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Cyrodiil wrong map.

PunkAben
PunkAben
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Cyrodiil is made for 3x2000 players.
Zenimax thought for more than years it will be possible to make a huge big PVP like other game producers have marked.
After a heavy reduction at the wolf, trees, flowers, smaller groups, fewer players the map is not played like planned.
With 3x96 players as max, the map is now wrong.
I remember at the start when we were in battle many hundreds of players, it lags like hell but it was funny.
Today it is not so funny to run with 2-5 players at hole server.
Cyrodiil is dead and with dead maps, a lot don't wanna join the campaign.
The Elder Scrolls Online was launched with their big PVP battle.
This is not Eve with the record at more than 9000 people playing at the same time.
The core is not made for this heavy number of players.
Will we get another map and try to wake up Cyrodiil again?
The good news about computers is that they do what you tell them to do.The bad news is that they do what you tell them to do.
Ted Nelson.
  • Togal
    Togal
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    We have been asking but no answer so far. When it comes pvp zos just doesn't care too much. We kinda accepted it that there won't be many changes or new content. Feel stagnant.
  • Pauwer
    Pauwer
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    New map would be nice, since cyro map lags no matter what they do. Something is wrong with cyro.
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
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    I agree.
    There is not much happening on the map and the newest patch (damage dealer patch) has gridlocked Cyrodiil even more because players are too scared of 'dying' in a PvP game.

    Sieging, sitting and waiting inside...running away -> this is what enemy factions do until they have more numbers.
    It's the general vibe on PC EU Alliance Locked CP and it's not very entertaining at all.

    Everyone complained about Tank metas, but this is worst in a certain sense. Just give us something in between already and modify the map, as it is true that is indeed far too large for the current population in game.
    Edited by Celephantsylvius_Bornasfinmo on July 20, 2021 6:45PM
  • Chaos2088
    Chaos2088
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    To increase server performance, I do think they should split the map into pvp and pve versions of eachother. Take all the sky shards, quests, delves etc and put it in a pve version. Would mean pvp one wouldn’t have to load any of that and we can have big battles again. (Not a techie so don’t judge me if wrong and won’t fix anything)
    @Chaos2088 PC EU Server | AD-PvP
  • trackdemon5512
    trackdemon5512
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    Chaos2088 wrote: »
    To increase server performance, I do think they should split the map into pvp and pve versions of eachother. Take all the sky shards, quests, delves etc and put it in a pve version. Would mean pvp one wouldn’t have to load any of that and we can have big battles again. (Not a techie so don’t judge me if wrong and won’t fix anything)

    The PVE parts of Cyrodiil have practically no effect on server performance. Quests spawn singular NPCs when a player is near and delves are practically separate instances within the main Cyrodiil instance (think getting the server is full when trying to leave a delve on weekends).

    Cyrodiil PVP battles are basically several PVE instances worth of players sandwiched together in one location like a Dragon and actively battling to the fullest to succeed. It’s ridiculously taxing.
  • PunkAben
    PunkAben
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    I will like a new map for PvP a uptodate map.
    Cyrodiil is dying and almost dead.
    I dont thinks it is becouse Zenimax have make number one unbalanced game in history but this lag in main time is annoying.
    So a new map will be nice.
    The good news about computers is that they do what you tell them to do.The bad news is that they do what you tell them to do.
    Ted Nelson.
  • ksbrugh
    ksbrugh
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    Who wants to go to the sewers either. Everybody gets 2,500 or 5,000 stones and they want to run back to the bank to deposit it. I think losing half of your stones is ridiculous. That's why I only take a night blade in there and only just long enough to get the stones I need to afford whatever I'm trying to get. Just imagine in other PVP if you lost half your AP points or in PVE if you lost half your gold when you died. Zos has been trying to figure out why the imperial sewers are not very popular. It doesn't take a genius to figure that out. Get rid of the half loss of stones and more people will come enjoy the PVP sewer game
    Edited by ksbrugh on July 28, 2021 7:17PM
  • JJOtterBear
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    I definitely agree that Cyrodiil should have a pvp and pve version. at this point ESO PvP needs so many overhauls and improvements and additions and with ESO's focus seeming to be shifting swiftly away from PvP, i don't see that happening.

    ESO PvP is only slightly more active than STO's. it exists, but it may as well not exist.
  • itscompton
    itscompton
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    ksbrugh wrote: »
    Who wants to go to the sewers either. Everybody gets 2,500 or 5,000 stones and they want to run back to the bank to deposit it. I think losing half of your stones is ridiculous. That's why I only take a night blade in there and only just long enough to get the stones I need to afford whatever I'm trying to get. Just imagine in other PVP if you lost half your AP points or in PVE if you lost half your gold when you died. Zos has been trying to figure out why the imperial sewers are not very popular. It doesn't take a genius to figure that out. Get rid of the half loss of stones and more people will come enjoy the PVP sewer game

    Most people truly interested in the challenge of fighting other players couldn't care less about losing Tel Var. IC is a ghost town because there are no objectives really worth fighting over and the respawn rules are terrible if you die.
    When it first came out there weren't any objectives at all besides quests or gear\TV farming but you could infinitely respawn in any district and there would be huge battles that lasted nearly all day and night just because of how quick you could get back into the action.
    But as they are want to do ZOS "improved" the area by adding flags that boost TV drops and completely changed the respawn rules so that you can only spawn into a district while your alliance owns that districts flag and all the way back to the sewers if you don't own any. Those changes destroyed the fast paced action that made IC fun for true PvPer's and turned it into the dead content everyone is now familiar with.
    As for not wanting to go out into IC for fear of losing the TV: Back in the day it was 80% not 50% and the TV was worth more because the options for obtaining level 160 mats were Decon gear or purchase them with TV. So getting ganked or rolled over by a group was terrible but peopled still farmed the crap out of IC because the reward was very much worth the risk. And when I lost thousands of TV to the same NB over the course of a day it didn't make me cry and quit, it made me decide to learn how to PvP myself so I could git gud and not lose more TV when I went back.
    Edited by itscompton on July 28, 2021 8:17PM
  • milllaurie
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    Has anyone asking such things considered how making the map smaller would impact the campaign balance?
    Right now we have to run to a burning keep and it takes us at least 30-40 sec if running from an outpostand 80-100sec if running from another keep (like ash-aleswell).
    The distance between keeps is working as a spawn timer in other pvp games.
    Also it affect tactical decisions - some people are ambushing hurrying defenders (or attackers) in between the keeps, the fight becomes an open field battle as more and more people show up fromboth sides etc.
    I think that changing map size would seriously change gameplay as we know it. Would we like it? Idk. But I am sure a lot of people would hate it.
  • itscompton
    itscompton
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    milllaurie wrote: »
    Has anyone asking such things considered how making the map smaller would impact the campaign balance?
    Right now we have to run to a burning keep and it takes us at least 30-40 sec if running from an outpostand 80-100sec if running from another keep (like ash-aleswell).
    The distance between keeps is working as a spawn timer in other pvp games.
    Also it affect tactical decisions - some people are ambushing hurrying defenders (or attackers) in between the keeps, the fight becomes an open field battle as more and more people show up fromboth sides etc.
    I think that changing map size would seriously change gameplay as we know it. Would we like it? Idk. But I am sure a lot of people would hate it.

    What you're not getting about the OP's post is that as originally designed there wasn't a huge pressure to spawn up and ride to an undefended keep under attack. Because back in the day there were so many players on each side it was pretty much impossible to PvD a keep like you can now. If you rolled up and started attacking a keep there were always a fair amount of defenders there already.
    Right now if three keeps light up maybe one has the people to defend and the other two will already be flipped by the time anyone gets there to defend. Back in the day if three keeps lit up it meant there was three huge battles taking place.
    Edited by itscompton on July 28, 2021 9:17PM
  • Ippokrates
    Ippokrates
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    All ideas are great, but as long as ZOS will be running potatos as servers, nothing will change. Priorities...

  • geonsocal
    geonsocal
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    itscompton wrote: »
    ksbrugh wrote: »
    Who wants to go to the sewers either. Everybody gets 2,500 or 5,000 stones and they want to run back to the bank to deposit it. I think losing half of your stones is ridiculous. That's why I only take a night blade in there and only just long enough to get the stones I need to afford whatever I'm trying to get. Just imagine in other PVP if you lost half your AP points or in PVE if you lost half your gold when you died. Zos has been trying to figure out why the imperial sewers are not very popular. It doesn't take a genius to figure that out. Get rid of the half loss of stones and more people will come enjoy the PVP sewer game

    Most people truly interested in the challenge of fighting other players couldn't care less about losing Tel Var. IC is a ghost town because there are no objectives really worth fighting over and the respawn rules are terrible if you die.
    When it first came out there weren't any objectives at all besides quests or gear\TV farming but you could infinitely respawn in any district and there would be huge battles that lasted nearly all day and night just because of how quick you could get back into the action.
    But as they are want to do ZOS "improved" the area by adding flags that boost TV drops and completely changed the respawn rules so that you can only spawn into a district while your alliance owns that districts flag and all the way back to the sewers if you don't own any. Those changes destroyed the fast paced action that made IC fun for true PvPer's and turned it into the dead content everyone is now familiar with.

    this, so much...imperial city is such a great environment for endless fighting...unbelievable how they changed the rulesets and basically wiped IC from being consistently enjoyable pvp content...who knows, maybe they were trying to force people in to battlegrounds???
    Edited by geonsocal on July 29, 2021 1:01AM
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
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