BrassRazoo wrote: »So basically you want people to not be able to play PvP?
Those 4 defenders were outnumbered because their potential teammates were busy outnumbering the EP on another campaign.

WarlordGrievous wrote: »WarlordGrievous wrote: »I get what you want and why,but In all honesty I don't think this game the way its pvp is set up will ever work around dynamic population caps due to how the campaign system is done because let me ask you this if people set home to one campaign and its full for them what the hell they going to do?wait *** that I mean some people pay to play/its just unfair to punish people's choice of faction you going to make them wait?Also if you say just go to guest campaign let me say this no rewards besides ap,so that wouldn't work.Sorry if this comes across as too heavy handed,but I just don't see how this would work unless pvp is redone almost and since we haven't had any real pvp content it is very very unlikely that they will overhaul pvp.
I take it your EP?
I play every faction for your information and I'm just giving criticism that's all.Your idea seems bias and directed at one faction.
Lava_Croft wrote: »The idea of letting the enemy have control over how many of my own faction are allowed in a given campaign doesn't sound all that great to me. There must be a better solution.
AhPook_Is_Here wrote: »Take your group for example, your 4 man scroll defense. Are you saying that EP should be limited to 4 players as well on the server?
But that's the beauty of dynamic caps. With them, there would not be only 4 people defending in the firstplace.
The issue is not that there are more EP than DC in the game as a whole. The issue is that EP plays on a different server than DC. Those 4 defenders were outnumbered because their potential teammates were busy outnumbering the EP on another campaign. With dynamic caps, those DC would be playing with me defending the temple, because the other campaign would have a queue for them.
After a while, dynamic caps would cause people to naturally migrate/spread out to campaigns that would give them the shortest queues, and the population would be spread out evenly across all campaigns, on all sides.
1, Being outnumbered the vast majority of time is more frustrating than having to spend some time in queue before entering cyrodiil.
bertenburnyb16_ESO wrote: »1, Being outnumbered the vast majority of time is more frustrating than having to spend some time in queue before entering cyrodiil.
uhu spending on average 3h in Q is awsome.... -_-
most times I spend more time in Q then in Cyro
not everybody can play when they want, most are forced to play prime time (as why its called prime time) and Q's are already between 150-200 average, this so called 'dynamic population' would only make it alot worse.
terrrrrible idea
Agrippa_Invisus wrote: »bertenburnyb16_ESO wrote: »1, Being outnumbered the vast majority of time is more frustrating than having to spend some time in queue before entering cyrodiil.
uhu spending on average 3h in Q is awsome.... -_-
most times I spend more time in Q then in Cyro
not everybody can play when they want, most are forced to play prime time (as why its called prime time) and Q's are already between 150-200 average, this so called 'dynamic population' would only make it alot worse.
terrrrrible idea
Go to another server and reinforce the flagging population of your faction there.
Selfishly sticking to one campaign, no matter the cost, is putting ESO in the position it's in -- with a bunch of monotone campaigns where there is no PVP.
Be part of the solution, stop being stuck in that queue, and move.
AhPook_Is_Here wrote: »AhPook_Is_Here wrote: »Take your group for example, your 4 man scroll defense. Are you saying that EP should be limited to 4 players as well on the server?
But that's the beauty of dynamic caps. With them, there would not be only 4 people defending in the firstplace.
The issue is not that there are more EP than DC in the game as a whole. The issue is that EP plays on a different server than DC. Those 4 defenders were outnumbered because their potential teammates were busy outnumbering the EP on another campaign. With dynamic caps, those DC would be playing with me defending the temple, because the other campaign would have a queue for them.
After a while, dynamic caps would cause people to naturally migrate/spread out to campaigns that would give them the shortest queues, and the population would be spread out evenly across all campaigns, on all sides.
I don't see what you are promising here that can't just be fixed by removing 2 servers.
Also I'm not sure your premise is right. How does the server handle it when one faction logs for the night? Does the server close when one faction outnumbers another by X% or does the server start to kick the dominate faction in some specific order off the server till more opposition logs in? When does a server have enough people to actually start? Will there still be static servers with this new system or when a campaign becomes underpopulated by one faction will it simply reset completely? How is group queuing handled so that a large group of friends can queue together, say a dozen? What happens to the other factions when one faction is defeated and the others decide to log for the night? Since there will be no guesting with this system i suppose, what alternative to defeat is there for those getting dominated than to leave the game temporarily or longer?
I guess I don't really understand how you intend this to work, if it is a system on top of the static servers, an additional limiter system will by definition limit player liquidity. If you remove guesting that also lowers player liquidity dramatically. Now you have players chasing action because there are way too many servers in NA. If they can't chase that action they will log when Cyrodiil becomes dead, and likely not log back in till the other side forced to play on one server does the same. In fact with this system, on top of the static server system, they wouldn't even be able to.
If Cyrodiil goes away as we know it today and becomes a kind of Alterac Valley where it exists till X events have occurred or population becomes unbalanced and the server closes till sufficient liquidity exists to start an instance that might work. If one becomes "full" another could start till the maximum number of matched players were paired. Group queuing would be possible and grouped players could be prioritized into instances with other grouped players to foster competition. I could see THIS working, but not a filtration system on top of the existing static servers.
Finally if this was done they should remove all the PVE aspects of Cyrodiil and put them into some static PVE only version of Cyrodiil that is faction specific like the other zones so players can finish their achievements without interfering with the game play of PVPers by removing active participants from the liquidity pool. Not only would this remove the % of players that aren't participating in a campaign from it, but it would also maintain the integrity of the achievements for those players and ones who have already completed them.
AhPook_Is_Here wrote: »AhPook_Is_Here wrote: »Take your group for example, your 4 man scroll defense. Are you saying that EP should be limited to 4 players as well on the server?
But that's the beauty of dynamic caps. With them, there would not be only 4 people defending in the firstplace.
The issue is not that there are more EP than DC in the game as a whole. The issue is that EP plays on a different server than DC. Those 4 defenders were outnumbered because their potential teammates were busy outnumbering the EP on another campaign. With dynamic caps, those DC would be playing with me defending the temple, because the other campaign would have a queue for them.
After a while, dynamic caps would cause people to naturally migrate/spread out to campaigns that would give them the shortest queues, and the population would be spread out evenly across all campaigns, on all sides.
I don't see what you are promising here that can't just be fixed by removing 2 servers.
Also I'm not sure your premise is right. How does the server handle it when one faction logs for the night? Does the server close when one faction outnumbers another by X% or does the server start to kick the dominate faction in some specific order off the server till more opposition logs in? When does a server have enough people to actually start? Will there still be static servers with this new system or when a campaign becomes underpopulated by one faction will it simply reset completely? How is group queuing handled so that a large group of friends can queue together, say a dozen? What happens to the other factions when one faction is defeated and the others decide to log for the night? Since there will be no guesting with this system i suppose, what alternative to defeat is there for those getting dominated than to leave the game temporarily or longer?
I guess I don't really understand how you intend this to work, if it is a system on top of the static servers, an additional limiter system will by definition limit player liquidity. If you remove guesting that also lowers player liquidity dramatically. Now you have players chasing action because there are way too many servers in NA. If they can't chase that action they will log when Cyrodiil becomes dead, and likely not log back in till the other side forced to play on one server does the same. In fact with this system, on top of the static server system, they wouldn't even be able to.
If Cyrodiil goes away as we know it today and becomes a kind of Alterac Valley where it exists till X events have occurred or population becomes unbalanced and the server closes till sufficient liquidity exists to start an instance that might work. If one becomes "full" another could start till the maximum number of matched players were paired. Group queuing would be possible and grouped players could be prioritized into instances with other grouped players to foster competition. I could see THIS working, but not a filtration system on top of the existing static servers.
Finally if this was done they should remove all the PVE aspects of Cyrodiil and put them into some static PVE only version of Cyrodiil that is faction specific like the other zones so players can finish their achievements without interfering with the game play of PVPers by removing active participants from the liquidity pool. Not only would this remove the % of players that aren't participating in a campaign from it, but it would also maintain the integrity of the achievements for those players and ones who have already completed them.
Remove guest campaigns, instead have one home campaign in that your AP are counted for the leaderboard but you still can queue for any campaign even if you didn't sign up.
If the dynamic caps would allow one faction to ounumber the others with a plus of 25-30 people, group queue can just be left alone. Alternatively, you could cap the number of people who can queue as one group to a small group (4 players).
If one faction is outnumbering other factions with more players than our cap (whatever number that may be) you can not start queuing anymore. No need to kick players out of the campaign.
We don't need a PvE version of Cyrodiil, if you want achievements, do what they ask of you, in this case entering a PvP zone and taking the "risk" to fight other players. I really wouldn't have a problem with some PvEers spread out across the map or even doing Dolmens and Quests with their raids.
And about just removing 2 servers... not on EU.
Edit:
Since some people go on saying they don't want people to be locked out from PvP - if the "overflow cap" is not to small, people can still enter as long as no faction (or not two factions, could design it that way, too) is drastically outnumbered. If they were drastically outnumbered, you shouldn't join in the first place.
Methariorn wrote: »IMHO the best option is to denny an home/guest change untill the end of that campain; and to prevent to jump on any other campain. After a couple of rounds people good sense should learn that it's not fun having a buff campain with no one to fight and no place to jump to do real pvp. I care less about night cap (every faction do it) or zerging (the same..every faction zerg, the more or the less. Maybe, one day, ppl will also learn that making lag is not that fun, and thay can zerg and fight without spamming useless skillsCommon good sense would fix 80% of the pvp issue.
ps.: Elo'dryel where are you playing latley? Kalisha and me, seriusly, miss chasing you.
Sorry for my English.
cozmon3c_ESO wrote: »Dynamic locks on factions i think is a good idea but you also have to look at how it can be abused.
lets say minimum lock is set to 24 players per factions because you cannot have 0 or no one will be able to join.
how this can be abused
-no matter the population size, and because you can have multiple characters on different factions, whats to stop a guild from say ep (because they have the most) from pushing the pop lock from the other factions with there alternate characters of the other factions just to be unimpeded with there own faction EP. In turn locking out the real fighting members of the other factions from even competing. when at locked capacity of all alliances at max population, the more this can be exploited.
AhPook_Is_Here wrote: »AhPook_Is_Here wrote: »Take your group for example, your 4 man scroll defense. Are you saying that EP should be limited to 4 players as well on the server?
But that's the beauty of dynamic caps. With them, there would not be only 4 people defending in the firstplace.
The issue is not that there are more EP than DC in the game as a whole. The issue is that EP plays on a different server than DC. Those 4 defenders were outnumbered because their potential teammates were busy outnumbering the EP on another campaign. With dynamic caps, those DC would be playing with me defending the temple, because the other campaign would have a queue for them.
After a while, dynamic caps would cause people to naturally migrate/spread out to campaigns that would give them the shortest queues, and the population would be spread out evenly across all campaigns, on all sides.
I don't see what you are promising here that can't just be fixed by removing 2 servers.
Also I'm not sure your premise is right. How does the server handle it when one faction logs for the night?
Does the server close when one faction outnumbers another by X% or does the server start to kick the dominate faction in some specific order off the server till more opposition logs in? When does a server have enough people to actually start? Will there still be static servers with this new system or when a campaign becomes underpopulated by one faction will it simply reset completely? How is group queuing handled so that a large group of friends can queue together, say a dozen? What happens to the other factions when one faction is defeated and the others decide to log for the night? Since there will be no guesting with this system i suppose, what alternative to defeat is there for those getting dominated than to leave the game temporarily or longer?
cozmon3c_ESO wrote: »Dynamic locks on factions i think is a good idea but you also have to look at how it can be abused.
lets say minimum lock is set to 24 players per factions because you cannot have 0 or no one will be able to join.
how this can be abused
-no matter the population size, and because you can have multiple characters on different factions, whats to stop a guild from say ep (because they have the most) from pushing the pop lock from the other factions with there alternate characters of the other factions just to be unimpeded with there own faction EP. In turn locking out the real fighting members of the other factions from even competing. when at locked capacity of all alliances at max population, the more this can be exploited.
You can have multiple characters on different factions, but it is not possible for them to play in the same campaign. Your EP characters have to play in a different one than your DC alts.
AhPook_Is_Here wrote: »AhPook_Is_Here wrote: »Take your group for example, your 4 man scroll defense. Are you saying that EP should be limited to 4 players as well on the server?
But that's the beauty of dynamic caps. With them, there would not be only 4 people defending in the firstplace.
The issue is not that there are more EP than DC in the game as a whole. The issue is that EP plays on a different server than DC. Those 4 defenders were outnumbered because their potential teammates were busy outnumbering the EP on another campaign. With dynamic caps, those DC would be playing with me defending the temple, because the other campaign would have a queue for them.
After a while, dynamic caps would cause people to naturally migrate/spread out to campaigns that would give them the shortest queues, and the population would be spread out evenly across all campaigns, on all sides.
I don't see what you are promising here that can't just be fixed by removing 2 servers.
That would work as well, yes. One single campaign for all would handle the 'avoiding each other' issue quite nicely. Unfortunately, we are stuck with a minimum of three campaigns, because it is currently not possible to play the same campaign with two characters, each on a different faction. So you need a minimum of 3 campaigns, for the players who have alts on 3 different factions and wish to pvp with all of them.Also I'm not sure your premise is right. How does the server handle it when one faction logs for the night?
Does the server close when one faction outnumbers another by X% or does the server start to kick the dominate faction in some specific order off the server till more opposition logs in? When does a server have enough people to actually start? Will there still be static servers with this new system or when a campaign becomes underpopulated by one faction will it simply reset completely? How is group queuing handled so that a large group of friends can queue together, say a dozen? What happens to the other factions when one faction is defeated and the others decide to log for the night? Since there will be no guesting with this system i suppose, what alternative to defeat is there for those getting dominated than to leave the game temporarily or longer?
One side losing players will simply lower the cap for the other side. It won't kick anyone, it just won't allow new players to replace any that log out until the numbers are roughly even again. Other than that, the campaign will work exactly as it does now.