frosth.darkomenb16_ESO wrote: »And as an added note, RvR is not about fair figbts or sport. It's supposed to emulate war.
Artificial limitations such as these are counter-productive.
frosth.darkomenb16_ESO wrote: »Because balance is about fairness
frosth.darkomenb16_ESO wrote: »And as an added note, RvR is not about fair figbts or sport. It's supposed to emulate war.
Artificial limitations such as these are counter-productive.frosth.darkomenb16_ESO wrote: »Because balance is about fairness
... right.
Tintinabula wrote: »No they've done nothing wrong. However, they are reaping huge advantages from poor design. It needs to be rectified.
frosth.darkomenb16_ESO wrote: »
Punitive measures are the least effective ones. Not only will it hurt innocents, but it causes situations where the optimum choice can be to not log in.
frosth.darkomenb16_ESO wrote: »- ap/xp for kills and captures increased by pop difference. (10v50 = x5)
- Increased capture ticks on home keeps and resources.
- Increased capture ticks on objectives based on owners overall territory.
- retain current buffs for holding to territory and scrolls.
frosth.darkomenb16_ESO wrote: »First point, those "reclaims" you already do now will net you much more.
Remember my suggestion, you increase capture gains of "home keeps" and at the same time gains on captures of a larger faction and a modifier based on population gap with that faction.
frosth.darkomenb16_ESO wrote: »Second point:
Have you paused an instant to wonder why they have more people at off times than you?
frosth.darkomenb16_ESO wrote: »Also, your edit doesn't address the fact that with such system, an instance of Cyrodiil could be limited to 32 players if the smallest faction had only 10 members online. It just begs to be exploited:
Stay in your buff campaign, capture the whole map, and get everyone to log off.
GG, you now have a buff much harder to lose.
You don't see the larger picture.frosth.darkomenb16_ESO wrote: »First point, those "reclaims" you already do now will net you much more.
Remember my suggestion, you increase capture gains of "home keeps" and at the same time gains on captures of a larger faction and a modifier based on population gap with that faction.
Unfortunately, this will do nothing when it comes to campaign score. The score has nothing to do with AP gains, it is a simple tally of all the keeps and resources a side owns when the one-per-hour tick comes.
Neither will it help the frustration players experience when they see their valiant efforts during primetime erased after every night. AP you get fighting is just a cherry on top. A side-effect. Not really important.
frosth.darkomenb16_ESO wrote: »Second point:
Have you paused an instant to wonder why they have more people at off times than you?
Actually, i don't have to wonder, i know it exactly. A large US guild is playing on the EU server.
frosth.darkomenb16_ESO wrote: »If more people care about campaign objectives, then they will be won more often, then more points get earned, and then campaigns tally points are closer to each other.
frosth.darkomenb16_ESO wrote: »
You're answering the "How?" here, not the "Why?".
frosth.darkomenb16_ESO wrote: »Also, your edit doesn't address the fact that with such system, an instance of Cyrodiil could be limited to 32 players if the smallest faction had only 10 members online. It just begs to be exploited:
Stay in your buff campaign, capture the whole map, and get everyone to log off.
GG, you now have a buff much harder to lose.
I already responed to this in an earlier post:
1, you cannot capture the whole map unopposed because the dynamic cap will keep your numbers even with those of the enemy. The only way to capture map is to win fair and square.
2, you cannot get everyone to log off during primetime. No matter how big your alliance is, the megaserver is bigger. All you will achieve is freeing slots for other players.
3, your keeps are not much harder to lose if the overall population is low. Smaller teams can capture keeps just fine. If the enemy does not have a zerg defending, you don't need a zerg to capture.
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »Also, your edit doesn't address the fact that with such system, an instance of Cyrodiil could be limited to 32 players if the smallest faction had only 10 members online. It just begs to be exploited:
Stay in your buff campaign, capture the whole map, and get everyone to log off.
GG, you now have a buff much harder to lose.
I already responed to this in an earlier post:
1, you cannot capture the whole map unopposed because the dynamic cap will keep your numbers even with those of the enemy. The only way to capture map is to win fair and square.
2, you cannot get everyone to log off during primetime. No matter how big your alliance is, the megaserver is bigger. All you will achieve is freeing slots for other players.
3, your keeps are not much harder to lose if the overall population is low. Smaller teams can capture keeps just fine. If the enemy does not have a zerg defending, you don't need a zerg to capture.
I thought we were talking about off time? Or did we change when it suited you?
In off time, one dedicated group can capture the map. Your change won't prevent it. It may actually make it easier.
However, you are correct, during prime time as we know it, it won't be possible.
frosth.darkomenb16_ESO wrote: »
And how would you do if this happened just before prime time?
Enforce a 100v110v110 when the servers can handle 5 times more?
frosth.darkomenb16_ESO wrote: »And how about a faction that has no keeps left but not the lowest pop?
frosth.darkomenb16_ESO wrote: »If more people care about campaign objectives, then they will be won more often, then more points get earned, and then campaigns tally points are closer to each other.
Have you read anything written in this thread thus far? Even if the objectives are the single most important thing in seven players' lives, they won't be won any more often when they are facing 40 enemies.
frosth.darkomenb16_ESO wrote: »
You're answering the "How?" here, not the "Why?".
No. Your question was 'why do they have more people', not 'why are those people playing there'. I answered what you were asking. They have more people because an US guild is playing there while EU sleeps.
As to why they do that, i can only speculate, but a likely reason is that they prefer to fight enemies who are hopelessly outnumbered, because it makes them feel better about themselves. Some people seek challenge. Some just take the path of least resistance.
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »If more people care about campaign objectives, then they will be won more often, then more points get earned, and then campaigns tally points are closer to each other.
Have you read anything written in this thread thus far? Even if the objectives are the single most important thing in seven players' lives, they won't be won any more often when they are facing 40 enemies.
They won't be captured more often initially, but they'll be worth the hardship.
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »Also, your edit doesn't address the fact that with such system, an instance of Cyrodiil could be limited to 32 players if the smallest faction had only 10 members online. It just begs to be exploited:
Stay in your buff campaign, capture the whole map, and get everyone to log off.
GG, you now have a buff much harder to lose.
I already responed to this in an earlier post:
1, you cannot capture the whole map unopposed because the dynamic cap will keep your numbers even with those of the enemy. The only way to capture map is to win fair and square.
2, you cannot get everyone to log off during primetime. No matter how big your alliance is, the megaserver is bigger. All you will achieve is freeing slots for other players.
3, your keeps are not much harder to lose if the overall population is low. Smaller teams can capture keeps just fine. If the enemy does not have a zerg defending, you don't need a zerg to capture.
I thought we were talking about off time? Or did we change when it suited you?
In off time, one dedicated group can capture the map. Your change won't prevent it. It may actually make it easier.
However, you are correct, during prime time as we know it, it won't be possible.
We did not change anything. In off time, your dedicated group will be facing an enemy group of equal size.
If you win, it will be due to skill, not due to numbers - as it should be. Regardless of whether it is primetime or not.
Great, and keep over 1000 paying customers locked out of their planned evening activity.frosth.darkomenb16_ESO wrote: »
And how would you do if this happened just before prime time?
Enforce a 100v110v110 when the servers can handle 5 times more?
Exactly.
frosth.darkomenb16_ESO wrote: »And how about a faction that has no keeps left but not the lowest pop?
If a faction cannot hold their keeps despite not being outnumbered, then the enemy won because it was better. I see no problem with that.
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »If more people care about campaign objectives, then they will be won more often, then more points get earned, and then campaigns tally points are closer to each other.
Have you read anything written in this thread thus far? Even if the objectives are the single most important thing in seven players' lives, they won't be won any more often when they are facing 40 enemies.
They won't be captured more often initially, but they'll be worth the hardship.
Let me reiterate that we are talking about campaign score here, not AP.
If you have 7, and they have 40 (as was the case last night during our last scroll defense), then you won't capture anything unless by surprise, and even then it will be gone again in a flash. You may get AP from it, even many AP with your changes, but the net effect on campaign score will be nil.
Campaign scores do not depend on AP earned, only on objective ownership. If you cannot hold objectives(as opposed to cap them), then your campaign score is going down the gutter. And you cannot hold objectives 7 vs 40, no matter how much incentive you get in the form of AP gains.
frosth.darkomenb16_ESO wrote: »
Or they may be facing no group at all, if it is a case like you mentionned of one guild facing the nightcrawlers.
20 people spread out over the map can't face 20 people in a coordinated group on voice chat.
Great, and keep over 1000 paying customers locked out of their planned evening activity.
You're always outnumbered in ESO.
There are two enemy faction, if they gang up on you, then you're fighting 1v2.
Without incentives to do otherwise, it is always preferable to fight the weakest target, hence the ganging up on one faction.
I understand what you mean, but let me reiterate too:
Do not underestimate the impact of Ap on the actual campaign score.
That was my point. It's just about luck, not skill.frosth.darkomenb16_ESO wrote: »
Or they may be facing no group at all, if it is a case like you mentionned of one guild facing the nightcrawlers.
20 people spread out over the map can't face 20 people in a coordinated group on voice chat.
That has nothing to do with low population, only with you being lucky to face an unorganized opposition. This can happen at primetime just as well as during the night.
Besides, the opposition can pull the same trick on you, so it balances out.
How can they know, honestly.Great, and keep over 1000 paying customers locked out of their planned evening activity.
Or they could plan their evening activity in a place that has adequate opposition, and not be locked out.
I'm not contradicting myself but pointing out a design flaw.You're always outnumbered in ESO.
There are two enemy faction, if they gang up on you, then you're fighting 1v2.
Without incentives to do otherwise, it is always preferable to fight the weakest target, hence the ganging up on one faction.
You are contradicting yourself. On one hand, you say you are always outnumbered in ESO, on the other hand you say two of the factions in fact are not outnumbered.
Good, at least you are aware of the impact.I understand what you mean, but let me reiterate too:
Do not underestimate the impact of Ap on the actual campaign score.
There is exactly one way AP impacts campaign score: give people motivation to fight for objectives.
But once that motivation is maxed out (you don't have people not-caring about objectives) then any more AP offered have no effect.
Currently there is no problem with motivation, as evidenced by the ability of our side to push reds back when population is equal. The only problem is unequal population at off-times, and you can't fix that with more AP.
frosth.darkomenb16_ESO wrote: »Getting a more balanced reward system means that even at night, you'd get guilds fighting other guilds rather than all joining the same faction to get the buffs because fighting would reward just as much, if not more.
So yes, more ap, leading to a more balanced campaign, will impact late night as well. Maybe even more.
Rune_Relic wrote: »I can see a lot of good points and bad points raised.
1. 900 > 100 > 100 population would leave 800 players scratching their backside in a queue. I dont think any of us want to sit in a queue especially if we only have a 1-2 hour window of game time with other lives. (who are the remaining 800 to play against ?)
WarrioroftheWind_ESO wrote: »If they can get the coding right it might help things out, but the logic of a 3 way war is usually the 2 lesser facs gang up on the dominant one. "Enemy of my enemy" and all that. Unfortunately people sitting at their computers don't seem to have a grasp of military strategy and end up shooting themselves in the foot. I'd rather they just localize the buffs or remove them all together than trying to add in caps of any kind.
Rune_Relic wrote: »I can see a lot of good points and bad points raised.
1. 900 > 100 > 100 population would leave 800 players scratching their backside in a queue. I dont think any of us want to sit in a queue especially if we only have a 1-2 hour window of game time with other lives. (who are the remaining 800 to play against ?)
There is a 500 cap on population at primetime, so at no point will you have 800 players scratching their head due to the proposed change.
At this point it becomes a matter of what is more important: to have 300 players happy playing a balanced campaign, or to have the overflow reds happy they don't have a queue?
Personally i think having a pleasant game experience playing takes priority over getting to play faster.
IcyDeadPeople wrote: »A long queue is annoying, but this is not the main issue. The main problem is not too many of one faction or another, the problem is not enough players in total.
I'd much rather play in a high population campaign where my faction is heavily outnumbered, than play on a ghost town campaign with too few players, which would be the end result of what you are proposing. The game becomes boring when it is hard to find action.
Rune_Relic wrote: »I can see a lot of good points and bad points raised.
1. 900 > 100 > 100 population would leave 800 players scratching their backside in a queue. I dont think any of us want to sit in a queue especially if we only have a 1-2 hour window of game time with other lives. (who are the remaining 800 to play against ?)
There is a 500 cap on population at primetime, so at no point will you have 800 players scratching their head due to the proposed change.
At this point it becomes a matter of what is more important: to have 300 players happy playing a balanced campaign, or to have the overflow reds happy they don't have a queue?
Personally i think having a pleasant game experience playing takes priority over getting to play faster. Especially considering the queues would be limited to late-night when most players are asleep anyway.
Rune_Relic wrote: »Rune_Relic wrote: »I can see a lot of good points and bad points raised.
1. 900 > 100 > 100 population would leave 800 players scratching their backside in a queue. I dont think any of us want to sit in a queue especially if we only have a 1-2 hour window of game time with other lives. (who are the remaining 800 to play against ?)
There is a 500 cap on population at primetime, so at no point will you have 800 players scratching their head due to the proposed change.
At this point it becomes a matter of what is more important: to have 300 players happy playing a balanced campaign, or to have the overflow reds happy they don't have a queue?
Personally i think having a pleasant game experience playing takes priority over getting to play faster. Especially considering the queues would be limited to late-night when most players are asleep anyway.
The numbers were just for illustration.
To be fair... i think they are equally important. I dont want to queue. I want to have a balanced population too.
I get two hours a night if I am lucky. If 1-2 hours is spent in a queue why buy the game ?
I want the game to be fair too....I dont want to be outnumbered 2:1 let alone 5:1
Even during the busiest hours on weekends, on NA server we don't seem to have enough players to completely fill up Chillrend and Thornblade to the level we used to see on high pop campaigns shortly after launch.IcyDeadPeople wrote: »A long queue is annoying, but this is not the main issue. The main problem is not too many of one faction or another, the problem is not enough players in total.
In the middle of the night? No its's not a problem. 1 bar of population at 3AM monday morning is quite normal, i'd say. During primetime, the campaign is locked for all sides.
What you are describing sounds more like PVE than PVP. That is the experience on a ghost town campaign, where you have to flag a keep to get a meager response of 2 or 3 players. I've been there, done that, and have no plans to participate in any campaigns like that in the future.IcyDeadPeople wrote: »I'd much rather play in a high population campaign where my faction is heavily outnumbered, than play on a ghost town campaign with too few players, which would be the end result of what you are proposing. The game becomes boring when it is hard to find action.
We already had this conversation. You can find action easily even with both sides only having 5 players online. Just attack their keep.
Primetime for you may be very different from primetime for players on the West Coast, or in Europe or Asia, or even people on the East Coast who play during the day.Having large battles all over the place is more fun, yes, but that's what primetime is for.
IcyDeadPeople wrote: »There are already many players playing around the clock, and this game keeps going after you go to sleep.
No, what you are describing is PVE, not PVP. That is the experience on a ghost town campaign, where you have to flag a keep to get a meager response of 2 or 3 players. I've been there, done that, and have no plans to participate in any campaigns like that in the future.