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Suggestion for the division of the map for perfomance

Curragraigue
Curragraigue
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So we know that the current problem with PvP is the lag and crashes and that part of the problem is the congestion of too many players in small spaces of the large maps. We also have the problem of one campaign being pop locked and the other campaigns having highs and lows. I'll preface this post with I like the fact that I can currently ride from one end of Cyrodiil to the other with only the invisible ants and stick road bumps to stop me, however the lag and crashes need to be fixed to encourage people to want to PvP.

So I was wondering with the planned upcoming Imperial City whether the PvP team have considered dividing the campaign map so that there is only one interconnected map but that it is divided into 4 zones that people can travel between. What I mean is scrap Thorn, Chill, Azura and Haderus and have one interconnected campaign map divided into 4. So like the PvE zones the divided maps are connected but separate. Three zones would be made up of the three triangle home keeps and the two closest ring keeps then the connection points for the maps would be the three Outposts and the three boundary keeps (Dragonclaw, Brindle and Drakelowe). To move from one zone to the other you need to control the outpost or boundary keep connecting the two zones.

Then to access the Imperial City zone you need to control the two ring keeps in your zone. Like the gates to the temples if people are through before the keep is taken by another alliance then they can stay in the zone until they are killed. If a keep is taken in another alliance then you can blood port to that keep or if an outpost or connecting keep is held you can port to them.

So the benefits I see is that you put everyone together into one campaign but the importance of all of the zones becomes important for moving between zones and accessing the Imperial City zone. By dividing the map up hopefully it allows the server to handle the larger groups of players which is really what players are always going to do. You create choke points like the gates to access the other zones making moving scrolls a potentially more difficult thing to do. It also forces teams to defend multiple points to move scrolls or defend against players entering zones. I think you would have to bring back the potato camps otherwise it could make it hard for any Alliance to take anything.

I'm also thinking of the connecting keeps and outposts having two sides so you have to control both sides to be able to pass through with something like a bridge in between. You could turn the connecting keeps/outposts into battlefields limiting them to 20 players per side with another player being able to enter only after a player has been killed and then maybe a cool down of if a player dies in the battlefield they cannot re-enter that battlefield for 30 mins. I only suggest that as potentially having these choke points could obviously potentially cause even more of a problem for congregation in reality, although I'd hope it wouldn't given you have 4 points of connection between the maps and you could have the two ring keeps as further connection points into the Imperial zone for a total of 6 connection points rather than the current usual smaller connection point fights of an outpost or a keep.

As far as the leader boards goes it could be all combined into one big leader board with points earned in any zone going towards that leader board. Keep all of the campaign bonuses for the one inter connected map.

Thoughts, suggestions, comments or rants?
PUG Life - the true test of your skill

18 characters, 17 max level, at least 1 Stam and 1 Mag of every class, 1 of every race and 1200+ CP

Tanked to Undaunted 9+ Mag and Stam of every class using Group Finder for 90+% of the Vet Dungeon runs
  • Sphinx2318
    Sphinx2318
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    Dear @ZoS,

    --JUST FIX THE [SNIP]ING LAG!!! PERIOD.
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