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Fixing Cyrodiil

echo2omega
echo2omega
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1. The servers and/or game engine just can't handle 300 players in 1 location.
Solution 1. Made milegates and bridges destructible. (note. This did not achieve the desired result of causing players to spread out....not even close)
Solution 2. Volendrung. Puts a hammer icon on the map letting everyone know where the hammer is. This way the faction with the hammer can all stack on it to protect it and then opposing factions can all stack in one location to defend against it. (not. This did not achieve the desired result of causing players to spread out in the zone...in fact it had the opposite result.)

Real Solution: Allow players to change their character faction. (this one is really. Just. That. Simple.)

Real solution 1. Reduce the group size to 12.
Real solution 1a. Limit healing and buffs to group members.
Real Solution 1b. Remove Volendrung.
Real Solution 1c. Remove emperor (or change how emperor works. For instance once you are crowned emperor you are emperor for 8 hours.)

Emperor also has a nasty habit of causing a large number of player to stack in 1 location. The last emperor keep. The defenders stack to protect the last emperor keep. The attackers both stack to dethrone the emperor.

Real Solution 1d. Substantially reduce the AP from capturing keeps. Increase the AP gained from killing other players. Defended keeps = AP AP and more AP.
Real Solution 1e. Weighted campaign scoring. The current scoring system is trash. All it does is encourage PVDoor on undefended keeps for maximum AP. It encourages gating the map overnight when no one else is on.

[Possible] solution 1e. Scoring should be based on the lowest faction population. For example EP is locked. DC is locked. AD is low. The scoring only happens once every 4 hours. AD is medium then scoring happens every 2 hours. High every hour. All 3 locked then scoring happens every 30 minutes. So AD could paint the map yellow overnight when no one is on but they will only score points every 4 hours.
[Possible] Solution 2.e. Scoring could be based on AP. All of the AP that your faction earns counts towards your faction score. Coupled with making players (and not keeps worth more AP) this strongly encourages players to P V P (GASP *shock* *horror* ). I mean that is what cyrodiil is....a PVP zone. Map objectives could count as some sort of bonus to the AP accumulated.

[Possible] solution 1f. Make resources more important.
[Possible] Solution 1f. Resources act as a respawn point.
+This means that an attacking force will always want to capture all 3 resources when capturing a keep to prevent defenders from respawning.
+This also means that attacking forces will want to split up and attack all 3 resources at the same time to avoid telegraphing an attack. This would also cut off defender reinforcements.
+Defenders will want to attack the resources surrounding a sieged keep. So then the defenders can respawn.
+There will be lots of fighting at the resources where the attackers and defenders fight over respawn points.
+Fighting is spread out over a much larger area surrounding a keep.
+Attacking and defending keeps is significantly more tactical.
  • Ranger209
    Ranger209
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    Lag Dragons. Whenever the server reaches a certain state it spawns a dragon at the point on the map causing the lag and one shots everyone. Unlike the dragons we currently have that are intended to be fought, these would not be. They would hit with a large AOE for 1 million hp and literally one shot anything they touch. This would get people to spread out by dying or running for their lives in all directions. Once the server stabilized, or after a certain time, the dragon would de-spawn. After enough one shotting it would also make people proactively try not to congest to the point that the server would cause these things to spawn, or fight with playstyles that would cause them to spawn.
    Edited by Ranger209 on June 29, 2019 12:14PM
  • LuciusOctavio
    LuciusOctavio
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    Remove all NPC's

    Simply have it down to players to protect Keeps. Zerg's will have to break down and defend or lose everything they have just obtained.

  • Delsskia
    Delsskia
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    The simplest and most cost effective thing they could do to improve performance is use Battle Spirit to disable all proc sets in Cyr. This would reduce the number of calculations immensely and we'd see a huge performance increase immediately.
    NA-PC
    Fantasia
  • JamilaRaj
    JamilaRaj
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    echo2omega wrote: »
    Solution 1. Made milegates and bridges destructible. (note. This did not achieve the desired result of causing players to spread out....not even close)

    Of course. Why should it? Milegates/bridges were already chokepoints ensuring that if players did manage to spread out for whatever reason, they would converge anyway at limited number of spots, having to pass through them on their way from own to enemy keeps. Obviously, if the same amount of players converge at fewer spots (because some chokepoints are destroyed and impassable) or if they spend more time there (because they have to repair them first), density is not going to decrease.
    Never mind that some of these chokepoints are on shortest paths between respawn points.
    Edited by JamilaRaj on June 30, 2019 10:08PM
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