased one. The brown horse is the least common one out there. Compared to mounting up in trials and seeing a large portion of the people using one of the gold purchased horses or one of the collector's edition or giveaway ones, it seems like PvP players do spend more on cosmetics.
It’s not a server hardware issue. It’s software coding flaws deeply rooted in the base code. Increasing server power won’t fix it. They need to allocate manpower resources to fix it. Pvp doesn’t generate money. Their money comes from new content and crown store. Pvp players is a fraction of the larger player base. It’s not cost effective for them.their manpower resources goto pve.
All the players running Zaan in PvP tells me they do indeed generate money for ZoS. That and entire large groups riding about on mounts gained from crown crates.
With the PvE aspect of the game new content is always required and that drains from the coffers much more than anything they do for PvP.
I wish more people understood this, but the internet is obsessed with "upgrade the servers" being able to fix everything.It’s not a server hardware issue. It’s software coding flaws deeply rooted in the base code. Increasing server power won’t fix it. They need to allocate manpower resources to fix it. Pvp doesn’t generate money. Their money comes from new content and crown store. Pvp players is a fraction of the larger player base. It’s not cost effective for them.their manpower resources goto pve.