My number one complaint with this and ZoS as a whole is reducing caps to improve performance.
ZoS has been building technical debt for years by not directly addressing the performance issues. Making a move to reduce caps even more to "fix performance" just doubles down on this. In my opinion this line of thinking needs to be avoided at all costs.
Fix the underlying issues - which I believe is that ZoS is restricted by the Hero Engine.
Credible_Joe wrote: »I once suggested evolving Cyrodiil into a Conqueror's Blade-esque real time tactics experience using the Companion System.
Instance Cyrodiil into queues like you suggest, but limit each instance to one 12 slot raid. Your character would command a platoon of NPCs that would man siege and fight hostile NPCs, both keep / objective defenses and enemy hero platoons.
https://forums.elderscrollsonline.com/en/discussion/633459/cyrodiil-pipe-dream
It wasn't well received; I probably went too far suggesting that it completely displaces the current experience. But the core sentiment was the same as yours; the issues with Cyrodiil aren't going away and the only solution is to move to a less resource-intensive experience. The engine just can't handle interfacing this many players together; it probably never could.
Necrotech_Master wrote: »i dont think reducing population caps is a good idea unless you disabled grouping entirely
a 12 man ball group in a 30-45 player pop cap would be nigh unkillable, as it can already take 45+ people to kill them sometimes, if you reduced the population cap, it would just empower ball groups and they would be truly unkillable unless they ran into another ball group
the way ive come to estimate it, is unless its a really bad group, you need between 3 and 4x more players than what is actually in the group to kill it, for a 12 person group, this would be 36-48 players minimum needed to kill an avg to above average ball group
if your population cap was 30 players, even with the entire faction stacked they might not be able to kill that ball group and you would be locked into an eternal fight, or it would push more people to leave the campaign
and with a population cap of 30, thats enough room for 2 full ball groups per faction still, it would be nothing but ball groups in cyro at that point
the only way ive seen to really counter ball groups was higher population caps to overwhelm them, like back when they were doing the increased population cap test last year
this isnt good for performance sure, but in a lower population setting ball groups and cheese builds reign supreme because there isnt enough people to counter them, unless they are also running ball groups and cheese builds
Hmm many of the complaints I see today are almost exactly the same as they were many years ago.
Beyond transient issues like build metas, the recurring issues are
1) Performance
2) Population imbalance / Nightcapping
3) Ball groups
Of these population imbalance is the low-hanging fruit, because it's the result of Cyrodiil (campaign*) rules and unrelated to combat rules shared with PvE.
It would be a good place to start, to list the things that result in players joining the faction that is already dominant. Because that should simply not happen to the extent that it kills the game completely.
* parenthesis, because the very existence of campaigns should arguably be questioned.
Necrotech_Master wrote: »i dont think reducing population caps is a good idea unless you disabled grouping entirely
a 12 man ball group in a 30-45 player pop cap would be nigh unkillable, as it can already take 45+ people to kill them sometimes, if you reduced the population cap, it would just empower ball groups and they would be truly unkillable unless they ran into another ball group
the way ive come to estimate it, is unless its a really bad group, you need between 3 and 4x more players than what is actually in the group to kill it, for a 12 person group, this would be 36-48 players minimum needed to kill an avg to above average ball group
if your population cap was 30 players, even with the entire faction stacked they might not be able to kill that ball group and you would be locked into an eternal fight, or it would push more people to leave the campaign
and with a population cap of 30, thats enough room for 2 full ball groups per faction still, it would be nothing but ball groups in cyro at that point
the only way ive seen to really counter ball groups was higher population caps to overwhelm them, like back when they were doing the increased population cap test last year
this isnt good for performance sure, but in a lower population setting ball groups and cheese builds reign supreme because there isnt enough people to counter them, unless they are also running ball groups and cheese builds
That's why I also suggested making more use of Battle Spirit to balance the game. You wouldn't need 45+ people to take out a 12 person ballgroup if said ballgroup did not have as much freedom to stack shields and heals. Moreover, you SHOULDN'T need that many players. Ballgroups should have some advantages over unorganized zergs, but never so many advantages that they need more than triple their numbers to take them out. That's completely unhealthy, and not a reason to increase Cyrodiil's population cap at the expense of performance, IMO.
Also, with a cap of thirty players per alliance per instance, it would actually be less likely that multiple ball groups would end up in the same instance on the same alliance; after all, they'd be competing against a much larger number of solo players for a much smaller number of available slots. And even if multiple ballgroups did end up in the same instance on the same alliance, they'd likely end up shooting themselves in the foot if they tried to farm ungrouped or less organized players -- especially if those players had the option of leaving the instance and joining another instance where there AREN'T stacked ballgroups ruining everyone's fun. Right now, we don't have that option -- we either deal with the fun-sapping stacked ballgroups, or we leave Cyrodiil to do something else.
Necrotech_Master wrote: »Necrotech_Master wrote: »i dont think reducing population caps is a good idea unless you disabled grouping entirely
a 12 man ball group in a 30-45 player pop cap would be nigh unkillable, as it can already take 45+ people to kill them sometimes, if you reduced the population cap, it would just empower ball groups and they would be truly unkillable unless they ran into another ball group
the way ive come to estimate it, is unless its a really bad group, you need between 3 and 4x more players than what is actually in the group to kill it, for a 12 person group, this would be 36-48 players minimum needed to kill an avg to above average ball group
if your population cap was 30 players, even with the entire faction stacked they might not be able to kill that ball group and you would be locked into an eternal fight, or it would push more people to leave the campaign
and with a population cap of 30, thats enough room for 2 full ball groups per faction still, it would be nothing but ball groups in cyro at that point
the only way ive seen to really counter ball groups was higher population caps to overwhelm them, like back when they were doing the increased population cap test last year
this isnt good for performance sure, but in a lower population setting ball groups and cheese builds reign supreme because there isnt enough people to counter them, unless they are also running ball groups and cheese builds
That's why I also suggested making more use of Battle Spirit to balance the game. You wouldn't need 45+ people to take out a 12 person ballgroup if said ballgroup did not have as much freedom to stack shields and heals. Moreover, you SHOULDN'T need that many players. Ballgroups should have some advantages over unorganized zergs, but never so many advantages that they need more than triple their numbers to take them out. That's completely unhealthy, and not a reason to increase Cyrodiil's population cap at the expense of performance, IMO.
Also, with a cap of thirty players per alliance per instance, it would actually be less likely that multiple ball groups would end up in the same instance on the same alliance; after all, they'd be competing against a much larger number of solo players for a much smaller number of available slots. And even if multiple ballgroups did end up in the same instance on the same alliance, they'd likely end up shooting themselves in the foot if they tried to farm ungrouped or less organized players -- especially if those players had the option of leaving the instance and joining another instance where there AREN'T stacked ballgroups ruining everyone's fun. Right now, we don't have that option -- we either deal with the fun-sapping stacked ballgroups, or we leave Cyrodiil to do something else.
oh i completely agree that you shouldnt need that many people to take out a ball group
personally i prefer the larger populations, a 60v60v60 3 way keep fight while a lot of chaos, is what i imagine from pvp, i dont really enjoy "small scaling" which i see is basically what BGs role is, if the pop caps were reduced to 30 and the campaign 2 hours, your basically in 1 really long slightly more populated BG, which i would not see as fun
in order to do that though need higher populations
i do agree with other points you brought up, such as the huge distances between objectives (my main pvp toon is a NB that ive neglected mount training on, so i just run everywhere)
other points such as campaign score i could care less about, and what would you do about campaign rewards for a 2 hour campaign? right now 80% of the reason anyone who doesnt prefer pvp goes to cyro is for the transmute crystals, but theres no way zos would give 50 transmutes for 2 hour camp (they only give like 10 for the 7 day camps during the events for example)
Necrotech_Master wrote: »Necrotech_Master wrote: »i dont think reducing population caps is a good idea unless you disabled grouping entirely
a 12 man ball group in a 30-45 player pop cap would be nigh unkillable, as it can already take 45+ people to kill them sometimes, if you reduced the population cap, it would just empower ball groups and they would be truly unkillable unless they ran into another ball group
the way ive come to estimate it, is unless its a really bad group, you need between 3 and 4x more players than what is actually in the group to kill it, for a 12 person group, this would be 36-48 players minimum needed to kill an avg to above average ball group
if your population cap was 30 players, even with the entire faction stacked they might not be able to kill that ball group and you would be locked into an eternal fight, or it would push more people to leave the campaign
and with a population cap of 30, thats enough room for 2 full ball groups per faction still, it would be nothing but ball groups in cyro at that point
the only way ive seen to really counter ball groups was higher population caps to overwhelm them, like back when they were doing the increased population cap test last year
this isnt good for performance sure, but in a lower population setting ball groups and cheese builds reign supreme because there isnt enough people to counter them, unless they are also running ball groups and cheese builds
That's why I also suggested making more use of Battle Spirit to balance the game. You wouldn't need 45+ people to take out a 12 person ballgroup if said ballgroup did not have as much freedom to stack shields and heals. Moreover, you SHOULDN'T need that many players. Ballgroups should have some advantages over unorganized zergs, but never so many advantages that they need more than triple their numbers to take them out. That's completely unhealthy, and not a reason to increase Cyrodiil's population cap at the expense of performance, IMO.
Also, with a cap of thirty players per alliance per instance, it would actually be less likely that multiple ball groups would end up in the same instance on the same alliance; after all, they'd be competing against a much larger number of solo players for a much smaller number of available slots. And even if multiple ballgroups did end up in the same instance on the same alliance, they'd likely end up shooting themselves in the foot if they tried to farm ungrouped or less organized players -- especially if those players had the option of leaving the instance and joining another instance where there AREN'T stacked ballgroups ruining everyone's fun. Right now, we don't have that option -- we either deal with the fun-sapping stacked ballgroups, or we leave Cyrodiil to do something else.
oh i completely agree that you shouldnt need that many people to take out a ball group
personally i prefer the larger populations, a 60v60v60 3 way keep fight while a lot of chaos, is what i imagine from pvp, i dont really enjoy "small scaling" which i see is basically what BGs role is, if the pop caps were reduced to 30 and the campaign 2 hours, your basically in 1 really long slightly more populated BG, which i would not see as fun
in order to do that though need higher populations
i do agree with other points you brought up, such as the huge distances between objectives (my main pvp toon is a NB that ive neglected mount training on, so i just run everywhere)
other points such as campaign score i could care less about, and what would you do about campaign rewards for a 2 hour campaign? right now 80% of the reason anyone who doesnt prefer pvp goes to cyro is for the transmute crystals, but theres no way zos would give 50 transmutes for 2 hour camp (they only give like 10 for the 7 day camps during the events for example)
I also prefer larger populations, but I think we might have to give up on that idea if we want decent performance. It sucks approaching big keep battles in Cyrodiil right now and disconnecting as soon as you come within range of the action, or hearing combat music cutting in and out like a scratchy radio station because the game simply cannot handle that many players in the same location. 45 vs 45 vs 45 might be the most the servers can handle right now. In an ideal world, they rebuild the engine and get population numbers back to where they used to be, but I simply do not have faith in ZOS doing that anymore.
As for scoring and rewards, I didn't really delve into that, but I obviously don't expect ZOS to reward 50 transmutes for a single two hour campaign. Each campaign instance would have its own individual scoreboard (specific only to that campaign, a la BG scoreboards), but there would be a global leaderboard that tracks total AP gain for the month. The global leaderboard could function exactly like the 30 day campaign leaderboard does right now: 25k AP for tier 1 rewards, 50k AP for tier 2, so on.
[*]It takes too long to enter popular campaigns during prime time. Who likes hour-long, 100+ player queues? No one.
[*]It takes too long to enter popular campaigns during prime time. Who likes hour-long, 100+ player queues? No one.
That point is fixed and made moot by an incredibly simple and obvious solution.
Take your 100 player Queue, and go to an empty Camp.
"But why would I ever want to play in an empty Camp??"
If all of you went to that Camp, then it's suddenly not empty anymore.
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »i dont think reducing population caps is a good idea unless you disabled grouping entirely
a 12 man ball group in a 30-45 player pop cap would be nigh unkillable, as it can already take 45+ people to kill them sometimes, if you reduced the population cap, it would just empower ball groups and they would be truly unkillable unless they ran into another ball group
the way ive come to estimate it, is unless its a really bad group, you need between 3 and 4x more players than what is actually in the group to kill it, for a 12 person group, this would be 36-48 players minimum needed to kill an avg to above average ball group
if your population cap was 30 players, even with the entire faction stacked they might not be able to kill that ball group and you would be locked into an eternal fight, or it would push more people to leave the campaign
and with a population cap of 30, thats enough room for 2 full ball groups per faction still, it would be nothing but ball groups in cyro at that point
the only way ive seen to really counter ball groups was higher population caps to overwhelm them, like back when they were doing the increased population cap test last year
this isnt good for performance sure, but in a lower population setting ball groups and cheese builds reign supreme because there isnt enough people to counter them, unless they are also running ball groups and cheese builds
That's why I also suggested making more use of Battle Spirit to balance the game. You wouldn't need 45+ people to take out a 12 person ballgroup if said ballgroup did not have as much freedom to stack shields and heals. Moreover, you SHOULDN'T need that many players. Ballgroups should have some advantages over unorganized zergs, but never so many advantages that they need more than triple their numbers to take them out. That's completely unhealthy, and not a reason to increase Cyrodiil's population cap at the expense of performance, IMO.
Also, with a cap of thirty players per alliance per instance, it would actually be less likely that multiple ball groups would end up in the same instance on the same alliance; after all, they'd be competing against a much larger number of solo players for a much smaller number of available slots. And even if multiple ballgroups did end up in the same instance on the same alliance, they'd likely end up shooting themselves in the foot if they tried to farm ungrouped or less organized players -- especially if those players had the option of leaving the instance and joining another instance where there AREN'T stacked ballgroups ruining everyone's fun. Right now, we don't have that option -- we either deal with the fun-sapping stacked ballgroups, or we leave Cyrodiil to do something else.
oh i completely agree that you shouldnt need that many people to take out a ball group
personally i prefer the larger populations, a 60v60v60 3 way keep fight while a lot of chaos, is what i imagine from pvp, i dont really enjoy "small scaling" which i see is basically what BGs role is, if the pop caps were reduced to 30 and the campaign 2 hours, your basically in 1 really long slightly more populated BG, which i would not see as fun
in order to do that though need higher populations
i do agree with other points you brought up, such as the huge distances between objectives (my main pvp toon is a NB that ive neglected mount training on, so i just run everywhere)
other points such as campaign score i could care less about, and what would you do about campaign rewards for a 2 hour campaign? right now 80% of the reason anyone who doesnt prefer pvp goes to cyro is for the transmute crystals, but theres no way zos would give 50 transmutes for 2 hour camp (they only give like 10 for the 7 day camps during the events for example)
I also prefer larger populations, but I think we might have to give up on that idea if we want decent performance. It sucks approaching big keep battles in Cyrodiil right now and disconnecting as soon as you come within range of the action, or hearing combat music cutting in and out like a scratchy radio station because the game simply cannot handle that many players in the same location. 45 vs 45 vs 45 might be the most the servers can handle right now. In an ideal world, they rebuild the engine and get population numbers back to where they used to be, but I simply do not have faith in ZOS doing that anymore.
As for scoring and rewards, I didn't really delve into that, but I obviously don't expect ZOS to reward 50 transmutes for a single two hour campaign. Each campaign instance would have its own individual scoreboard (specific only to that campaign, a la BG scoreboards), but there would be a global leaderboard that tracks total AP gain for the month. The global leaderboard could function exactly like the 30 day campaign leaderboard does right now: 25k AP for tier 1 rewards, 50k AP for tier 2, so on.
personally if the populations were any less than they are now, i dont know if i would even really bother actually pvping much lol
if the reward tiers were separate and awarded separately, it would probably make me care even less about the score of the campaign (of which i have no interest in it now lol), at best i think it would just recycle emps faster
other big problems i notice is population balance issues on camps that arent fully locked across all factions, and people unwilling to go to other camps even though grey host is full (the "i cant get into the campaign because its a 50+ person queue" people)
3. Reduced Population Caps.
I can hear you saying "huh, reduce the caps EVEN MORE? we have to INCREASE them!" But hear me out. With smaller population caps on a smaller map featuring a shorter campaign length, we can eliminate other problems: namely, performance issues associated with larger fights and guilds that stack 24+ players in one location. I think a good number would be 30 players per alliance, but even 45 per alliance could still work and be fun. Guilds could still host events with those numbers, but they'd be less able to run multiple groups at the same time, as there'd be a limit to the number of available spots in a given instance of Cyrodiil. Limits to guild stacks means less performance-impacting spamming of cross heals and shields, and more fun for everyone else who isn't running in that stacked guild group.
[*]It takes too long to enter popular campaigns during prime time. Who likes hour-long, 100+ player queues? No one.
That point is fixed and made moot by an incredibly simple and obvious solution.
Take your 100 player Queue, and go to an empty Camp.
"But why would I ever want to play in an empty Camp??"
If all of you went to that Camp, then it's suddenly not empty anymore.
And this is something that does happen in other PVP games with short campaigns that don't last for thirty days. It doesn't happen here, because the score tends to be closer on GH and that's where people feel they'll find the best fights. If a campaign is only two hours long, no one is going to sit in the queue for an hour or longer and then only be able to play for an hour or less before the campaign ends and they get kicked out of the map. They're going to join one of the other dynamically created instances with free slots.Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »i dont think reducing population caps is a good idea unless you disabled grouping entirely
a 12 man ball group in a 30-45 player pop cap would be nigh unkillable, as it can already take 45+ people to kill them sometimes, if you reduced the population cap, it would just empower ball groups and they would be truly unkillable unless they ran into another ball group
the way ive come to estimate it, is unless its a really bad group, you need between 3 and 4x more players than what is actually in the group to kill it, for a 12 person group, this would be 36-48 players minimum needed to kill an avg to above average ball group
if your population cap was 30 players, even with the entire faction stacked they might not be able to kill that ball group and you would be locked into an eternal fight, or it would push more people to leave the campaign
and with a population cap of 30, thats enough room for 2 full ball groups per faction still, it would be nothing but ball groups in cyro at that point
the only way ive seen to really counter ball groups was higher population caps to overwhelm them, like back when they were doing the increased population cap test last year
this isnt good for performance sure, but in a lower population setting ball groups and cheese builds reign supreme because there isnt enough people to counter them, unless they are also running ball groups and cheese builds
That's why I also suggested making more use of Battle Spirit to balance the game. You wouldn't need 45+ people to take out a 12 person ballgroup if said ballgroup did not have as much freedom to stack shields and heals. Moreover, you SHOULDN'T need that many players. Ballgroups should have some advantages over unorganized zergs, but never so many advantages that they need more than triple their numbers to take them out. That's completely unhealthy, and not a reason to increase Cyrodiil's population cap at the expense of performance, IMO.
Also, with a cap of thirty players per alliance per instance, it would actually be less likely that multiple ball groups would end up in the same instance on the same alliance; after all, they'd be competing against a much larger number of solo players for a much smaller number of available slots. And even if multiple ballgroups did end up in the same instance on the same alliance, they'd likely end up shooting themselves in the foot if they tried to farm ungrouped or less organized players -- especially if those players had the option of leaving the instance and joining another instance where there AREN'T stacked ballgroups ruining everyone's fun. Right now, we don't have that option -- we either deal with the fun-sapping stacked ballgroups, or we leave Cyrodiil to do something else.
oh i completely agree that you shouldnt need that many people to take out a ball group
personally i prefer the larger populations, a 60v60v60 3 way keep fight while a lot of chaos, is what i imagine from pvp, i dont really enjoy "small scaling" which i see is basically what BGs role is, if the pop caps were reduced to 30 and the campaign 2 hours, your basically in 1 really long slightly more populated BG, which i would not see as fun
in order to do that though need higher populations
i do agree with other points you brought up, such as the huge distances between objectives (my main pvp toon is a NB that ive neglected mount training on, so i just run everywhere)
other points such as campaign score i could care less about, and what would you do about campaign rewards for a 2 hour campaign? right now 80% of the reason anyone who doesnt prefer pvp goes to cyro is for the transmute crystals, but theres no way zos would give 50 transmutes for 2 hour camp (they only give like 10 for the 7 day camps during the events for example)
I also prefer larger populations, but I think we might have to give up on that idea if we want decent performance. It sucks approaching big keep battles in Cyrodiil right now and disconnecting as soon as you come within range of the action, or hearing combat music cutting in and out like a scratchy radio station because the game simply cannot handle that many players in the same location. 45 vs 45 vs 45 might be the most the servers can handle right now. In an ideal world, they rebuild the engine and get population numbers back to where they used to be, but I simply do not have faith in ZOS doing that anymore.
As for scoring and rewards, I didn't really delve into that, but I obviously don't expect ZOS to reward 50 transmutes for a single two hour campaign. Each campaign instance would have its own individual scoreboard (specific only to that campaign, a la BG scoreboards), but there would be a global leaderboard that tracks total AP gain for the month. The global leaderboard could function exactly like the 30 day campaign leaderboard does right now: 25k AP for tier 1 rewards, 50k AP for tier 2, so on.
personally if the populations were any less than they are now, i dont know if i would even really bother actually pvping much lol
if the reward tiers were separate and awarded separately, it would probably make me care even less about the score of the campaign (of which i have no interest in it now lol), at best i think it would just recycle emps faster
other big problems i notice is population balance issues on camps that arent fully locked across all factions, and people unwilling to go to other camps even though grey host is full (the "i cant get into the campaign because its a 50+ person queue" people)
That's fair, I knew a lot of people would hate the idea of reducing caps even further when I suggested it. I do think it would work, though, for those of us who enjoy larger scale siege battles, but want better performance. Having upwards of 90 players converging in the same area is still fun and epic, IMO.
As for people being unwilling to go to other camps, I really do think that would be solved by shorter campaign lengths. The reluctance to move over to other campaigns right now typically boils down to "all my friends play on Gray Host" or "I've invested too much time on Gray Host." Month long campaigns are a little ridiculous when you look at other PVP games...
I played a lot of Battlefield in my FPS days, prior to the travesty that was BF2042. BF players also tend to prefer full or close to full campaigns (or "servers" in that game), but no one's sitting around in the Server Browser waiting to join one particular match for over an hour at a time when there are multiple servers open to join. It's because the campaigns are much shorter in that game (usually around half an hour). What would be the point of sitting in the queue for an hour or longer when the campaign's almost over? People spend an hour in the GH queue because they know they can still spend 2-3+ hours playing once they get in, so long as they don't disconnect. They know that they can keep doing this day after day, and keep contributing to their personal score and their alliance's score in the campaign.
Joy_Division wrote: »3. Reduced Population Caps.
I can hear you saying "huh, reduce the caps EVEN MORE? we have to INCREASE them!" But hear me out. With smaller population caps on a smaller map featuring a shorter campaign length, we can eliminate other problems: namely, performance issues associated with larger fights and guilds that stack 24+ players in one location. I think a good number would be 30 players per alliance, but even 45 per alliance could still work and be fun. Guilds could still host events with those numbers, but they'd be less able to run multiple groups at the same time, as there'd be a limit to the number of available spots in a given instance of Cyrodiil. Limits to guild stacks means less performance-impacting spamming of cross heals and shields, and more fun for everyone else who isn't running in that stacked guild group.
Won't work. Or at least, it won't be Cyrodiil.
Joy_Division wrote: »One of the better organized group would never die Vs. 30 PuGs on a map. 45 PuGs, assuming they are all on the same place, will eventually get them, except many of them would do what I'd do: log out after getting repeatedly Rush of Agonied, Feared, and insta-killed by PBAO.
So, what's the solution, limit group size to 6 or 4? Fine by me, but then, we're just in a larger version of Battlegrounds. Much of the open world and multiple objectives that was the charm of Cyordiil would not be there to begin with, so it is basically an upscale battlegrounds. Which might be fine, but it wouldn't be Cyrodiil.
Joy_Division wrote: »I've played this game since Launch and what made the early PvP a far more enjoyable experience - despite the bugs and terrible balance was the it was relatively friendly for just about every type of player in the ESO community. There were so many players on the map, even if you were a terrible PvPer, you could zerg somewhere, help kill a few people, take a keep, etc., basically [have a feeling of accomplishment (regardless of how hollow that objectively may be). There were expert Guilds like Alacrity who were every bit as oppressive to PuGs as the best guilds today, but because there were so many fights, players could go an hour without ever even seeing them, and when they did, there were so many PuGs and LFG groups that though sheer numbers, the ball group would die (and once again a feeling of accomplishment).
NOTHING ZOS will ever or can ever do will ever rekindle the feeling of accomplishments that below average / inexperienced players can get as long as the population cap is tiny and the same sweaty 100 people log onto to play ever night. They have to have more people in Cyroidill. I think they know that, but also know they can't do that so Cyrodiil is pretty much screwed. I believe ZoS's last attempt to do add some spice to Cyrodiil was the destructible bridges and gates (terrible decision catering to try-hards who are fine with removing the very fights below-average players could actually do something) and the Hammer have done nothing to make Cyrodiil appealing to the general population and garnered a lot of criticism from PvPers. Of course they were going to cut any resource/investment into Cyrodiil after that because they've shown themselves incapable of making it fun and dealing with performance. This is why we are getting a Battleground update because, as much as ZOS cant even figure out a MMR system, at least they will not get complaints about performance.
Joy_Division wrote: »The other huge problem with the PvP in the game is the power creep has gotten so out of control, I don't think it is even possible to have anything resembling balance. Even a class that isn;t very good like a Templar can easily enough run a build out there there doesn't run out of resources, has 35K health, 5-6K spellpower, be impervious to anything an below-average player can throw at the, while absolutely melting said below average player with a stun-execute combination. Good players will often take 4,5, and even 6 decent players to kill them, or never die in a resource tower because it is so trivial to always be immune to roots/snares and constantly be faster than the original game designers intended. These builds have no weaknesses. It is incredibly boring to play PvP games where players rarely die, and worse, there will never be any sense of accomplishments for below average players because they literally never actually kill anyone. This is not something that shrinking the map will solve, and why I predict the new BGs will quickly turn off players who might otherwise been curious about them.
ZOS did the worst combination possible: cave into our complaints about being snared, running out of resources, playing classes that could not do everything (i.e, the things that cause players to die) while simultaneously stripping away the powerful distinctive abilities on many classes that showed up in their death recaps (i.e, the things that allowed players to kill). So now we're stuck playing a bunch of bland classes with generic abilities that are defined mostly by gear sets, with always an obvious exception where one class actually has something powerful which everybody gravitates to (now sorcerers). It is absolutely insane to me that a group of players or even individuals can just breeze through a contested breech or charge to the back of a keep and up the stairs. How is any strategy or even tactics possible in such a setting? That's what happens when lethal tools are taken away and in their stead everyone is given everything to survive. I don;t see how that can be fixed.
Necrotech_Master wrote: »[*]It takes too long to enter popular campaigns during prime time. Who likes hour-long, 100+ player queues? No one.
That point is fixed and made moot by an incredibly simple and obvious solution.
Take your 100 player Queue, and go to an empty Camp.
"But why would I ever want to play in an empty Camp??"
If all of you went to that Camp, then it's suddenly not empty anymore.
And this is something that does happen in other PVP games with short campaigns that don't last for thirty days. It doesn't happen here, because the score tends to be closer on GH and that's where people feel they'll find the best fights. If a campaign is only two hours long, no one is going to sit in the queue for an hour or longer and then only be able to play for an hour or less before the campaign ends and they get kicked out of the map. They're going to join one of the other dynamically created instances with free slots.Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »i dont think reducing population caps is a good idea unless you disabled grouping entirely
a 12 man ball group in a 30-45 player pop cap would be nigh unkillable, as it can already take 45+ people to kill them sometimes, if you reduced the population cap, it would just empower ball groups and they would be truly unkillable unless they ran into another ball group
the way ive come to estimate it, is unless its a really bad group, you need between 3 and 4x more players than what is actually in the group to kill it, for a 12 person group, this would be 36-48 players minimum needed to kill an avg to above average ball group
if your population cap was 30 players, even with the entire faction stacked they might not be able to kill that ball group and you would be locked into an eternal fight, or it would push more people to leave the campaign
and with a population cap of 30, thats enough room for 2 full ball groups per faction still, it would be nothing but ball groups in cyro at that point
the only way ive seen to really counter ball groups was higher population caps to overwhelm them, like back when they were doing the increased population cap test last year
this isnt good for performance sure, but in a lower population setting ball groups and cheese builds reign supreme because there isnt enough people to counter them, unless they are also running ball groups and cheese builds
That's why I also suggested making more use of Battle Spirit to balance the game. You wouldn't need 45+ people to take out a 12 person ballgroup if said ballgroup did not have as much freedom to stack shields and heals. Moreover, you SHOULDN'T need that many players. Ballgroups should have some advantages over unorganized zergs, but never so many advantages that they need more than triple their numbers to take them out. That's completely unhealthy, and not a reason to increase Cyrodiil's population cap at the expense of performance, IMO.
Also, with a cap of thirty players per alliance per instance, it would actually be less likely that multiple ball groups would end up in the same instance on the same alliance; after all, they'd be competing against a much larger number of solo players for a much smaller number of available slots. And even if multiple ballgroups did end up in the same instance on the same alliance, they'd likely end up shooting themselves in the foot if they tried to farm ungrouped or less organized players -- especially if those players had the option of leaving the instance and joining another instance where there AREN'T stacked ballgroups ruining everyone's fun. Right now, we don't have that option -- we either deal with the fun-sapping stacked ballgroups, or we leave Cyrodiil to do something else.
oh i completely agree that you shouldnt need that many people to take out a ball group
personally i prefer the larger populations, a 60v60v60 3 way keep fight while a lot of chaos, is what i imagine from pvp, i dont really enjoy "small scaling" which i see is basically what BGs role is, if the pop caps were reduced to 30 and the campaign 2 hours, your basically in 1 really long slightly more populated BG, which i would not see as fun
in order to do that though need higher populations
i do agree with other points you brought up, such as the huge distances between objectives (my main pvp toon is a NB that ive neglected mount training on, so i just run everywhere)
other points such as campaign score i could care less about, and what would you do about campaign rewards for a 2 hour campaign? right now 80% of the reason anyone who doesnt prefer pvp goes to cyro is for the transmute crystals, but theres no way zos would give 50 transmutes for 2 hour camp (they only give like 10 for the 7 day camps during the events for example)
I also prefer larger populations, but I think we might have to give up on that idea if we want decent performance. It sucks approaching big keep battles in Cyrodiil right now and disconnecting as soon as you come within range of the action, or hearing combat music cutting in and out like a scratchy radio station because the game simply cannot handle that many players in the same location. 45 vs 45 vs 45 might be the most the servers can handle right now. In an ideal world, they rebuild the engine and get population numbers back to where they used to be, but I simply do not have faith in ZOS doing that anymore.
As for scoring and rewards, I didn't really delve into that, but I obviously don't expect ZOS to reward 50 transmutes for a single two hour campaign. Each campaign instance would have its own individual scoreboard (specific only to that campaign, a la BG scoreboards), but there would be a global leaderboard that tracks total AP gain for the month. The global leaderboard could function exactly like the 30 day campaign leaderboard does right now: 25k AP for tier 1 rewards, 50k AP for tier 2, so on.
personally if the populations were any less than they are now, i dont know if i would even really bother actually pvping much lol
if the reward tiers were separate and awarded separately, it would probably make me care even less about the score of the campaign (of which i have no interest in it now lol), at best i think it would just recycle emps faster
other big problems i notice is population balance issues on camps that arent fully locked across all factions, and people unwilling to go to other camps even though grey host is full (the "i cant get into the campaign because its a 50+ person queue" people)
That's fair, I knew a lot of people would hate the idea of reducing caps even further when I suggested it. I do think it would work, though, for those of us who enjoy larger scale siege battles, but want better performance. Having upwards of 90 players converging in the same area is still fun and epic, IMO.
As for people being unwilling to go to other camps, I really do think that would be solved by shorter campaign lengths. The reluctance to move over to other campaigns right now typically boils down to "all my friends play on Gray Host" or "I've invested too much time on Gray Host." Month long campaigns are a little ridiculous when you look at other PVP games...
I played a lot of Battlefield in my FPS days, prior to the travesty that was BF2042. BF players also tend to prefer full or close to full campaigns (or "servers" in that game), but no one's sitting around in the Server Browser waiting to join one particular match for over an hour at a time when there are multiple servers open to join. It's because the campaigns are much shorter in that game (usually around half an hour). What would be the point of sitting in the queue for an hour or longer when the campaign's almost over? People spend an hour in the GH queue because they know they can still spend 2-3+ hours playing once they get in, so long as they don't disconnect. They know that they can keep doing this day after day, and keep contributing to their personal score and their alliance's score in the campaign.
the only other game ive played occasionally for pvp is planetside 2, which oddly enough has a lot of similarities with ESO (it has a 3 faction pvp fight, large map requiring travel on vehicles or takes forever) but it also has things which fix problems that ESO has
the big things that i think it does better:
- faction balance queue - it locks a factions population behind a queue if they are outnumbering the other factions (tries to encourage people to switch factions to get in without a queue)
- when the campaign reaches a certain population threshold, it starts a 90 minute timer before the campaign ends, whichever faction controls the most control points at the end of the timer "wins", but everyone gets rewarded as long as they participated enough before the timer ends (rewards vary depending on 1st, 2nd ,3rd place, but are generally pretty good regardless)
- each "campaign" is actually a fully different map to provide some variety (kind of works like your idea almost of splitting cyro into smaller segments)
SkaraMinoc wrote: »Limit HoT stacking and disable snow treaders in large groups.
Home Keeps spawn 3m or 6m health "Keep Lord/Lady" boss when certain conditions are met. DAoC had a mini boss in keeps and it was great. The boss would actually kill players. Surprised ESO doesn't have them.
Reduce Volendrung spawn time and/or add a 2nd weapon.
Add a way to increase siege damage. Siege has not kept up with power creep.
Add campaign score catch up mechanic to prevent any one faction from accumulating runaway scores.
TX12001rwb17_ESO wrote: »
- Completely redesign the Cyrodiil zone by reducing the Map Size to only the Keeps surrounding the Imperial City, this would come with the bonus of allowing ESO expansions to take place in areas such as Cheydninhal and Bruma which quite frankly need a massive redesign, that does not look like Bruma and Cloud Ruler Temple is being completely wasted.
- Restore the ability to destroy Towers and Inner Keeps
- Add more artifacts to act as a means for smaller groups to counter larger groups
MISTFORMBZZZ wrote: »What we need is Crossplay betwen consoles and crosplays pc - pc.
Bigger population caps. Stable servers.
= Best Cyrodiil ever
Necrotech_Master wrote: »[*]It takes too long to enter popular campaigns during prime time. Who likes hour-long, 100+ player queues? No one.
That point is fixed and made moot by an incredibly simple and obvious solution.
Take your 100 player Queue, and go to an empty Camp.
"But why would I ever want to play in an empty Camp??"
If all of you went to that Camp, then it's suddenly not empty anymore.
And this is something that does happen in other PVP games with short campaigns that don't last for thirty days. It doesn't happen here, because the score tends to be closer on GH and that's where people feel they'll find the best fights. If a campaign is only two hours long, no one is going to sit in the queue for an hour or longer and then only be able to play for an hour or less before the campaign ends and they get kicked out of the map. They're going to join one of the other dynamically created instances with free slots.Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »i dont think reducing population caps is a good idea unless you disabled grouping entirely
a 12 man ball group in a 30-45 player pop cap would be nigh unkillable, as it can already take 45+ people to kill them sometimes, if you reduced the population cap, it would just empower ball groups and they would be truly unkillable unless they ran into another ball group
the way ive come to estimate it, is unless its a really bad group, you need between 3 and 4x more players than what is actually in the group to kill it, for a 12 person group, this would be 36-48 players minimum needed to kill an avg to above average ball group
if your population cap was 30 players, even with the entire faction stacked they might not be able to kill that ball group and you would be locked into an eternal fight, or it would push more people to leave the campaign
and with a population cap of 30, thats enough room for 2 full ball groups per faction still, it would be nothing but ball groups in cyro at that point
the only way ive seen to really counter ball groups was higher population caps to overwhelm them, like back when they were doing the increased population cap test last year
this isnt good for performance sure, but in a lower population setting ball groups and cheese builds reign supreme because there isnt enough people to counter them, unless they are also running ball groups and cheese builds
That's why I also suggested making more use of Battle Spirit to balance the game. You wouldn't need 45+ people to take out a 12 person ballgroup if said ballgroup did not have as much freedom to stack shields and heals. Moreover, you SHOULDN'T need that many players. Ballgroups should have some advantages over unorganized zergs, but never so many advantages that they need more than triple their numbers to take them out. That's completely unhealthy, and not a reason to increase Cyrodiil's population cap at the expense of performance, IMO.
Also, with a cap of thirty players per alliance per instance, it would actually be less likely that multiple ball groups would end up in the same instance on the same alliance; after all, they'd be competing against a much larger number of solo players for a much smaller number of available slots. And even if multiple ballgroups did end up in the same instance on the same alliance, they'd likely end up shooting themselves in the foot if they tried to farm ungrouped or less organized players -- especially if those players had the option of leaving the instance and joining another instance where there AREN'T stacked ballgroups ruining everyone's fun. Right now, we don't have that option -- we either deal with the fun-sapping stacked ballgroups, or we leave Cyrodiil to do something else.
oh i completely agree that you shouldnt need that many people to take out a ball group
personally i prefer the larger populations, a 60v60v60 3 way keep fight while a lot of chaos, is what i imagine from pvp, i dont really enjoy "small scaling" which i see is basically what BGs role is, if the pop caps were reduced to 30 and the campaign 2 hours, your basically in 1 really long slightly more populated BG, which i would not see as fun
in order to do that though need higher populations
i do agree with other points you brought up, such as the huge distances between objectives (my main pvp toon is a NB that ive neglected mount training on, so i just run everywhere)
other points such as campaign score i could care less about, and what would you do about campaign rewards for a 2 hour campaign? right now 80% of the reason anyone who doesnt prefer pvp goes to cyro is for the transmute crystals, but theres no way zos would give 50 transmutes for 2 hour camp (they only give like 10 for the 7 day camps during the events for example)
I also prefer larger populations, but I think we might have to give up on that idea if we want decent performance. It sucks approaching big keep battles in Cyrodiil right now and disconnecting as soon as you come within range of the action, or hearing combat music cutting in and out like a scratchy radio station because the game simply cannot handle that many players in the same location. 45 vs 45 vs 45 might be the most the servers can handle right now. In an ideal world, they rebuild the engine and get population numbers back to where they used to be, but I simply do not have faith in ZOS doing that anymore.
As for scoring and rewards, I didn't really delve into that, but I obviously don't expect ZOS to reward 50 transmutes for a single two hour campaign. Each campaign instance would have its own individual scoreboard (specific only to that campaign, a la BG scoreboards), but there would be a global leaderboard that tracks total AP gain for the month. The global leaderboard could function exactly like the 30 day campaign leaderboard does right now: 25k AP for tier 1 rewards, 50k AP for tier 2, so on.
personally if the populations were any less than they are now, i dont know if i would even really bother actually pvping much lol
if the reward tiers were separate and awarded separately, it would probably make me care even less about the score of the campaign (of which i have no interest in it now lol), at best i think it would just recycle emps faster
other big problems i notice is population balance issues on camps that arent fully locked across all factions, and people unwilling to go to other camps even though grey host is full (the "i cant get into the campaign because its a 50+ person queue" people)
That's fair, I knew a lot of people would hate the idea of reducing caps even further when I suggested it. I do think it would work, though, for those of us who enjoy larger scale siege battles, but want better performance. Having upwards of 90 players converging in the same area is still fun and epic, IMO.
As for people being unwilling to go to other camps, I really do think that would be solved by shorter campaign lengths. The reluctance to move over to other campaigns right now typically boils down to "all my friends play on Gray Host" or "I've invested too much time on Gray Host." Month long campaigns are a little ridiculous when you look at other PVP games...
I played a lot of Battlefield in my FPS days, prior to the travesty that was BF2042. BF players also tend to prefer full or close to full campaigns (or "servers" in that game), but no one's sitting around in the Server Browser waiting to join one particular match for over an hour at a time when there are multiple servers open to join. It's because the campaigns are much shorter in that game (usually around half an hour). What would be the point of sitting in the queue for an hour or longer when the campaign's almost over? People spend an hour in the GH queue because they know they can still spend 2-3+ hours playing once they get in, so long as they don't disconnect. They know that they can keep doing this day after day, and keep contributing to their personal score and their alliance's score in the campaign.
the only other game ive played occasionally for pvp is planetside 2, which oddly enough has a lot of similarities with ESO (it has a 3 faction pvp fight, large map requiring travel on vehicles or takes forever) but it also has things which fix problems that ESO has
the big things that i think it does better:
- faction balance queue - it locks a factions population behind a queue if they are outnumbering the other factions (tries to encourage people to switch factions to get in without a queue)
- when the campaign reaches a certain population threshold, it starts a 90 minute timer before the campaign ends, whichever faction controls the most control points at the end of the timer "wins", but everyone gets rewarded as long as they participated enough before the timer ends (rewards vary depending on 1st, 2nd ,3rd place, but are generally pretty good regardless)
- each "campaign" is actually a fully different map to provide some variety (kind of works like your idea almost of splitting cyro into smaller segments)
I've never played Planetside 2, but those ideas definitely sound like they could work, especially in the context of a shorter campaign. That 90 minute timer in particular sounds interesting, and could introduce a fun "scramble to cap and defend as many keeps as you can" element before the time is up. Out of curiosity though, what happens if that population threshold is never met? Is there a set duration for each campaign irrespective of the pop threshold?
Some reasons why players right now might choose to join the dominant faction with the current rulesets in place:
1. They want the 1st place end of campaign rewards (silly reason, IMO, because the rewards are pretty lackluster).
2. They don't want a challenge and just want to farm AP in peace.
3. If the winning alliance is already leading by a significant margin, they know their efforts would be wasted if they played for one of the losing alliances, as the campaign is way too long and big score gaps only tend to get bigger (the "if you can't beat 'em, join 'em" idea).
I don't think these issues go away without drastically changing the way Cyrodiil works. Significantly shorter faction-locked campaigns where you can't even see the scoreboard before you join the instance would probably fix a lot of the population imbalance problems.
Necrotech_Master wrote: »Necrotech_Master wrote: »[*]It takes too long to enter popular campaigns during prime time. Who likes hour-long, 100+ player queues? No one.
That point is fixed and made moot by an incredibly simple and obvious solution.
Take your 100 player Queue, and go to an empty Camp.
"But why would I ever want to play in an empty Camp??"
If all of you went to that Camp, then it's suddenly not empty anymore.
And this is something that does happen in other PVP games with short campaigns that don't last for thirty days. It doesn't happen here, because the score tends to be closer on GH and that's where people feel they'll find the best fights. If a campaign is only two hours long, no one is going to sit in the queue for an hour or longer and then only be able to play for an hour or less before the campaign ends and they get kicked out of the map. They're going to join one of the other dynamically created instances with free slots.Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »i dont think reducing population caps is a good idea unless you disabled grouping entirely
a 12 man ball group in a 30-45 player pop cap would be nigh unkillable, as it can already take 45+ people to kill them sometimes, if you reduced the population cap, it would just empower ball groups and they would be truly unkillable unless they ran into another ball group
the way ive come to estimate it, is unless its a really bad group, you need between 3 and 4x more players than what is actually in the group to kill it, for a 12 person group, this would be 36-48 players minimum needed to kill an avg to above average ball group
if your population cap was 30 players, even with the entire faction stacked they might not be able to kill that ball group and you would be locked into an eternal fight, or it would push more people to leave the campaign
and with a population cap of 30, thats enough room for 2 full ball groups per faction still, it would be nothing but ball groups in cyro at that point
the only way ive seen to really counter ball groups was higher population caps to overwhelm them, like back when they were doing the increased population cap test last year
this isnt good for performance sure, but in a lower population setting ball groups and cheese builds reign supreme because there isnt enough people to counter them, unless they are also running ball groups and cheese builds
That's why I also suggested making more use of Battle Spirit to balance the game. You wouldn't need 45+ people to take out a 12 person ballgroup if said ballgroup did not have as much freedom to stack shields and heals. Moreover, you SHOULDN'T need that many players. Ballgroups should have some advantages over unorganized zergs, but never so many advantages that they need more than triple their numbers to take them out. That's completely unhealthy, and not a reason to increase Cyrodiil's population cap at the expense of performance, IMO.
Also, with a cap of thirty players per alliance per instance, it would actually be less likely that multiple ball groups would end up in the same instance on the same alliance; after all, they'd be competing against a much larger number of solo players for a much smaller number of available slots. And even if multiple ballgroups did end up in the same instance on the same alliance, they'd likely end up shooting themselves in the foot if they tried to farm ungrouped or less organized players -- especially if those players had the option of leaving the instance and joining another instance where there AREN'T stacked ballgroups ruining everyone's fun. Right now, we don't have that option -- we either deal with the fun-sapping stacked ballgroups, or we leave Cyrodiil to do something else.
oh i completely agree that you shouldnt need that many people to take out a ball group
personally i prefer the larger populations, a 60v60v60 3 way keep fight while a lot of chaos, is what i imagine from pvp, i dont really enjoy "small scaling" which i see is basically what BGs role is, if the pop caps were reduced to 30 and the campaign 2 hours, your basically in 1 really long slightly more populated BG, which i would not see as fun
in order to do that though need higher populations
i do agree with other points you brought up, such as the huge distances between objectives (my main pvp toon is a NB that ive neglected mount training on, so i just run everywhere)
other points such as campaign score i could care less about, and what would you do about campaign rewards for a 2 hour campaign? right now 80% of the reason anyone who doesnt prefer pvp goes to cyro is for the transmute crystals, but theres no way zos would give 50 transmutes for 2 hour camp (they only give like 10 for the 7 day camps during the events for example)
I also prefer larger populations, but I think we might have to give up on that idea if we want decent performance. It sucks approaching big keep battles in Cyrodiil right now and disconnecting as soon as you come within range of the action, or hearing combat music cutting in and out like a scratchy radio station because the game simply cannot handle that many players in the same location. 45 vs 45 vs 45 might be the most the servers can handle right now. In an ideal world, they rebuild the engine and get population numbers back to where they used to be, but I simply do not have faith in ZOS doing that anymore.
As for scoring and rewards, I didn't really delve into that, but I obviously don't expect ZOS to reward 50 transmutes for a single two hour campaign. Each campaign instance would have its own individual scoreboard (specific only to that campaign, a la BG scoreboards), but there would be a global leaderboard that tracks total AP gain for the month. The global leaderboard could function exactly like the 30 day campaign leaderboard does right now: 25k AP for tier 1 rewards, 50k AP for tier 2, so on.
personally if the populations were any less than they are now, i dont know if i would even really bother actually pvping much lol
if the reward tiers were separate and awarded separately, it would probably make me care even less about the score of the campaign (of which i have no interest in it now lol), at best i think it would just recycle emps faster
other big problems i notice is population balance issues on camps that arent fully locked across all factions, and people unwilling to go to other camps even though grey host is full (the "i cant get into the campaign because its a 50+ person queue" people)
That's fair, I knew a lot of people would hate the idea of reducing caps even further when I suggested it. I do think it would work, though, for those of us who enjoy larger scale siege battles, but want better performance. Having upwards of 90 players converging in the same area is still fun and epic, IMO.
As for people being unwilling to go to other camps, I really do think that would be solved by shorter campaign lengths. The reluctance to move over to other campaigns right now typically boils down to "all my friends play on Gray Host" or "I've invested too much time on Gray Host." Month long campaigns are a little ridiculous when you look at other PVP games...
I played a lot of Battlefield in my FPS days, prior to the travesty that was BF2042. BF players also tend to prefer full or close to full campaigns (or "servers" in that game), but no one's sitting around in the Server Browser waiting to join one particular match for over an hour at a time when there are multiple servers open to join. It's because the campaigns are much shorter in that game (usually around half an hour). What would be the point of sitting in the queue for an hour or longer when the campaign's almost over? People spend an hour in the GH queue because they know they can still spend 2-3+ hours playing once they get in, so long as they don't disconnect. They know that they can keep doing this day after day, and keep contributing to their personal score and their alliance's score in the campaign.
the only other game ive played occasionally for pvp is planetside 2, which oddly enough has a lot of similarities with ESO (it has a 3 faction pvp fight, large map requiring travel on vehicles or takes forever) but it also has things which fix problems that ESO has
the big things that i think it does better:
- faction balance queue - it locks a factions population behind a queue if they are outnumbering the other factions (tries to encourage people to switch factions to get in without a queue)
- when the campaign reaches a certain population threshold, it starts a 90 minute timer before the campaign ends, whichever faction controls the most control points at the end of the timer "wins", but everyone gets rewarded as long as they participated enough before the timer ends (rewards vary depending on 1st, 2nd ,3rd place, but are generally pretty good regardless)
- each "campaign" is actually a fully different map to provide some variety (kind of works like your idea almost of splitting cyro into smaller segments)
I've never played Planetside 2, but those ideas definitely sound like they could work, especially in the context of a shorter campaign. That 90 minute timer in particular sounds interesting, and could introduce a fun "scramble to cap and defend as many keeps as you can" element before the time is up. Out of curiosity though, what happens if that population threshold is never met? Is there a set duration for each campaign irrespective of the pop threshold?
i dont know all of the details about what starts the timer, i know i remember it mentioned that population was one trigger
they do have multiple maps (i think 4 maps, or basically 4 different campaigns) and they do dynamically open more/less as they have populations
so if its more off hours, it might only have 1 campaign map open at a time
the way the maps work is that when it first opens, you can only contest a very small amount of the map (each faction is on 1 side of the map equidistant from each other) with basically a line of capture areas to a center area, its random which faction starts with the central area
as more people go into the map, more of the map opens up to become capturable, and then at some point, it will put up the "alert" timer which is for locking the map
i remember playing at times when there were times between the map control alert that they also had "mini alerts" come up too, which were like 30-40 min timer alerts for like "kill X number of enemy MAX units" or "15 min alert where all aircraft vehicles were free to spawn" that would usually give some award to the faction which did the best
honestly planetside 2 is i think of for "ideal" pvp, especially for a 3 faction environment, of which ESO already shares many similarities, but ESO definitely needs to iron things out a bit better
DirtyDeeds765 wrote: »If you guys like the idea of writing paragraphs upon paragraphs theorycrafting how to make Cyrodiil better, by all means.
But deep down you know the only real fix is... the only real fix.
This game has its foundation in almost 20 year old software.. being bound by 12 year old hardware.
The only way to fix Cyrodiil, and ESO period, is a real ground up remake and the removal of support for last gen consoles.. I mean we are already halfway to the PS6..... Think about that.
A report came out recently saying that ESO brings in 15 million a month. That's almost 200m a year. There's no way their expenses are over 50m a year. Take 100m or so and remake the game. Invest in your product. Alot of people didn't leave the game because they didn't like it - they left the game because it wasn't being maintained and treated properly.
They are obviously (mostly) doing the bare minimum for the game. Hold their feet to the fire. Posts like this just give them an out.
@DirtyDeeds765
Joy_Division wrote: »@Aurielle
You are talking to someone has made numerous lengthy, comprehensive, thought out suggestions to ZOS to improve Cyrodiil.
Most recent: https://forums.elderscrollsonline.com/en/discussion/659374/why-raising-cyrodiils-population-caps-will-make-pvp-more-attractive-to-the-general-population#latest
Here's one form 2017: https://forums.elderscrollsonline.com/en/discussion/357550/101-suggestions-to-make-cyrodiil-pvp-great-again/p1
Here's a 2016 plea even trying to avoid harming PvE: https://forums.elderscrollsonline.com/en/discussion/308586/things-that-can-invigorate-pvp-that-do-not-mess-up-pve/p1
I hear what you are saying about not throwing our hands in the air. About trying to make what we have work. I really do.
It's not just about ZOS's apathy toward broken things like RoA and HoT/Shield stacking. Or that they can;t even be bothered to tell us their analysis of the population cap test (which made Cyrodiil enjoyable). The number one problem I see for ZOS's PvP is that it is incredibly unfriendly and intimidating to inexperienced players: it's dominated by builds and groups that are perceived to be unkillable by the general population (and there is some truth to that perception).
.
There have been a number of suggestions to do what you suggest. But with a smaller population and a smaller map, that just exacerbates the problem: the fewer players there are, the less randomness there is, the less opportunity for inexperienced players to do anything useful before being destroyed. This obviously is especially so if there are organized groups (whether ball group or small-scale).
If I had to suggest a trimmed down version of Cyrodiil, then I would just take the best parts of it and make them instanced. Probably the best thing about Cyordiil are the keep sieges/defenses. Just take a keep, redesign it so it actually favors the defenders (as opposed to make them sitting ducks to siege), figure out an ideal number of players, and give the attackers 20 minutes to capture it or they lose. Or just take some terrain such as Alessia gate to the top of the hill past Alessia Bridge: the team that breaks through and reaches the other side wins. Max group size four. Put RoA in a fire to die. These are smaller, but they avoid the biggest problem in Cyrodiil: there isn't anything for inexperienced/casual players to do. Newer players will still get destroyed, but at least in this format it is clear what to do and they might convince themselves that they did something useful since there are a lot of players in a small area means some are bound to die. It's certainly more exciting than sitting in a keep waiting for action, just so they can go to a resource tower and chase pros long enough that their dinner gets cold, only to wind up dying ingloriously.