
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.
Hocofaisan wrote: »I think I am missing part of your post:
Are these changes you want to see happen?
domenthechief wrote: »This is how Cyrodiil should be designed:
Hocofaisan wrote: »I think I am missing part of your post:
Are these changes you want to see happen?
What aboutdomenthechief wrote: »This is how Cyrodiil should be designed:
confused you?
Edited by domenthechief on March 23, 2015 5:33PM
This is how Cyrodiil should be designed:
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
VaranisArano wrote: »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.
TequilaFire wrote: »