VaranisArano wrote: »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.
VaranisArano wrote: »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.
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.
VaranisArano wrote: »So again, a solution comes down to player behavior.
VaranisArano wrote: »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.
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.
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.
VaranisArano wrote: »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...
VaranisArano wrote: »
I don't disagree that low-population zerging isn't annoying and frustrating to be on the receiving end of.
VaranisArano 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.
VaranisArano wrote: »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.
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.
techprince 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".
VaranisArano wrote: »techprince 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?