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Campaign point gain needs to be adjusted according to population

techprince
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Outnumbering other alliances 24/7 and capping the entire map after camp resets putting the alliance scoring at unreachable levels (specially in 7 day) heavily discourages other alliances from participating. There is no point in re-capping for competitive reasons.
Why not adjust the campaign point gain according to the population levels of the other factions?
Edited by techprince on November 17, 2017 10:33AM
  • Ranger209
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    Make the objectives worth 10 points a piece instead of 1 point a piece.
    They would be worth this amount of points when all factions were pop locked.
    Every bar under all 3 being pop locked would reduce the value by 10 %.
    So all 3 pop locked has a value of 12 bars (4 bars per faction) and no one on has a value of 3 bars (1 bar per faction).
    Scoring weight would be thus
    12 bars 100%
    11 bars 90%
    10 bars 80%
    9 bars 70%
    8 bars 60%
    7 bars 50%
    6 bars 40%
    5 bars 30%
    4 bars 20%
    3 bars 10%

    The more people that are participating the more weight it should carry toward the scoreboard.
  • Vilestride
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    Guess you guys missed the night capping thread.
  • CyrusArya
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    When the Ottoman hordes had the Romans completely sieged by land and sea, the Romans got an outnumbered handicap and that’s why Constantinople didn’t fall in 1453.

    Oh wait that’s not how war works.

    (before someone comes in and makes a comment about small scale and solo pvp in context of real war, this thread is about campaign scoring and alliance war, not real pvp)
    Edited by CyrusArya on November 16, 2017 9:11PM
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  • frozywozy
    frozywozy
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    • Cap population dynamically between the 3 factions as the number goes up or down (without kicking people out obviously)
    • Delete all useless empty campaigns
    • Open additional campaigns dynamically when needed
    • Make a global scoreboard / leaderboard
    • When the overall number of pvpers grow to support more than one campaign maxed at primetime, bring rules for different campaigns such as different max group size, different points value for objectives, campaign duration, etc.

    Edited by frozywozy on November 16, 2017 8:44PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
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    “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
  • Karm1cOne
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    Change points to reflect who you are against, not total pop. This doesn't screw over people fighting overwhelming forces. So if you are at 1 bar, and the faction you steal resource or keep from is pop locked, you get 4x the points.
  • VaranisArano
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    The best way to address population imbalance over time zones in a 24/7 Cyrodiil campaign is for all factions to have enough players to have balanced populations. When the populations are naturally balanced, you don't see one faction sweeping the map for long periods of time.

    But honestly, that's not something that ZOS can or should enforce. They can't, without privileging certain time zones over other time zones or artificially keeping a low pop faction in the game even more than they already do. If we players want balanced factions at all times, we need to recruit and get players in game at all times.

    The answer to "My faction is getting zerged at oceanic primetime (or whenever)!" isn't "ZOS, make them stop!" like ZOS is the teacher on the playground and your team is losing. You've got the ability to recruit more players, to strengthen the faction, and contest the map.

    That's a solution you can work toward, regardless of what ZOS chooses to do or not to do.
    Edited by VaranisArano on November 16, 2017 10:45PM
  • techprince
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    The best way to address population imbalance over time zones in a 24/7 Cyrodiil campaign is for all factions to have enough players to have balanced populations. When the populations are naturally balanced, you don't see one faction sweeping the map for long periods of time.

    But honestly, that's not something that ZOS can or should enforce. They can't, without privileging certain time zones over other time zones or artificially keeping a low pop faction in the game even more than they already do. If we players want balanced factions at all times, we need to recruit and get players in game at all times.

    The answer to "My faction is getting zerged at oceanic primetime (or whenever)!" isn't "ZOS, make them stop!" like ZOS is the teacher on the playground and your team is losing. You've got the ability to recruit more players, to strengthen the faction, and contest the map.

    That's a solution you can work toward, regardless of what ZOS chooses to do or not to do.

    Timezone issue is not the players fault. You cannot force someone to play at 4AM. Its a global issue and game should add a workaround to this problem. Yes factions can try to recruit players at all times. But why would they? There are 3 different campaigns to choose from and every faction chose theirs. Its easy to just join the faction which is outnumbering others from start.

    So either make a single large instance of cyrodiil so this never happens OR remove the incentive to perma zerg a campaign.
    Edited by techprince on November 17, 2017 10:47AM
  • VaranisArano
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    Timezone issue is not the players' fault. And yet, every time we have these "night-capping" discussion, where does the blame fall? On the players whose playtime happens to be during their timezone's primetime.

    I have yet to see a solution to the imbalances that naturally occur when the campaign is open 24/7 that isn't people asking ZOS to minimize the efforts of people playing during less populated timezones (Let's be honest, the less populated times match up with certain timezones). That effectively punishes people in the less populated timezones for coming out to Cyrodiil and trying got make a difference for their faction.

    Its a 24/7 hour campaign. If you want an equal chance at winning at all times of the day, what you can do is get more players on the map at all times of the day. Asking for ZOS to change the score to favor the timezones when there are more players is effectively diminishing the efforts of the players who can only play when there is less population.
  • frozywozy
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    The least Oceanic players can do when playing on NA during offhours is to not run 24men ballgroups against disorganized pugs. At least reduce your number, split your group in 2 halves and maybe you will find some resemblance of challenge.
    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
  • techprince
    techprince
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    Timezone issue is not the players' fault. And yet, every time we have these "night-capping" discussion, where does the blame fall? On the players whose playtime happens to be during their timezone's primetime.

    I have yet to see a solution to the imbalances that naturally occur when the campaign is open 24/7 that isn't people asking ZOS to minimize the efforts of people playing during less populated timezones (Let's be honest, the less populated times match up with certain timezones). That effectively punishes people in the less populated timezones for coming out to Cyrodiil and trying got make a difference for their faction.

    Its a 24/7 hour campaign. If you want an equal chance at winning at all times of the day, what you can do is get more players on the map at all times of the day. Asking for ZOS to change the score to favor the timezones when there are more players is effectively diminishing the efforts of the players who can only play when there is less population.

    Reducing "campaign points" wont diminish efforts for anyone playing for AP. Whoever plays for competitive reasons (guilds) should be playing against equal amount of players to actually be in a competition, not against NPCs. By zerging a campaign 24/7 simply makes it "easy" for them and thats why they do it. They cant do anything in other campaigns for the same reasons stated in OP.
    Edited by techprince on November 17, 2017 4:01PM
  • VaranisArano
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    So if the real problem here is guilds PvDooring empty campaigns for the sake of PvDooring empty or nearly empty campaigns, why not deal with those guilds?

    I realize that easier said that done, perhaps, but its a lot easier to get together some competition for those guilds than it is for ZOS to rework how scoring is done on Cyrodiil. On smaller campaigns, it may be as easy as asking some of the other faction guilds to switch campaigns for a bit, long enough to force the enemy guilds to actually work at it. I've been on the receiving end of that - my guild raided regularly on Haderus and were pretty dominant in primetime, and eventually a couple of enemy guilds came over from Trueflame and hammered us for a couple of weeks. It was great practice for moving over to Trueflame ourselves.

    I've been on the receiving end of enemy zergs during low population times, and its really frustrating. However, the thing that fixes the problem? Getting more players on the server to fight them. Getting more players on the server is something players can do, regardless of what ZOS does.
    frozywozy wrote: »
    The least Oceanic players can do when playing on NA during offhours is to not run 24men ballgroups against disorganized pugs. At least reduce your number, split your group in 2 halves and maybe you will find some resemblance of challenge.

    This. I'm generally in favor of zergs, seeing them as a great way for new players to learn to PVP and knowing that most zergs form as a natural consequence of faction-oriented, strategic, objective-focused gameplay. But if you have 24 people on a nearly empty server, surely you don't need to bring that level of force to every fight (whether you want to is another matter - if you aren't in Cyrodiil for the fights but are there to take the map, zerging up makes the most sense, and there's no real way to change that). This is also one reason why population isn't all that matters. A 24-man zerg vs 24 disorganized players or small groups on the other factions is going to take the map even though the populations are equal (and if that's the only time they can play, their contributions to the faction shouldn't be diminished in a 24/7 campaign cycle). So again, a solution comes down to player behavior.
  • Rianai
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    So again, a solution comes down to player behavior.

    Of course it is all about player behaviour and players won't just start to behave differently for no reason. Cheating and exploiting is also about player behaviour, so should ZoS do nothing against those things, because eventually players might stop doing it by themselves?
    It is the job of ZoS to provide a healthy gaming enviroment, and currently they aren't doing that well in this regard. Though i think dynamic population caps would be better than scoring changes, because many players don't care about the score and some of those that do might consider it to be unfair.
  • VaranisArano
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    Its ZOS' job to stop cheating and exploiting. Zerging the map at low population and or having a low population to begin with aren't cheats or exploits. Nor is it ZOS' "job" to tell players "you can't zerg the map at low population" or to tell players "I'm sorry, DC decided not to log in this morning, so you can't log in as EP or AD because dynamic population caps." (Faction loyalty, despite evidence to the contrary, is a thing.) I mean, they could make it their job, and you seem to want them to, but I think that would be detrimental to people wanting to play in Cyrodiil.

    The current design of Cyrodiil is a 24/7 server that experiences times of low and high population as well as times of population imbalance because of how and when players log in to play. Population locks for high population makes sense based on our experiences with ZOS' server quality. Artificial locks at other times in an attempt to enforce equality of forces (whether numbers or the score) either limit the population to the lowest common denominator (meaning players who want to play on other factions can't) or diminish the contributions of players playing at those times. Neither fits the current design, and neither is beneficial to the players who want to play at those times.

    In other words, the price I pay for being able to log in at any time short of poplock with my EP toon is that AD and DC might outnumber my faction. Which, this is Cyrodiil, home of the Alliance War designed for groups of 8-24 players and supporting everything from solo players and small groups to zergs and faction stacks. Battlegrounds guarantees equal teams. Cyrodiil does not.
  • Rianai
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    But what about those players that want to PvP (aka fighting other players) but can't because of those imbalances?
    Dynamic population caps won't prevent a player from playing even if they don't want to change their faction, because everyone can play on at least 2 campaigns, and typically it isn't the same faction dominating on multiple campaigns. It would just prevent people from stacking on one side and PvDooring the whole map without resistance, which i doubt is the way this gamemode is meant to be.
  • AddictionX
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    This won't work and the weakest solution put forth.

    Easiest to argue against and little to back it up.

    Your solution is one-sided and that is why you will get the same people say why they personally think its ok to pvdoor and play victim/(insert irrelevant strawman argument here) not only that it sounds difficult for ZOS to implement.
    Edited by AddictionX on November 18, 2017 1:36AM
  • Ranger209
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    Timezone issue is not the players' fault. And yet, every time we have these "night-capping" discussion, where does the blame fall? On the players whose playtime happens to be during their timezone's primetime.

    This is no one's fault, and it is not about pointing fingers. Cyrodiil was made of a size to accommodate over 1000 people, it wasn't built with the intention of being occupied by less than 100 people. When the population dips to these lower levels the game play changes. There are not enough people on to react and defend all keeps. PVDoor runs rampant, there is always some of that going on, but it runs rampant when there are too few people on. At times there can be more points of interest in the game than there are players in Cyrodiil. It is what it is. You will take more objectives undefended because there are not enough people to defend things.

    Human nature takes over and the path of least resistance sucks people in, compounding the issue. Before you know it you have one faction running the map virtually unopposed. If this happens at the right time the map will stay in that condition for a few hours skewing the score, because again there still are not enough players on to sway it back.

    The weighted system I propose isn't directed strictly at day cappers, though that is the worst case scenario. It is incrementally based every step of the way from being pop locked to 1v1v1 bars. The less people that are on the less their actions should impact the score. It is a way to adjust the scoring of what is taking place in a very vast land when to few people are occupying it to maintain its balance on their own.

    Edited by Ranger209 on November 18, 2017 1:34AM
  • VaranisArano
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    Rianai wrote: »
    But what about those players that want to PvP (aka fighting other players) but can't because of those imbalances?
    Dynamic population caps won't prevent a player from playing even if they don't want to change their faction, because everyone can play on at least 2 campaigns, and typically it isn't the same faction dominating on multiple campaigns. It would just prevent people from stacking on one side and PvDooring the whole map without resistance, which i doubt is the way this gamemode is meant to be.

    There currently AREN'T two No CP campaigns. There are two CP campaigns, but again, I submit to you the problem of "Oh, I'm sorry, DC decided not to log in this morning, so you can't log in on EP or AD on your preferred server." Especially when there are already issues with queue times...

    The price I pay for being able to log into whichever server I want, whenever I want (short of pop-lock) is that sometimes my faction might be outnumbered. If my faction is always outnumbered, clearly, some recruiting is in order. Recruiting is something I can do regardless of what ZOS does.
  • Karm1cOne
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    Incentivize playing low pop factions. Give ap bonus to playing in a faction being zerged.
  • VaranisArano
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    Ranger209 wrote: »
    The weighted system I propose isn't directed strictly at day cappers, though that is the worst case scenario. It is incrementally based every step of the way from being pop locked to 1v1v1 bars. The less people that are on the less their actions should impact the score. It is a way to adjust the scoring of what is taking place in a very vast land when to few people are occupying it to maintain its balance on their own.

    Let's math out your weighted system, shall we? For these purposes, I will grant that ZOS' population bars are always accurate and not vulnerable to certain exploits messing with other faction's queues.

    Take Chalman Keep, a hotly contested keep between DC and EP (or Aleswell, or BRK, or Alessia, whatever). Currently Chalman is worth the same number of points regardless of what time of day it gets captured or held. It doesn't matter whether its primetime, poplocked, or dead of the night, oceanic, one bar, or massively imbalance population. Chalman is worth the same number of points 24/7.

    Now under your system, at pop-locked times (Almost always at prime-time, but happens at other times), Chalman Keep is worth 10 points. At dead of the night times, Chalman, alas, is only worth one point. So in other words, a player during a time with only 3 total bars of population has to capture 10 keeps in order to equal the score contribution of a primetime player who captured 1 keep. That's a rather serious diminishing of their efforts.

    Now, let's consider that PvDoor happens during primetime too! In fact, strategic movement and playing the map often gets groups to undefended keeps in ways that are good moves for the faction. One example, if DC and EP are locked into the Aleswell -> Bleakers -> Chalman rush, an EP group might break off to hit Fort Dragonclaw which is probably undefended even when the factions are poplocked. An AD group might hit Blue Road Keep or Drakelowe when most EP defenders are elsewhere. These are smart moves, that also happen to be likely PvDoor keep takes. If an organized raid does it right, they'll PvDoor keeps before the defenders can arrive, even with poplocked factions - adding more points will only encourage that behavior.

    So in this case, an EP group PvDoors Dragonclaw, winning 10 points for their faction! An AD group PvDoors Drakelowe, wining 10 points for their faction. Meanwhile, in a few hours when the population plummets, those EP players who PvDoor a keep only get 1 point for that keep take. AD only gets 1 point for PvDooring Drake while the population is low. If the population is low, those players now are forced to capture more keeps in order to have the same impact as players who play in high population times. Why, that doesn't sound like something that would encourage zerging the map, does it? Even though those groups put forth the same effort and did the same things, one group gets rewarded solely based on the amount of players playing at the same time as them.

    So what's the net result of this? Players who play at times of high population get a much greater reward for what they do than players who play at times of low population. When the server is 24/7 and those times of low population correspond pretty well to certain timezones, your method still works out to effectively diminishing the efforts of players who can only play when the population is lower as a whole. Your system also encourages PvDooring during primetime. Moreover, because PvDoor is prevalent at all levels of population, its quite obvious that players are just being rewarded with greater scores based on how many players are logged in at the time, not based on actual effort.

    I don't disagree that low-population zerging isn't annoying and frustrating to be on the receiving end of. I've dealt with it and I don't appreciate it when it happens to my faction. I don't even disagree that its frustrating to feel like the primetime hours where there are so many players online doesn't have a huge impact on the score. I play primarily during primetime myself and sometimes in the afternoon, and yes, it does feel like I'm just making sure my faction doesn't lose ground instead of being able to rack up all the points because I face serious opposition. However, I STILL have yet to see a solution that doesn't diminish the efforts of players in less populated time zones in a 24/7 server, which your system effectively does, or tie the population locks to the lowest pop faction, i.e. the "DC didn't log in this morning, sorry, you can't play" problem.

    For as long as Cyrodiil campaigns are 24/7 servers that don't turn off when the population drops, I oppose anything that diminishes the contributions that players from all time zones can make towards their faction. If they are logged in to Cyrodiil, their contributions are equal to that of any other player.
  • Rianai
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    There currently AREN'T two No CP campaigns. There are two CP campaigns, but again, I submit to you the problem of "Oh, I'm sorry, DC decided not to log in this morning, so you can't log in on EP or AD on your preferred server." Especially when there are already issues with queue times...

    Why would they decide to not long on for no reason? Of course at the beginning some people (those from dominating factions) will have to wait in queues a lot, and some might even stop playing, but imbalances are probably driving more players away. Over time people will spread out most likely, and then there shouldn't be much queues for anyone except at times when max. pop is reached. Keep in mind, dynamic population caps doesn't mean, every side must have exactly the same amount of players. That's not realistic. But it would prevent extremes like pop locked faction against 2x 1bar each.

    I don't disagree that low-population zerging isn't annoying and frustrating to be on the receiving end of.

    It is annoying and frustrating for everyone who doesn't enjoy PvD/PvE, regardless of faction. It is actually even worse for the stacked faction. When outnumbered you can at least try to fight back ...
  • Biro123
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    Ranger209 wrote: »
    The weighted system I propose isn't directed strictly at day cappers, though that is the worst case scenario. It is incrementally based every step of the way from being pop locked to 1v1v1 bars. The less people that are on the less their actions should impact the score. It is a way to adjust the scoring of what is taking place in a very vast land when to few people are occupying it to maintain its balance on their own.

    Let's math out your weighted system, shall we? For these purposes, I will grant that ZOS' population bars are always accurate and not vulnerable to certain exploits messing with other faction's queues.

    Take Chalman Keep, a hotly contested keep between DC and EP (or Aleswell, or BRK, or Alessia, whatever). Currently Chalman is worth the same number of points regardless of what time of day it gets captured or held. It doesn't matter whether its primetime, poplocked, or dead of the night, oceanic, one bar, or massively imbalance population. Chalman is worth the same number of points 24/7.

    Now under your system, at pop-locked times (Almost always at prime-time, but happens at other times), Chalman Keep is worth 10 points. At dead of the night times, Chalman, alas, is only worth one point. So in other words, a player during a time with only 3 total bars of population has to capture 10 keeps in order to equal the score contribution of a primetime player who captured 1 keep. That's a rather serious diminishing of their efforts.

    Now, let's consider that PvDoor happens during primetime too! In fact, strategic movement and playing the map often gets groups to undefended keeps in ways that are good moves for the faction. One example, if DC and EP are locked into the Aleswell -> Bleakers -> Chalman rush, an EP group might break off to hit Fort Dragonclaw which is probably undefended even when the factions are poplocked. An AD group might hit Blue Road Keep or Drakelowe when most EP defenders are elsewhere. These are smart moves, that also happen to be likely PvDoor keep takes. If an organized raid does it right, they'll PvDoor keeps before the defenders can arrive, even with poplocked factions - adding more points will only encourage that behavior.

    So in this case, an EP group PvDoors Dragonclaw, winning 10 points for their faction! An AD group PvDoors Drakelowe, wining 10 points for their faction. Meanwhile, in a few hours when the population plummets, those EP players who PvDoor a keep only get 1 point for that keep take. AD only gets 1 point for PvDooring Drake while the population is low. If the population is low, those players now are forced to capture more keeps in order to have the same impact as players who play in high population times. Why, that doesn't sound like something that would encourage zerging the map, does it? Even though those groups put forth the same effort and did the same things, one group gets rewarded solely based on the amount of players playing at the same time as them.

    So what's the net result of this? Players who play at times of high population get a much greater reward for what they do than players who play at times of low population. When the server is 24/7 and those times of low population correspond pretty well to certain timezones, your method still works out to effectively diminishing the efforts of players who can only play when the population is lower as a whole. Your system also encourages PvDooring during primetime. Moreover, because PvDoor is prevalent at all levels of population, its quite obvious that players are just being rewarded with greater scores based on how many players are logged in at the time, not based on actual effort.

    I don't disagree that low-population zerging isn't annoying and frustrating to be on the receiving end of. I've dealt with it and I don't appreciate it when it happens to my faction. I don't even disagree that its frustrating to feel like the primetime hours where there are so many players online doesn't have a huge impact on the score. I play primarily during primetime myself and sometimes in the afternoon, and yes, it does feel like I'm just making sure my faction doesn't lose ground instead of being able to rack up all the points because I face serious opposition. However, I STILL have yet to see a solution that doesn't diminish the efforts of players in less populated time zones in a 24/7 server, which your system effectively does, or tie the population locks to the lowest pop faction, i.e. the "DC didn't log in this morning, sorry, you can't play" problem.

    For as long as Cyrodiil campaigns are 24/7 servers that don't turn off when the population drops, I oppose anything that diminishes the contributions that players from all time zones can make towards their faction. If they are logged in to Cyrodiil, their contributions are equal to that of any other player.

    I don't think it does diminish the efforts.
    Primetime keep-takes usually involve 60+ players on each side for an hour or more. Off-peak pvdoor takes are generally 15 players vs 3-5 taking a keep in 5 minutes.

    Your mistake is thinking that the two involve the same efforts both individually and collectively. They obviously don't.

    Let's go a step further and apply an 'effort value' to these examples. Let's say 1 effort point = 1 players efforts for 5inutes.
    For the off-peak example, that's 1 point of effort per player, and 15 points of 'effort' for the faction.
    For the preak-time example, if the siege takes 1 hour, then its 12 points of effort per player and 720 for the faction.
    The two really do not compare.

    The score adjustment may not be the best out there, but something IS needed.
    Perhaps link the campaign score for a keep to the ap rewards for its capture? Perhaps also reduce the scores over time to reduce the impact of the 'last faction to log off', or the impact of long-duration off-peak faction domination.

    The overriding point that needs addressing is, though that the 'collective effort' of peak-time players is much higher than off-peak players simply because there are more of them. But they have the least impact on campaign score.
    That simply isnt right.
    Minalan owes me a beer.

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  • Ranger209
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    Biro123 wrote: »

    I don't think it does diminish the efforts.
    Primetime keep-takes usually involve 60+ players on each side for an hour or more. Off-peak pvdoor takes are generally 15 players vs 3-5 taking a keep in 5 minutes.

    Your mistake is thinking that the two involve the same efforts both individually and collectively. They obviously don't.

    Let's go a step further and apply an 'effort value' to these examples. Let's say 1 effort point = 1 players efforts for 5inutes.
    For the off-peak example, that's 1 point of effort per player, and 15 points of 'effort' for the faction.
    For the preak-time example, if the siege takes 1 hour, then its 12 points of effort per player and 720 for the faction.
    The two really do not compare.

    Combine this with the other prime time extreme where resources and towns may be flipped 2, 3, or 4 times in an hour with no one's efforts having an impact at all toward the score except the last group to flip it before the scoring tick.

    Conversely in off peak hours one person can take a resource or town on their own, and then have it not reclaimed by anyone for 2, 3, or 4 hours. That one person has an extreme effect on the score. Now say that person goes and gets 9 resources on their own that do not get reclaimed for multiple hours.

    If 25 people color the map 1 color and gate camp the other 2 factions for 2 or 3 hours until finally enough of a resistance is online to push back then those 25 people have made an enormous impact on the score simply because of lack of population, and the fact that the vast majority online at that time were of the same faction.

    Edited by Ranger209 on November 18, 2017 10:37AM
  • VaranisArano
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    You ignored my entire point about PvDoor happening at all times on the map. Prime-time keep taking involves plenty of PvDoor as well - I play on PC/NA Vivec and the back home keeps get PvDoored all the time, and with the right movement, a raid can PvDoor an emp ring keep and have the place repaired and sewn up before the defenders arrive.

    If you do it right, you can have 15 players vs 3-5 defenders taking a keep in 5 minutes in prime-time on NA'a most populated server. I've been there, done that regularly, had it done to me regularly. Its simply a matter of reading the map and striking out away from the main zergs (who are dealing with those hour long keep takes you pointed out). Which is where your system breaks down, because I'm doing the exact same thing as low pop groups and getting a much greater reward simply by virtue of more players being online. Its not on the same scale as it happens during low pop times, but your system would definitely encourage PvDoor on primetime.

    But whatever. Debating your system isn't my real point.

    ZOS has chosen to make every player's effort equal at all times of the day. If you take a keep, your points count that same as everyone else's on a steady time frame. Does that make for out-sized effects on the score? Yes. Does it mean that everyone can log on at any time and have the exact same point value for their efforts? Yes. You take a keep, you get the points. Not, you take a keep, you get less points because there are less players or you take a keep, you get more points because there are more players. ZOS has chosen to reward players for their efforts, not balance the campaign score, and in a 24/7 server where you can log on at any time of the day and push for your faction, players should be rewarded with the exact same point gain in the score, not be punished for only being able to play at low-pop times in the name of balancing the score.

    The current Cyrodiil score is about the collective effort of players spread out over a 24/7 period of time, where every single player who logs in gets the same rewards for taking keeps and resources, regardless of the time they can play. You want the efforts of primetime players to get special rewards because there are more of you in a short amount of time, and the efforts of players in less populated time zones to get less because there are less of them over a longer period of time. ZOS has instead chosen to make it fair for all players that they get equal rewards for the faction points regardless of of what time they log in, because this is a 24/7 server with players in all timezones.

    My real point is this. As long as Cyrodiil is a 24/7 server open to players of all time zones, players of all time zones have to be able to log in and contribute to the faction equally. ZOS has chosen the simplest method - keeps and resources award the same number of points no matter what time of day it is or how high or low the population is. This isn't perhaps the most fair way of figuring the campaign score, but its is the most fair way of dealing with all players of all time zones. If you log in and take a keep or a resource, your contribution is the same, no matter the time you play.

  • Biro123
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    Yes, I did ignore primetime pvdoor- because it usually happens in keeps where the attacker doesn't have supply lines, so they are usually quickly retaken so the overall score impact is minimal compared to an off-peak pvdoor which can stay that color for many hours.

    The problem isn't the timezones, and I don't think anyone is saying that it is.. Its population imbalance. It just so happens due to pop-lock, the imbalance doesn't really happen at primetime.
    But off-peak, it does. The only thing that can 'fix' it is the players themselves. Stacking the strongest faction is the problem. The solution is for some of those players to switch to the weaker faction (or to a campaign where their faction is weaker). However history has proven that the average player doesn't want to do that..

    So basically a nudge is required. Something that makes them think it is in their interest to switch. That can only come from Zos with some kind of tweaking of rewards.

    I simply don't agree with your view of 'effort'. I can fight hard at primetime for 3 hours over a single keep.. Or take the whole map in 1 hour off-peak. That is NOT equal reward for effort.

    The simple fact is that PvP is broken because the vast majority of players have the least impact on the scores. For years many primetime players have given up on playing the campaign simply because they all know that whatever they do, the map will be yellow for the other 2/3rds of the day and AD will always win.... So why bother?

    That is broken and you cannot argue otherwise.
    Minalan owes me a beer.

    PC EU Megaserver
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  • VaranisArano
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    Population imbalance and low population times (both of which are being discussed on this thread) happens because of timezones. There's no way to talk about times of major population imbalance or the impact that low population times have on the faction score without effectively talking about timezones. "Primetime" is a timezone where the majority of NA players can play after work. Low population times track pretty well to certain timezones.

    From a certain standpoint, PVP is broken and unfair because, as you say, the vast majority of players have less impact on the score.

    From a certain standpoint, PVP is fair because every player, regardless of timezone or faction population, can log in, take a keep or resource, and score the same amount of points.

    ZOS has chosen to to give every player in a 24/7 server the same number of points for doing the same things. You take a keep, you get the same points. Every player gets the same rewards for the same objectives, 24/7.

    In short, Cyrodiil is currently a 24/7 server. If you want players who only play for 3-5 hours to make the biggest difference, maybe you need a server that isn't 24/7.
  • Ranger209
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    ZOS has chosen to make every player's effort equal at all times of the day. If you take a keep, your points count that same as everyone else's on a steady time frame. Does that make for out-sized effects on the score? Yes. Does it mean that everyone can log on at any time and have the exact same point value for their efforts? Yes. You take a keep, you get the points. Not, you take a keep, you get less points because there are less players or you take a keep, you get more points because there are more players. ZOS has chosen to reward players for their efforts, not balance the campaign score, and in a 24/7 server where you can log on at any time of the day and push for your faction, players should be rewarded with the exact same point gain in the score, not be punished for only being able to play at low-pop times in the name of balancing the score.

    But you don't get the points when you take the keep. You have to take the keep and hold it until the score tick, or if you lose it you have to take it again and win it back before the score tick. If all you have to do to score points is take keeps because no one is on to take them back from you, well this is exactly the issue.

    If you want to talk about people being punished, which I find silly, but if you do, then the people being punished are those playing primetime. It is possible for me to play 4 hours, help take 6 keeps and 12 resources and have absolutely 0 impact on the score because everything that I helped to acquire was then again lost before it could be scored. So am I being punished because there are too many people on and they keep taking my stuff back? No not really. It's the game and the way the scoring currently works. There are direct relationships between how fast points of interest flip back and forth, and the number of people in Cyrodiil. When the population gets too low they don't flip back and forth at all much, but rather they stay one color for long periods of time. The scoring system needs to be adjusted to account for this.
  • O_LYKOS
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    Maybe the other alliances should work together and do something in order to keep up. Just cause one alliance communicates and works together in order to win doesn't mean changes need to be made to give the others a chance.
    PC NA - GreggsSausageRoll
  • techprince
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    O_LYKOS wrote: »
    Maybe the other alliances should work together and do something in order to keep up. Just cause one alliance communicates and works together in order to win doesn't mean changes need to be made to give the others a chance.

    Other alliances zerg other campaigns, thats what they do. Why would an alliance play 4 vs 25 in an already lost map? makes 0 sense. And lol at "communication".
    Edited by techprince on November 19, 2017 3:50AM
  • VaranisArano
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    techprince wrote: »
    O_LYKOS wrote: »
    Maybe the other alliances should work together and do something in order to keep up. Just cause one alliance communicates and works together in order to win doesn't mean changes need to be made to give the others a chance.

    Other alliances zerg other campaigns, thats what they do. Why would an alliance play 4 vs 25 in an already lost map? makes 0 sense. And lol at "communication".

    To be fair, I've definitely been on when we had equal numbers to the other factions, but they were running in a 24-man raid and we were in 3 eight-man groups that weren't working together. Guess how that turned out for us?
  • techprince
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    techprince wrote: »
    O_LYKOS wrote: »
    Maybe the other alliances should work together and do something in order to keep up. Just cause one alliance communicates and works together in order to win doesn't mean changes need to be made to give the others a chance.

    Other alliances zerg other campaigns, thats what they do. Why would an alliance play 4 vs 25 in an already lost map? makes 0 sense. And lol at "communication".

    To be fair, I've definitely been on when we had equal numbers to the other factions, but they were running in a 24-man raid and we were in 3 eight-man groups that weren't working together. Guess how that turned out for us?

    Lets assume your alliance manages to retake atleast 2 scrolls and 6 keeps. You alliance is most likely to lose all of it the next day. This is not communication. This is perma zerging. Other alliances will do the same in other camps because of it. There is 0 incentive to play in an already lost campaign.
    Edited by techprince on November 19, 2017 4:01AM
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