Cyrodiil

Aeladiir
Aeladiir
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This is how Cyrodiil should be designed:
cyrodiil.png
Zone 1: DC vs EP
Zone 2: EP vs AD
Zone 3: AD vs DC
Zone 4: AD vs DC vs EP + Imperial City
The sizes of Z1, Z2, Z3 would be comparable to the basic PvE maps which is still pretty huge, while Z4, combined with Imperial City would be a bit larger.

Now, we all know Cyrodiil as a whole is one laggy mess that's hardly playable. Honestly, I think the lag could be reduced by splitting the entire province into 4 different zones where the three factions would fight for dominance over its lands. By reducing the size, you'd be reducing the amount of players per zone, therefore reducing the amount of effects taking place at the same lag and reducing lag. But by doing that you would actually increase the stability of PvP, no?
Smaller maps = no running simulator, respawning almost instantly takes you back into action (honestly, I think that fast travel with the Scrolls in Cyrodiil is BS).
It would, imho, become even more enjoyable.

I don't know how many people can play PvP at the same time, but let's make an example: Let's say right now Cyrodiil is at 300v300v300. In seperate zones it could easily be up to 150v150 and 150v150v150, which would overall result in LARGER population fighting over the forts in the province (In large Cyrodiil = 900, in seperate zones = 3×300+1×450 => 1350).

1 server = 1 zone
Edited by Aeladiir on March 23, 2015 5:33PM
  • Hocofaisan
    Hocofaisan
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    I think I am missing part of your post:

    Are these changes you want to see happen?
  • pmn100b16_ESO
    pmn100b16_ESO
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    Is the answer illuminati?
  • JTorus
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    I understand what you're attempting to illustrate as a solution, but the biggest flaw would be that zones 1, 2 & 3 would see a significantly fewer amount of participants, while 4 would quickly become population locked. Cyrodiil's current design is pretty fluid with battle mechanics even though lots of us would like to see more. But segmenting that stuff behind a loading screen and/or a queue would discourage participation.

    Obviously a proposal to reduce lag, but this is a treatment for a symptom, the root of the cause needs to be addressed.
  • Aeladiir
    Aeladiir
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    JTorus wrote: »
    I understand what you're attempting to illustrate as a solution, but the biggest flaw would be that zones 1, 2 & 3 would see a significantly fewer amount of participants, while 4 would quickly become population locked. Cyrodiil's current design is pretty fluid with battle mechanics even though lots of us would like to see more. But segmenting that stuff behind a loading screen and/or a queue would discourage participation.

    Obviously a proposal to reduce lag, but this is a treatment for a symptom, the root of the cause needs to be addressed.

    It wouldn't only be a possible solution to the lag, it would also enable more people to play PvP since, as far as I know, there's a lot of people who just can't play it because of massive FPS drop. This would fix it and the zone would be much more action packed and due to smaller numbers more balanced (like, right now you can - from time to time - see that one faction is locked and the other has only two lines -> with less player slots, the campaign would be easier to fill and the fight between the factions more equal).
  • Aeladiir
    Aeladiir
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    Because, as we all know, Zenimax promised to deliver an EPIC PvP. And numbers =/= epicness. Quality of the campaign, the experience = adds a great deal to epicness, imo.

    Edited by Aeladiir on March 23, 2015 5:31PM
  • yodased
    yodased
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    Remove particles effects from cyrodiil. Lag gone.

    #fixedit
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Kragorn
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    Hocofaisan wrote: »
    I think I am missing part of your post:

    Are these changes you want to see happen?

    What about
    This is how Cyrodiil should be designed:

    confused you?

  • pmn100b16_ESO
    pmn100b16_ESO
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    Kragorn wrote: »
    Hocofaisan wrote: »
    I think I am missing part of your post:

    Are these changes you want to see happen?

    What about
    This is how Cyrodiil should be designed:

    confused you?

    What about
    Edited by domenthechief on March 23, 2015 5:33PM

    confused you?
  • Lord_Kreegan
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    Okay...

    It's not so much the total number of participants in Cyrodil that is causing network latency, but the concentration of players in any one area.

    When designing the netcode for these sorts of systems, the server ONLY provides you the information "that is relevant"; that is, information on the NPCs and players you can perceive (or potentially will be perceiving soon)... not every player and NPC in the whole zone.

    Fundamentally, your client periodically sends a message to the server to the effect of "I'm at X,Y,Z heading at alpha degrees." The server sends you updates on every relevant object within abcd meters, using dead reckoning algorithms to predict your location and the location of other players and NPCs... Every player in Cyrodil is getting those messages; just the size of the messages varies.

    For a given number of players, the number of messages doesn't vary... so, whether you have 1500 players in one large zone or 500 spread across three sub-zones, the number of messages going out is the same. The problem occurs when the size of that message is large (and that may mean breaking the message into multiple parts) because of the number of relevant objects that have to be updated.

    That is, when the objects (players, NPCs, VFX) are concentrated in a small area a whole lot of info has to be communicated. That is the problem.

    The limits on the numbers of players in Cyrodil has to do with how many of those "Send me info" messages the server can handle; ostensibly, the zone can handle a lot more players, but only IF they are dispersed around the zone... which doesn't happen. If 6000 players were equally distributed around Cyrodil, nobody within the range of perception of anyone else, I'm sure the server could handle it just fine.

    On the one hand, yes, lag can be improved by minimizing the number of players in an area or sub-zone... but that has to be in terms of areas of perception. So for example, if you wanted to make each keep a sub-zone and dramatically limit the number of players that could attack or defend each keep, you could eliminate lag entirely.

    BUT, as indicated above, your PvP wouldn't exactly be epic at that point...
    Edited by Lord_Kreegan on March 23, 2015 6:45PM
  • Aeladiir
    Aeladiir
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    Awesome, very informative post - I wasn't (entirely) aware of that. Cleared a lot of stuff for me.
  • Mountain_Dewed
    Mountain_Dewed
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    Ideas...
  • Gothlander
    Gothlander
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    Aeladiir wrote: »
    This is how Cyrodiil should be designed:
    cyrodiil.png
    Zone 1: DC vs EP
    Zone 2: EP vs AD
    Zone 3: AD vs DC
    Zone 4: AD vs DC vs EP + Imperial City
    The sizes of Z1, Z2, Z3 would be comparable to the basic PvE maps which is still pretty huge, while Z4, combined with Imperial City would be a bit larger.

    Now, we all know Cyrodiil as a whole is one laggy mess that's hardly playable. Honestly, I think the lag could be reduced by splitting the entire province into 4 different zones where the three factions would fight for dominance over its lands. By reducing the size, you'd be reducing the amount of players per zone, therefore reducing the amount of effects taking place at the same lag and reducing lag. But by doing that you would actually increase the stability of PvP, no?
    Smaller maps = no running simulator, respawning almost instantly takes you back into action (honestly, I think that fast travel with the Scrolls in Cyrodiil is BS).
    It would, imho, become even more enjoyable.

    I don't know how many people can play PvP at the same time, but let's make an example: Let's say right now Cyrodiil is at 300v300v300. In seperate zones it could easily be up to 150v150 and 150v150v150, which would overall result in LARGER population fighting over the forts in the province (In large Cyrodiil = 900, in seperate zones = 3×300+1×450 => 1350).

    1 server = 1 zone

    Interesting.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    TESO needs a wardrobe system badly. Something similar to WoW's tmog system would make this game one of the best mmorpg out there!
  • VaranisArano
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    But I'll miss seeing the occasional AD group who decides to make Bruma their guild hall! Those guys are always fun.

    This would also play havoc with PVE questing. I'm not really a fan of the idea. Most solutions to the problem of too many plays try to change Cyrodiil rather than fixing the root issue of the servers and this one is no different.

    We used to be able to have large populations in one area and not see crippling lag. The problem isn't the number of players, its the servers. Don't alter Cyrodiil to try to work around the broken servers. That just leaves you with broken servers.
  • Gothlander
    Gothlander
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    But I'll miss seeing the occasional AD group who decides to make Bruma their guild hall! Those guys are always fun.

    This would also play havoc with PVE questing. I'm not really a fan of the idea. Most solutions to the problem of too many plays try to change Cyrodiil rather than fixing the root issue of the servers and this one is no different.

    We used to be able to have large populations in one area and not see crippling lag. The problem isn't the number of players, its the servers. Don't alter Cyrodiil to try to work around the broken servers. That just leaves you with broken servers.

    That is pretty funny. AD guild making Bruma their guild hall. It's a pretty good idea though for a RPPVP guild to claim a town as their own. And defending it will be part of the guilds duty.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    TESO needs a wardrobe system badly. Something similar to WoW's tmog system would make this game one of the best mmorpg out there!
  • SkillzMFG
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    yodased wrote: »
    Remove particles effects from cyrodiil. Lag gone.

    #fixedit

    Make everyone in Cyrodiil wear skeleton morph

    gg ez
  • TequilaFire
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    179809d1373210666t-apple-going-down-billions-tax-fraud-thread-necromancy.png
  • VaranisArano
    VaranisArano
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    179809d1373210666t-apple-going-down-billions-tax-fraud-thread-necromancy.png

    Well, shoot I didn't realize this was a necro'ed thread from March 2015. Thanks for pointing that out!
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