Interesting ideas all around.
"Limiting population per alliance to match the lowest or median population of the lowest population."
^Unless I misunderstand, this one would concern me. Would this leave open the opportunity for a winning--or any--campaign to simply leave Cyrodiil and minimize the opposition's numbers? (e.g. "Alright! We got Emp and the scrolls. Everyone leave town!")
Lord_Draevan wrote: »Interesting ideas all around.
"Limiting population per alliance to match the lowest or median population of the lowest population."
^Unless I misunderstand, this one would concern me. Would this leave open the opportunity for a winning--or any--campaign to simply leave Cyrodiil and minimize the opposition's numbers? (e.g. "Alright! We got Emp and the scrolls. Everyone leave town!")
^This. It's way too easy to exploit.
Minnesinger wrote: »Without knowing the exact numbers I believe when Brian says that AD and EP have roughly the same numbers. I am against limiting the population to the lowest faction. Also I believe any of the 3 factions can bring reasonable numbers to the field.
What comes to the imbalance issues and what needs to reconsidered is that one faction caps all 6 scrolls, the Emp and the map while there is really much less resistance. For example, EP just took control of the Thornblabe NA in this fashion leaving nothing to AD and DC. This, not suprisingly, gave EP the lead. In one day, the whole situation turned upside down. It is quite frustrating to chase EP when they control all 6 scrolls and the Emp giving them a nice overall buff.
I know some say it is war and blah blah. We all seek enjoyment in this game. In my opinion, at worst the imbalance between the factions leads to said exploitation of the game mechanics. It is best to fix imbalance somehow.
Lord_Draevan wrote: »Interesting ideas all around.
"Limiting population per alliance to match the lowest or median population of the lowest population."
^Unless I misunderstand, this one would concern me. Would this leave open the opportunity for a winning--or any--campaign to simply leave Cyrodiil and minimize the opposition's numbers? (e.g. "Alright! We got Emp and the scrolls. Everyone leave town!")
^This. It's way too easy to exploit.
Interesting . Exploiting wasn't my first thought here .
ZOS_JessicaFolsom wrote: »Also I like your ideas Mr Wheeler . I like the first idea best .
The first idea (Limiting population per alliance to match the lowest or median population of the lowest population) sounds good in practice, but there are some inherent problems with it. Let's say you're in a campaign where the lowest-population alliance has only 11 people on (this actually happens). That means the other two alliances would also be limited to 11 people, and no one is having fun at that point.
Lord_Draevan wrote: »Lord_Draevan wrote: »Interesting ideas all around.
"Limiting population per alliance to match the lowest or median population of the lowest population."
^Unless I misunderstand, this one would concern me. Would this leave open the opportunity for a winning--or any--campaign to simply leave Cyrodiil and minimize the opposition's numbers? (e.g. "Alright! We got Emp and the scrolls. Everyone leave town!")
^This. It's way too easy to exploit.
Interesting . Exploiting wasn't my first thought here .
Mine either, but when I read AaronMB's comment I realised how devilishly simple it would be to abuse it.
ZOS_JessicaFolsom wrote: »Also I like your ideas Mr Wheeler . I like the first idea best .
The first idea (Limiting population per alliance to match the lowest or median population of the lowest population) sounds good in practice, but there are some inherent problems with it. Let's say you're in a campaign where the lowest-population alliance has only 11 people on (this actually happens). That means the other two alliances would also be limited to 11 people, and no one is having fun at that point.
How about instead of limiting each side to 11 players, you simply make the underpopulated side's keep NPC's unkillable like the justice system guards.
Meaning, you track the lowest or median population of the lowest faction, but instead of limiting the other factions population to it, you render the lowest populations keeps immune to capture for the duration that the side is heavily underpopulated.
That way you can have a cyrodiil with 100 reds fighting 100 yellows fighting 11 blues, but only reds and yellows can attack and capture each other's keeps.
CitraBenzoet_ESO wrote: »Why not just have it set to something like:
If the population of each faction is from 0-24 then no dynamic cap is needed.
If the population of each faction is 24 or greater, then no single faction can have more than 3 times the population of the lowest populated faction starting at 24.
Ex: faction 1 has 24 ppl, faction 2 has 52, then faction 3 cannot exceed 72 people.
That way if people think capping emp then logging out seems like a way to control they would be wrong. As it is possible to take a map pvdoor or pvp with 1 full raid group.
Just an idea...
CitraBenzoet_ESO wrote: »Why not just have it set to something like:
If the population of each faction is from 0-24 then no dynamic cap is needed.
If the population of each faction is 24 or greater, then no single faction can have more than 3 times the population of the lowest populated faction starting at 24.
Ex: faction 1 has 24 ppl, faction 2 has 52, then faction 3 cannot exceed 72 people.
That way if people think capping emp then logging out seems like a way to control they would be wrong. As it is possible to take a map pvdoor or pvp with 1 full raid group.
Just an idea...
ZOS_JessicaFolsom wrote: »Also I like your ideas Mr Wheeler . I like the first idea best .
The first idea (Limiting population per alliance to match the lowest or median population of the lowest population) sounds good in practice, but there are some inherent problems with it. Let's say you're in a campaign where the lowest-population alliance has only 11 people on (this actually happens). That means the other two alliances would also be limited to 11 people, and no one is having fun at that point.
How about instead of limiting each side to 11 players, you simply make the underpopulated side's keep NPC's unkillable like the justice system guards.
Meaning, you track the lowest or median population of the lowest faction, but instead of limiting the other factions population to it, you render the lowest populations keeps immune to capture for the duration that the side is heavily underpopulated.
That way you can have a cyrodiil with 100 reds fighting 100 yellows fighting 11 blues, but only reds and yellows can attack and capture each other's keeps.
ZOS_JessicaFolsom wrote: »Also I like your ideas Mr Wheeler . I like the first idea best .
The first idea (Limiting population per alliance to match the lowest or median population of the lowest population) sounds good in practice, but there are some inherent problems with it. Let's say you're in a campaign where the lowest-population alliance has only 11 people on (this actually happens). That means the other two alliances would also be limited to 11 people, and no one is having fun at that point.
How about instead of limiting each side to 11 players, you simply make the underpopulated side's keep NPC's unkillable like the justice system guards.
Meaning, you track the lowest or median population of the lowest faction, but instead of limiting the other factions population to it, you render the lowest populations keeps immune to capture for the duration that the side is heavily underpopulated.
That way you can have a cyrodiil with 100 reds fighting 100 yellows fighting 11 blues, but only reds and yellows can attack and capture each other's keeps.
That would make the exploit that AaronMB described so much worse.
Think about it, one alliance gets all the scrolls and emp. Then they leave.
Now no one can dethrone them or get any scrolls back until they come back... which would probably be never.
Buff servers you don't even have to defend!
Man I hated Tenacity. I didn't like how all the sudden one guy took 10 people to kill. On the other side it felt cheap when I was that one guy and killed 7 people.@ZOS_BrianWheeler
There is another VERY popular MMO which figured out how to solve this problem before they even released their first instance of large scale open world pvp.
They added a "tenacity" buff to increase the health / damage of the players of the outnumbered faction and the number would work accordingly to certain margins.
The way I see it work would be the following :
- Your faction is at 1 bar : max health & damage
- Your faction is at 2 bar : high health & damage
- Your faction is at 3 bar : average health & damage
- Your faction is max pop : low health & damage
I'll let you figure out the numbers but you see where I'm going with this.
I think it would be better give people an incentive to stay in the same campaign for a long time: the more you fight for the same campaign, the more you'll be rewarded. So people would think about it twice before switching campaign.
ZOS_BrianWheeler wrote: »We have looked at population imbalances throughout the release of the game and have seen it change from campaign to campaign, month to month with Ebonheart, Aldmeri and Daggerfall all taking top population spots. As a snap shot, the past three days show the following:
- Haderus has swapped highest population between all three alliances.
- Azura has a steady stream of Aldmeri and Ebonheart, but not much Daggerfall.
- Blackwater has mainly Ebonheart with the highest with Aldmeri slightly behind and again, Daggerfall the lowest.
- Chillrend has Daggerfall with the highest population and Aldmeri/Ebonheart around the same
- Thornblade has Aldmeri and Ebonheart with roughly the same population with a slight edge towards Ebonheart, and Daggerfall trailing.
There are ongoing discussions about how to address population imbalances in the campaigns. Some of the possible solutions include the following:
- Limiting population per alliance to match the lowest or median population of the lowest population.
- Giving more XP/AP than we currently do
- Giving alternate siege weapons to the underdog\low-population alliance(s) that do more damage while they have the underdog\low pop bonus.
- Altering Cyrodiil's landscape
- Changing/removing scoring and showing that other campaigns have underdog/low-population bonuses on the Campaign Selection UI
- Doing away with Home and Guest campaign options, so Campaign Reward tiers roll with a character instead of being tied to a campaign so you can play in any campaign you want.
All of these have their pros and cons, some of which may not be immediately apparent but we still have to consider. The last one, for example, would result in all the campaigns having the same duration (so people can't earn tier 3 then hop to a short campaign and get a reward when it ends), and scoring and would be better suited as a meta-score across all campaigns. We would also need to remove the limitation on the accounts which don't let players have characters from opposing alliances in the same campaign (and yes I know that "jump to buddy" circumvents this rule already).
I agree there are many solutions we can explore, and that population imbalances are always a challenge for PVP games in which battles are not instanced to launch on demand. Thanks again for your continued patience in this and many other matters that the PVP community and myself care about deeply
daswahnsinn wrote: »
How many EP are in this zerg?
ZOS_BrianWheeler wrote: »We have looked at population imbalances throughout the release of the game and have seen it change from campaign to campaign, month to month with Ebonheart, Aldmeri and Daggerfall all taking top population spots. As a snap shot, the past three days show the following:
- Haderus has swapped highest population between all three alliances.
- Azura has a steady stream of Aldmeri and Ebonheart, but not much Daggerfall.
- Blackwater has mainly Ebonheart with the highest with Aldmeri slightly behind and again, Daggerfall the lowest.
- Chillrend has Daggerfall with the highest population and Aldmeri/Ebonheart around the same
- Thornblade has Aldmeri and Ebonheart with roughly the same population with a slight edge towards Ebonheart, and Daggerfall trailing.
There are ongoing discussions about how to address population imbalances in the campaigns. Some of the possible solutions include the following:
- Limiting population per alliance to match the lowest or median population of the lowest population.
- Giving more XP/AP than we currently do
- Giving alternate siege weapons to the underdog\low-population alliance(s) that do more damage while they have the underdog\low pop bonus.
- Altering Cyrodiil's landscape
- Changing/removing scoring and showing that other campaigns have underdog/low-population bonuses on the Campaign Selection UI
- Doing away with Home and Guest campaign options, so Campaign Reward tiers roll with a character instead of being tied to a campaign so you can play in any campaign you want.
All of these have their pros and cons, some of which may not be immediately apparent but we still have to consider. The last one, for example, would result in all the campaigns having the same duration (so people can't earn tier 3 then hop to a short campaign and get a reward when it ends), and scoring and would be better suited as a meta-score across all campaigns. We would also need to remove the limitation on the accounts which don't let players have characters from opposing alliances in the same campaign (and yes I know that "jump to buddy" circumvents this rule already).
I agree there are many solutions we can explore, and that population imbalances are always a challenge for PVP games in which battles are not instanced to launch on demand. Thanks again for your continued patience in this and many other matters that the PVP community and myself care about deeply