MCBIZZLE300 wrote: »Was thinking, the maximum population of cyrodiil could be halved. That way it would reduce the strain on the servers and at the same time fill the completely dead other campaigns. Thoughts?
SavageChain wrote: »MCBIZZLE300 wrote: »Was thinking, the maximum population of cyrodiil could be halved. That way it would reduce the strain on the servers and at the same time fill the completely dead other campaigns. Thoughts?
Max population per server was already decreased in the past and its not a big number at the moment.
An idea would be different objectives to spread the players, but thats very hard to implement right, since if its a new cool objective, it will just attract the whole population instead of a part of it.
I think a good idea was something about caravans and escort missions, where you need to defend your alliances transports. If several of these would happen at the same time, populations needs to divide to attack enemy caravans and protect at the same time their own caravan. In the meantime, the standard objectives of keeps and resources must not be neglected.
Easiest way to improve would be to get better servers or let some calculations be run by the players computer instead of the server (which was once the case and led to the cheat engine abusers).
The easiest way is to reduce the maximum group size to 4
MCBIZZLE300 wrote: »SavageChain wrote: »MCBIZZLE300 wrote: »Was thinking, the maximum population of cyrodiil could be halved. That way it would reduce the strain on the servers and at the same time fill the completely dead other campaigns. Thoughts?
Max population per server was already decreased in the past and its not a big number at the moment.
An idea would be different objectives to spread the players, but thats very hard to implement right, since if its a new cool objective, it will just attract the whole population instead of a part of it.
I think a good idea was something about caravans and escort missions, where you need to defend your alliances transports. If several of these would happen at the same time, populations needs to divide to attack enemy caravans and protect at the same time their own caravan. In the meantime, the standard objectives of keeps and resources must not be neglected.
Easiest way to improve would be to get better servers or let some calculations be run by the players computer instead of the server (which was once the case and led to the cheat engine abusers).
All these idea's are great and better than mine but halving the population takes ZOS no effort or time to do, It could be implemented in a matter of days. The population seems pretty big when theres a 80 man EP zerg rolling around the corner with 4 fps.
InvitationNotFound wrote: »
MCBIZZLE300 wrote: »Was thinking, the maximum population of cyrodiil could be halved. That way it would reduce the strain on the servers and at the same time fill the completely dead other campaigns. Thoughts?
EtTuBrutus wrote: »Just accept that the game is going to run like garbage in pvp. From there, decide to play or not.
EtTuBrutus wrote: »Just accept that the game is going to run like garbage in pvp. From there, decide to play or not.
I agree about Cyrodiil, but not PvP in general. BGs run smooth as. Shame they can't hire someone to create a proper grouping/MMR tool and have to go for extremes like banning premades completely and resetting the MMR every 3 months to fix the queueing times.
Anyway, the point I'm making here is that Cyro is the problem. They reduced the players and the map is way too big for the population, with nothing happening in most places, while the population itself is still rather large for ESO's engine when they all get to the same siege. I believe the faction lock is currently at 300 each faction? Used to be at least double that. They had this noble idea of an open world with 1000s of players and that they can't deliver.
The solution for me is to actually scrap Cyrodiil and go for a map they can actually deliver performance on, without having to rewrite the whole engine which is unfeasible. An open area the size of maybe 3-4 IC districts, with 100 players per faction and objectives that split the pop much better than Cyro currently does.
The problem with IC itself is that it's really a PvE area with tons of mobs and no PvP objectives besides some pointless flags. And with 6 IC districts plus the Sewers it's still splitting the population way too much, especially with so much LOS going on. There could be 50 players per faction in IC and spend half an hour trying to find their opponents.
No, how about just fixing the performance. They have already reduced the pop cap several times to the point it’s a third of what it used to be. Even in a pop locked camp it can be hard to find good fights now.
InvitationNotFound wrote: »