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Cyrodiil 80% empty (even on maxed servers)

  • kijima
    kijima
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    Valnas wrote: »
    wtb pre lighting patch emu server

    Amen brother... AMEN!
    Been here since Feb 2014 - You'd think I'd be half reasonable at this game by now...
  • scy22b14_ESO
    scy22b14_ESO
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    Nijjion wrote: »
    Don't worry guys only about a year and Camelot Unchained will be out... We can play a real RvR game then.

    At least soon we won't have to pay for this dribble.

    In Camelot Unchained all progression will come from RVR and PVP. That means no PVE grind or quest lines. Basically picture a Cyrodiil only game but you only level from killing enemy players, defending , and taking keeps and objectives. All the PVE mobs are still there but they ONLY drop crafting materials for Crafters because Crafters make ALL the gear in the game as well as build every siege weapon and structure.

    I cant wait!

    Please don't picture Cyrodiil. You'd be doing Camelot an injustice. Cyrodiil is greatly flawed, hence the reason for the thread. I would like to believe the Camelot crew will have the wherewithal to not only avoid the many mistakes zenimax have fallen victim to, but also the skill to fix their mistakes in a timely manner. Again, something zenimax is falling short of.

    The mistakes pointed out in this thread are not only widely repeated, but have been so ever since beta, when myself, and many others painstakingly articulated them in very long beta suggestions. On deaf ears sadly.
  • Isbilen
    Isbilen
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    Preferred camps and blood porting, Now all day everyday its the same old crappy fights.

    Chalman - Arrius express, every damn night for hours upon hours.
    Edited by Isbilen on March 12, 2015 8:11AM
  • Gilvoth
    Gilvoth
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    Why is Cyrodiil as large as it is? What's the point when there's no incentive to be anywhere but the front lines, at all times?

    As it stands now, there's no reason whatsoever to roam around Cyrodiil.

    Resource hunting for one, quests, caves, some out of the way place to get away from everybody. I see RP'rs at times from all factions off the beaten paths. Unfortunately PVP is a fail.

  • Darklord_Tiberius
    Darklord_Tiberius
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    They need to do away with PvP servers and make one Cyrodiil. Cut it into 4 maps; Dominion Battlefront, Pact Battlefront, Covenant Battlefront and the Imperial City/outskirts and increase the size of each map x2. Until they actually encourage people to get off of one server the performance on said server will be horrendous. When you play in Cyrodiil, it doesn't even feel like it is connected to the game in ANY way, other than the "passive" buffs, how does this "Alliance War" map affect the world? It doesn't. Where is our faction leaders and champions when our side is getting stomped back to the gates? Where is the world interaction from all zones that should be affected by this "Alliance War"? There is none.

    Until they add depth in Cyrodiil and they make the actual Cyrodiil map meaningful other than PvP ranks and passive buffs, this PvP structure will stay bad and always will be bad.

    Oh and do not try to say IC will add back to PvP because who are we kidding? All Alliances have their own buff servers, they will all have free access to it and will not have to work for it. ZOS is doing such a bad job with PvP structure in this game it is sad. The worst part is, the actual Player verse Player is phenomenal.....
  • frozywozy
    frozywozy
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    Why is Cyrodiil as large as it is? What's the point when there's no incentive to be anywhere but the front lines, at all times?

    As it stands now, there's no reason whatsoever to roam around Cyrodiil. You're expected to be at specific points in between keeps, bashing your heads against one another ad nauseam. Don't get me wrong, there's nothing wrong with zerg vs zerg combat. It has it's place, and many people enjoy it.

    Many do not. Give incentive to actually use the map given to us. Have you ever ran a scouting mission? Once you pass the front line, there isn't a soul to be seen for miles on end. There are ways to create smaller skirmishes around the map by giving a reason to be there.

    1. Make questing hubs in cyrodiil give more CP/AP.
    2. Make scouting missions actually worth the time spent doing them (CP / AP).
    3. Make certain points of interest worth farming. Other games have done this by keeping track of certain MOBS, or locations, and giving more reward for farming spots that are generally less camped.
    4. Bigger rewards for small scale combat.


    Cyrodiil could be an amazing place. We just need a reason to actually use more of the terrain.

    I disagree about spreading the population out of the front lines.

    Before it would have worked, but nowadays? With the amount of players we get in Cyrodiil? No way this is going to increase PvP popularity. It will just encourage Pve-ers and AP farmers to grind some more. But it won't make the whole Cyrodiil war better.

    Why? Because we simply don't have enough players 18hours a day to spread them all across Cyrodiil in other locations. During prime time it could work but we cannot build the game only according to 5hours a day. We have to make sure that Cyrodiil survives during the off hours aswell.

    Off hours fights are already hard to find, no need to spread the few players we have even more. Wait until the game gets B2P and sees a considerable increase of popularity at least.
    Edited by frozywozy on March 12, 2015 7:44PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Draxys
    Draxys
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    Preferred camps and blood porting, Now all day everyday its the same old crappy fights.
    2013

    rip decibel
  • Snit
    Snit
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    The size is perfect. It's meant to simulate widespread warfare across an entire region. It's not meant to be instant-action Warsong Gulch.

    Invest in lots of apples.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Rune_Relic
    Rune_Relic
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    I think part of the problem is we have gone below critical mass.
    On my server most of the time there is 3-4 people for the whole map...maybe 2 hours, 3 days a week when there is 30+.
    Often the average number is more like 12 man group for 2 hours twice a day if you are on at the right time.

    Resources need 3+ people to take down.
    Keeps need 5+ people to take down.
    That's without and enemy players.
    If any enemy player show up we can forget it really.

    So as when I log in there isn't even enough people to take resources...and I cant solo resources or keeps...what am I supposed to do ?

    We need NPC soloable stuff [other than scouting/kills] that tick toward the campaign in the same way resources and keeps do.
    They need to be challenging...but doable none the less.
    These need to flag as well when under attack.
    This let other people know where prey can be hunted too.
    This draws PVP like moths to a flame....and also entices ganking squads to attend to those hunting parties that show up.

    Sending forces to protect resources from the keep is one thing.
    If they have to worry about other locations that aren't local and spread across the map to protect as well...it splits up forces and encourages small and large scale groups.
    Larger groups are need for keeps.
    Medium groups for resources.
    Smaller/solo groups for the other assets.

    Better than spamming LFG and getting no response or couple of V1s to try and take resource/keep
    Edited by Rune_Relic on March 12, 2015 11:21PM
    Anything that can be exploited will be exploited
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