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Why raising Cyrodiil's population caps will make PvP more attractive to the general population

Joy_Division
Joy_Division
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So whatever happened to the Population test we had 6 months ago?

I suppose nothing and nothing will come about it.

It is possible ZOS wants to examine that test, but they just haven’t gotten around to it yet. In 2018, Zenimax reassigned the one developer they had on PvP to the combat team. Did you know the last Battleground map was added in update 21? Gold Road will be update 42 for reference. 2024 is the year marks Elder Scrolls Online as game that existed with no dedicated PvP developer (2019-present) longer than it did with a PvP developer (2014-2018). Can we please have some indication that PvP and Cyrodiil is still part of ESO?

Last week I decided to do what I have not done in years. Log in good old Gray Host PC NA every night I had leisure time. The experience was basically the same as when I last played regularly, telling me that no matter what changes ZOS makes, the game-play patterns remain constant: 1v1 fights that are drawn-out stalemates, a population cap so low there is only one fight happening at any given time, the disproportionate power/presence of “ball groups” (what the community usually refers to the better organized groups of 12 players).

This is about as far away from an inviting environment as it gets to what we’ll call the general population, by which I mean the sorts of casual weekend warriors, working parents who don’t have the time to study PvP, PvE oriented players who do occasionally want to dip their toes into PvP, etc., you get the idea. It seems as if Cyrodiil is on autopilot. Perhaps because of the mistaken impression that since the ques for primetime Gray Host are excessively long (My AD que was 112 on Friday), that must mean all is well. Nope. It’s the same 200 players all trying to get into the same campaign, but waiting because the population cap is so low. This is probably the most uninviting aspect of Cyrodiil: why would a new player wait two hours just to play? They won’t and they don’t. And, no, the general population is not going to que up for Ravenwatch or whatever. Can we give up on that fantasy? It’s been ten years now.

How can ZOS make Cyrodiil a more inviting environment to its overall playerbase? Raising the population cap. It has to happen. Doing so will make the Cyrodiil experience more varied, more fun, and more accessible to the ESO community at large.

Come on Joy, you are just saying that. How will raising the population actually make a difference? Because it will not only bring about more fights, but most importantly, create more opportunities in which players of equal caliber will fight each other instead of getting their ass constantly handed to them by those people who do prioritize studying PvP.

Have we ever considered why Cyrodiil is so uninviting to the general population?

By mathematical definition, half of Cyrodiil’s population is below average. Are we honestly going to believe they are going to take the initiative, hop on their horse for 5 minutes, and actively seek out enemy players to fight at a random resource? Are we joking? Even if they wanted or tried to, after getting deleted by better players (or more often multiple players), they are going to realize it’s a waste of time and either do one of two things: 1) not come back to Cyrodiil believing that it’s not for them (and they will be correct in that ZOS has done nothing to encourage PvP activities for them) or 2) wait in a frontline keep with their map open for a fight to come to them in which they can enjoy the safety of other alliance players and maybe actually kill an opposing player. When you have a tiny population with half of them sitting around in Castle Roe with their maps open, there aren’t any fights on the map. Putting a flag in Bruma or adding outposts on the map’s periphery isn’t going to change that.

Just as a thought experiment, what options are available for the DC who is better than 31% of the population (let’s call them DC 31) to do when staring at their map at Fort Aleswell? They could just randomly ride to the enemy controlled Bleakers. And do what? Set up a ballista? Pointless. They could bypass and take Chalman mine! Assuming they don’t get destroyed on the way and can take out the NPCs, what are they going to do when the 3 or 4 EP in Chalman looking at their map respond? Right, inc. 1vX clip on Youtube. Or DC 31 could teleport to Glademist because a group of three “tower humpers” just took the farm. Oh, right. Now instead of 1vXing three EP who were not confident in their skills at Chalman, DC 31 is now going to recapture the farm against three pros for the glory of Covenant! (Except possession of said farm is utterly irrelevant for 59 out of every 60 minutes). Not happening. DC 31 and her mighty templar could sit in stealth between Bleakers and Aleswell and gank the approaching EP! LOLOLOLOLOLOL. Do we see the problem here? The way Cyrodiil is designed means in this all-too-common situation, there is nothing DC 31 can do to meaningfully contribute to their alliance, let alone have a realistic shot of actually killing an enemy player by themselves. In each of these scenarios, DC 31 is pitted in a fight they are not going to win. That’s why so many players at Aleswell wait with their map open. They are passive. The game provides nothing for them to do. They are 100% dependent on their alliance mates to accomplish anything. Congratulations, we now know why herds exist on the African Serengeti.

Joy, they are just going to have to go out there and hone their skills. Exactly, Cyrodiil is an uninviting environment to the general population who have not done so yet. Joy, they can just group up with other players. Exactly, they have to fulfill prerequisites and do things from the start that other people believe are necessary in order to have any fun in Cyrodiil. And let’s be honest about these LFG pick-up-groups. What exactly are these 12 players going to do? If they try to do anything but PvDoor an undefended keep, all I need are just 2 or 3 other decent players and they’ll never take it. 12 random pugs don’t have the firepower, numbers, self-reliance, or confidence to concentrate their efforts to track and secure kills against good PvPers while also flipping the flags before other players start showing up. And anytime these looking-for-group 12 mans run into a real organized group, it’s basically mass execution. They lose 12-0 every time, with the majority getting deleted at the first contact. They aren’t even a speed bump. They are roadkill. We’ve seen this for years now. Let’s stop kidding ourselves. The PUG groups absolutely needed the full 24 from the old group size to even have a shot of being useful on a competitive map. Currently Cyrodiil is basically telling these players the problem is them. Git gud bruh. Or type LFG and pretend that somehow makes them competitive

It's actually worse than that. As Cyrodiil’s play pattern goes, DC 31 is constantly pitted against higher tier players. DC 31 is only responding to fights and those fights most of the time are initiated by skilled players confident enough in their abilities. These solo players, small-scale groups, and organized ball groups attack objectives knowing the passive players looking for a fight will respond. So our hypothetical DC 31 spends a lot more time fighting players who are far better than them rather than fighting against their AD 28 or EP 35 counterparts, which is ass backwards.

For 10 years, we have implored ZOS to add mechanics to Cyrodiil to give these players some useful way of contributing, to get fights spread out on the map, to just make the things to do in Cyrodiil more varied, more interesting, more accessible. But all we got are capturable towns (which once again are the playground of players confident in their skills) and destroyable bridges and gates (which upon destruction removes one of the few places where actual and continuous PvP did happen). Zos has gone about it all wrong by thinking that the game’s mechanics are the reason PvP is uninviting. How does removing procs, or adding the Plaguebreak set, or changing the AvAvA scoring system, or giving us another PvP currency to buy stuff provide more opportunities for below average players – again by mathematical definition half of Cyrodiil’s population – to meaningfully contribute to their alliance’s success or get the personal satisfaction of killing opposing players? They don’t. Those measures implemented by ZOS were attempts to make the combat experiences less annoying and give us more rewards. They don’t actually address the core issue: the DC 31 is basically a passive spectator and doesn’t fight players of their own caliber enough.

When is Cyrodiil is the most fun?

When old school PvPers speak glowingly of the early days of PvP, it is fair to say that is a lot of nostalgia. We had skills that could completely shut down other players like Blinding Flashes and the old Reflective Scales. The bugs were far more prevalent and debilitating (like not being able to enter a postern door, infinite loading screens every night, etc.). The performance was definitely worse, and slideshows were all too common. What made that era fun was because so few of us knew what we were doing and there were so many of us, there were always fights going on and most of the time we would be fighting players of comparable skill. It was an ideal environment for the general population. We were just as useless as DC 31 is today, nevertheless the situation was totally different. We were hardly ever passive because there were so many fights, and we were killing enough other players to have a sense of accomplishment.

The only time new Cyrodiil recreates that sort of gameplay is when organic fights emerge somewhere on the map that attracts a lot of players. That is the only consistent situation in which DC 31 will fight players of comparable ability. So, we need more of them. Aside from a flashing icon on the screen that screams “Hey, there is an actual fight here and one in which you don’t have to spend more time chasing people in a tower” (which is why we go to them as much as we express faux indignation on these forums about stacking Cyrodiil’s population), they only happen when there are enough passive players at the same spot to feel emboldened to move to an objective that is close by. That is why these sorts of fights happen much more often on the Emperor Ring corridors by outposts (Aleswell – Bleakers – Chalman, Blue Road Keep – Sejanus – Alessia, Roe – Nikel – Ash) than say objectives that are technically adjacent (Roe – Alessia or Blue Road Keep – Chalman) that are too far apart to support a continuous influx of players. When ZOS lowered the population caps, it completely undercut this needed and naturally occurring dynamic because:
  • There are less alliance mates for DC 31 to feel confident they might actually accomplish something
  • Only dedicated PvP players will wait in a two-hour que so there are not many players comparable to DC 31 in the first place.

ZOS needs to understand that changing campaign rules, introducing new proc sets, or even buffing a favored class is not going to make it so a below average players will want to wait over an hour to log in just to get farmed by PvP oriented players who are willing to wait in that que. The basic question to ask when considering any reform or change in Cyrodiil should be: will this help to encourage fights between ESO’s playerbase from the generation population?

Raise. The. Population. Cap.

I can already hear it. But Joy, what about the lag? Yes, I know. What about the stale, boring, ball group dominant, one single fight happening on a huge map, half decade neglected, stagnant Cyrodiil that is 100% uninviting to the general population who plays this game? I played during the population test and most of the time I had fun. I stopped playing for months afterward because Cyrodiil with a pop cap of about 80, which plays more like 40, is boring.
We don’t know what the population cap is. Some people think it is as low as 60. It was once 600! Per faction! Zos has announced numerous times in the past that they lowered the cap. Ultimately, I don’t think it matters whether it is 60, 80, or even 100. It’s a pointless debate because all of those numbers are way too small for a large map, leading to the same effect, everything in this thread:
  1. que is too long
  2. density is too sparse to create spontaneous fights
  3. not enough alliance mates to embolden DC 31
  4. one single ball group will have a disproportionate effect on the map because it takes too large a percentage of the population to finally kill them.
I do not feel like arguing this point because it doesn’t matter. Whatever the cap is, it is too small.
It is ridiculous I’ve got to wait in a two-hour weekend que to play with some friends I miss just to get into these drawn-out stalemates, chase people around a resource tower, and constantly run into the same ball group because nothing else is happening on the map. Instead of finding excuses for preserving an uninviting PvP experience that will never grow, do something. And remember before you go redesigning Cyrodiil in search for something: ZOS has no dedicated PvP developer and has not added or even reformed anything in Cyrodiil for years.

Just. Raise. The. Population. Cap.

Other easy things ZOS can do with no dedicated PvP developer.


Revert the destroyable bridges and gates
This was worth trying on the theory that somehow a disorganized population not in a formal command structure would spontaneously arrange themselves to exploit some grand strategy. But it’s been years. That’s not happening. We don’t use the other bridges or goat paths because they are too far away, there are no fights there, and we (well, not me) were under the delusion that AD 31 was a combination of Napoleon and Achilles, a strategic genius who was so gifted a fighter that they did not need the presence of their alliance mates to actually do something in Cyrodiil. When that bridge is destroyed, it ends the very sort of spontaneous PvP we need (and very much liked). AD 31 ports to Nikel, opens their map, and waits. “But I love it when I siege Alessia bridge and people drown in the Slaughterfish!” So, 5 minutes of satisfaction once a week at the expense of eliminating the very sort of fights that we are trying to facilitate? Sorry, not worth it. Besides, there isn’t anybody to drown at the Chalman or Ash Gates.
For you history nerds, it is actually difficult to destroy the well-constructed sophisticated engineering that goes into bridges such as the one by Alessia. During WWII, the Germans used explosives (civilian grade, but still explosives), artillery, scuba divers, rockets, bombing aircraft, etc., but the Ludendorff Bridge at Remagen stood for ten days, long enough for US forces to cross the Rhine River in strength
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What would have been the more interesting experiment to try is to make the gates and bridges capturable objectives. I get it Bruma and Winter’s Peak aren’t exactly attracting much attention, but there are more fights there. The reason the periphery of the map doesn’t get much action is because it is just that: the periphery of a very large map with so few people on it. If you put objectives in the middle of the map that people can see from the very keeps in which they are waiting for action, that is a completely different scenario. We could have encouraged a similar mechanic of forcing a faction to maintain supply lines, but by actually PvPing rather than removing PvP.

Make the campaign worth winning
There is little reason or benefit to win the very campaign ZOS went to all the trouble of literally locking our characters in. So, we are forced to play a campaign and there is nothing done to reward us for winning it. Is this a joke? 6,250 gold and 5 repair kits for an entire month. Great, I can buy one Columbine to replace the hundreds I used actually trying to win the campaign. I have no idea if I even won the campaign I just played it. There isn’t an on-screen display announcing the winner. None of the NPCs remark how well (or not) we are doing (or did). There isn’t any system of record keeping previous campaigns in game on ZOS’s official site, or even on the forums. I only remember the outcome of one campaign in ten years, the very first PC NA Wabbajack (90 days, EP won). Put up a banner for each 30-game campaign won by the alliance somewhere in the home base. Make it purchasable as a home decoration for people really gung-*** about winning. Start a sticky thread in the all-but-dead Alliance War subforum and start keeping track. Do something. If there are going to campaign locks, instead of pretending that will all of a sudden that make us care, implement tangible rewards so that not being able to play with our friends is worthwhile.

Put just enough effort into Cyrodiil that the talented content creators currently who PvP will be motivated to do consultant, marketing, and instructional work ZOS should be doing FOR FREE (or at least, believing they’ll get enough clicks, likes, and views to make a few dollars).
As I have already stated in this thread, nothing about Cyrodiil is made for, let alone friendly to, the general population that plays the Elder Scrolls Online. Let’s say our hypothetical DC 31 wanted to be a more active participant in PvP. They are going to need a lot of patience and a lot of honest introspection (not to mention research) as to why they die so quickly. There is nothing in the game, sponsored websites, or official forums to tell them this information. Ideally, the best place for them to figure much of this out is through their own experience fighting players of their similar caliber. Raise the population caps! They are not going to get that experience in the current format where they are constantly pitted against better players and organized groups. Just by raising the population caps would signal to the ESO community that maybe future plans (which we have no clue about because there isn’t any communication) involve something more than leaving PvP on autopilot.

What else can we do?
  • Sponsor a contest to create a tutorial or FAQ or “Things I wish I knew” type project and have this information accessible on ZOS’s website and a sticky to the forums. Have multiple winners awarded crowns or maybe a mount or house.
  • Speaking of the forums, actually update them and use them. Look at the “ALLIANCE WAR & IMPERIAL CITY” forum. What’s there? We have two stickies, one about the population cap testing that is all but moribund and one about the perpetual, can’t make our minds up proc set situation, for a campaign hardly anyone plays. There are Community Rules. And then there is my favorite, the FAQ from APRIL 2014. In it we have this nugget:
    Q: Are you all done building Cyrodiil or will there be any PvP updates?
    A: There will be plenty of updates to Cyrodiil as the game lives on. There are already plans for the first few patches!
    So, what were those plans?

    Maintaining these outdated/defunct threads is a bad optic and just reinforces the notion that PvP is on autopilot.
  • Periodically host PvP events. 1v1, 4v4, 12v12 contests. Show us that you are invested. Make it official so that there are awards for prosperity (here’s another sticky for the forums). Perhaps most useful of all, because it will be ZOS’s standard rules, they can see with their own eyes and have the actual data what builds, classes, and abilities are the better players who are winning fights are using.

There are plenty of things that ZOS can do even without a dedicated PvP player. Even though I would count myself as one of those sweaty 200 people who are willing to wait in a hour+ long que, it was a mistake to try and cater the Cyrdoiil experience to us. It has just made Cyrodiil uninviting to the general population and PvP is far more interesting and enjoyable when they are a part of it.

Please raise the population caps.
Edited by Joy_Division on May 30, 2024 7:10PM
  • Necrotech_Master
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    great post lol

    i agree and have a similar opinion on many of the points brought up:

    as a semi casual pvper, the campaign and score are utterly meaningless to me, i never notice a difference if my faction comes in first, or third

    i also would agree that destructible milegates didnt really add anything, even if they do break its too easy to repair them, not to mention the semi-unfair structure of how its set up (the alessia bridge when it goes down is 100% impassable for both factions on either side, while the other milegates are still passable by 1 of the 2 factions depending on which side of the gate)

    i would also say that i experience a similar thing, while i could go out and confidently solo a resource to cap it, im not as confident when fighting other players, so while i can take a resource from an enemy keep, the chance im gonna get zerged down is so high i dont usually bother except in a few cases: either my faction is drawing the enemy fighters through a nearby fight (field, the keep, or even the next keep over), or the map is totally dead (1 bar across the board pops)

    i also have no problem pushing a keep, but doing a keep solo is horrendously time consuming, its usually more ideal to have at least a group of 3 and in this case while not always successful it still feels like a good portion of the time we still end up getting zerged down by half of the enemy faction

    i also agree that the pop caps are too low where they are (and i agree theres no point debating a number), mostly because of ball groups, when they did the population cap test 6 months ago i couldnt hardly tell there were even any ball groups at a fight because they were actually dying (i think in one fight i was at there was 2 blue and 1 red ball groups at a keep while yellow was attacking, and i could hardly tell they were present)
    plays PC/NA
    handle @Necrotech_Master
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    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • furiouslog
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    Excellent post, Joy. Well argued.

    However, I don't buy the premise that raising pop caps will make AvA more accessible, though. The number of people that your strategy would be trying to reach is a pretty small number based on my experience of trying to get PvErs on the fence to give PvP an honest try. They'd rather go in Ravenwatch or Blackreach in a 12 man and take resources and keeps where success is nearly guaranteed than try to push and get better by getting in fights. I get it - they need to walk before they can run. None of those guys ever want to go into GH, basically because of ball groups and all that the presence of talented ball groups implies - that DC31 is just going to get farmed over and over again. Raising the pop cap just serves up more meat for those ball groups.

    Ravenwatch has become less of an option in the past year, because there are small, talented guilds that essentially watch over and control the entire map based on their time zones, so even if you go in with 12 DC31s in Discord and try to get back your tri-keeps, you still get murked by whoever is on guard for that period of time.

    So that leaves Blackreach, which means that anyone who has an interest in getting better is going to have to look for meta PVP builds and consider CP assignment and farming more gear, which then becomes a natural barrier of entry for anyone who is on the fence about doing AvA in the first place.



  • adirondack
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    All hail Joy!
    Ray
  • NordSwordnBoard
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    Great post, it's good to keep track of the promises made and remind them some players still care.

    Considering they always mention allocating server resources during 2x AP events... I really wonder if we only get one (or any) of the two things you mention: 24 player groups or bigger caps. Do we get those things in exchange for a bunch of lag and other past problems you already mentioned? I know OP can't answer, but I don't see any significant improvements to PvP without some sort of cost as the game continues to grow.
    Fear is the Mindkiller
  • Vulkunne
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    Absolutely. Agree with all your main points, Joy. None of this surprises me btw. I could elaborate but then they'd probably get all mad and stuff. Could almost say that most of this was 'forseen' given events but I'll let that casserole bake on its own.
    Edited by Vulkunne on May 30, 2024 7:37PM
    "I know that someday that sun is bound to shine." -Ella Fitzgerald
  • katanagirl1
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    I agree with everything except reverting the destructible milegates. Sometimes that is the only way to slow down a zerg and be able keep your home keeps.

    As you pointed out, the reward for winning the campaign is not enough to entice players away from running ball groups in resource towers or some other way to farm AP. It seems to me that the AvA was designed to have everyone on the faction work together to win the campaign, not sit on the same resource for hours farming the few solos that happen to come along. I don’t know what could change that, but I would welcome it.

    As far as barriers to entry for new pvpers, the smaller group size is the worst offender. Not only is it harder to take a keep with fewer players, the group leader needs top quality players to do so. There is no room for new players who won’t have the right gear, skills, or siege to participate in the battle. Years ago they could do that and teach new players how to improve, but not now.

    Maybe even if increasing the population cap doesn’t encourage new players to try Cyrodiil, I bet it would convince a lot of old players to come back. That might be all we need to then encourage more new players to try.

    EDIT: typo
    Edited by katanagirl1 on May 31, 2024 1:08AM
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  • React
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    Thank you for a high quality and well thought out post.

    The total abandonment of cyrodiil has really reached it's peak in the recent months. Since the most recent lowering of the population cap, every PVP player I know shares the exact same sentiments you expressed in this post.
    • The cap of 80 (presumably) players per faction players more like 40, and there is never more than one fight on the map.
    • There are no fresh faces, you fight the exact same groups doing the exact same thing every night. You explained all the main reasons why this is the case very well.
    • The balance is atrocious. We have not received any meaningful balance changes in what feels like 1.5-2 years now, and the meta for solo players, small scale groups, and large scale groups is extremely stagnant and tank-favorable.
    • The performance, even with the lower cap, is not great. It is better than it was pre-hardware replacement, but often times becomes pretty unbearable near large fights or "ball groups".
    • The queue with the lower cap is unbearable. I simply am not going to wait 30-45 minutes to get into a campaign to PVP during the 3 hour window where there are actually players to fight (especially when I could crash and be removed from the queue, or kicked from the campaign at any moment!)

    Even during the most recent midyear mayhem event, the low population caps sucked the fun straight out of it. Every campaign you went to felt completely empty even when showing one or more pop locked factions, and you would run into the exact same small scale groups looking for the same fights in every single campaign.

    I've spent more time playing this game than probably 95% of other players. Recently, especially in the past 6 months, I struggle to find any reason to log into ESO for PVP. Nothing about the experience is good anymore. While raising the population caps wouldn't resolve the majority of the issues with PVP, or at least the ones I identify as priorities, it would certainly be a start. At this point, anything would be better than nothing.
    Edited by React on May 31, 2024 3:42AM
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  • moderatelyfatman
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    I agree with the majority of the sentiments so far.

    I think ZOS essentially gave up on Cyrodiil about 3 years ago after they tested the no-proc Cyrodiil and then followed it up with Dark Convergence and Hrothgars.

    Given how much performance improved in PCNA and PCE immediately after their hardware server upgrades, I think the issue is with unoptimised code regarding the game in general and Cyrodiil in particular. I don't think ZOS are willing to spend a large amount of resources to fix this for such a small amount of players.

    What disappoints me is an unwillingness to work within these limitations. Do all population caps for each server need to be the same? Ravenwatch, which is no-CP and no-proc, could probably sustain a much larger population that Grayhost and Blackwood. Why not increase the Ravenwatch population cap to 100+ and make it a much more desirable alternative to the previous two?
  • Azphira
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    The server would probably catch fire.
  • StihlReign
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    Awesome post Joy!

    The lack of communication and input from the Dev's regarding the state of PvP is incredible.
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • BXR_Lonestar
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    if the increase in population came with simultaneous massive upgrades to Cyrodil's servers, then I'd be all for this. When we get in big groups, we're always looking for the most people and the biggest fights, and some nights it is just hard to find a good fight. More population should eventually translate into good fights.

    But (and that is a BIG but!) - big fights = radically decreased server performance and a miserable gaming experience of late. Server upgrades are a MUST if they do this.
  • reazea
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    So whatever happened to the Population test we had 6 months ago?

    I suppose nothing and nothing will come about it.

    It is possible ZOS wants to examine that test, but they just haven’t gotten around to it yet. In 2018, Zenimax reassigned the one developer they had on PvP to the combat team. Did you know the last Battleground map was added in update 21? Gold Road will be update 42 for reference. 2024 is the year marks Elder Scrolls Online as game that existed with no dedicated PvP developer (2019-present) longer than it did with a PvP developer (2014-2018). Can we please have some indication that PvP and Cyrodiil is still part of ESO?

    Last week I decided to do what I have not done in years. Log in good old Gray Host PC NA every night I had leisure time. The experience was basically the same as when I last played regularly, telling me that no matter what changes ZOS makes, the game-play patterns remain constant: 1v1 fights that are drawn-out stalemates, a population cap so low there is only one fight happening at any given time, the disproportionate power/presence of “ball groups” (what the community usually refers to the better organized groups of 12 players).

    This is about as far away from an inviting environment as it gets to what we’ll call the general population, by which I mean the sorts of casual weekend warriors, working parents who don’t have the time to study PvP, PvE oriented players who do occasionally want to dip their toes into PvP, etc., you get the idea. It seems as if Cyrodiil is on autopilot. Perhaps because of the mistaken impression that since the ques for primetime Gray Host are excessively long (My AD que was 112 on Friday), that must mean all is well. Nope. It’s the same 200 players all trying to get into the same campaign, but waiting because the population cap is so low. This is probably the most uninviting aspect of Cyrodiil: why would a new player wait two hours just to play? They won’t and they don’t. And, no, the general population is not going to que up for Ravenwatch or whatever. Can we give up on that fantasy? It’s been ten years now.

    How can ZOS make Cyrodiil a more inviting environment to its overall playerbase? Raising the population cap. It has to happen. Doing so will make the Cyrodiil experience more varied, more fun, and more accessible to the ESO community at large.

    Come on Joy, you are just saying that. How will raising the population actually make a difference? Because it will not only bring about more fights, but most importantly, create more opportunities in which players of equal caliber will fight each other instead of getting their ass constantly handed to them by those people who do prioritize studying PvP.

    Have we ever considered why Cyrodiil is so uninviting to the general population?

    By mathematical definition, half of Cyrodiil’s population is below average. Are we honestly going to believe they are going to take the initiative, hop on their horse for 5 minutes, and actively seek out enemy players to fight at a random resource? Are we joking? Even if they wanted or tried to, after getting deleted by better players (or more often multiple players), they are going to realize it’s a waste of time and either do one of two things: 1) not come back to Cyrodiil believing that it’s not for them (and they will be correct in that ZOS has done nothing to encourage PvP activities for them) or 2) wait in a frontline keep with their map open for a fight to come to them in which they can enjoy the safety of other alliance players and maybe actually kill an opposing player. When you have a tiny population with half of them sitting around in Castle Roe with their maps open, there aren’t any fights on the map. Putting a flag in Bruma or adding outposts on the map’s periphery isn’t going to change that.

    Just as a thought experiment, what options are available for the DC who is better than 31% of the population (let’s call them DC 31) to do when staring at their map at Fort Aleswell? They could just randomly ride to the enemy controlled Bleakers. And do what? Set up a ballista? Pointless. They could bypass and take Chalman mine! Assuming they don’t get destroyed on the way and can take out the NPCs, what are they going to do when the 3 or 4 EP in Chalman looking at their map respond? Right, inc. 1vX clip on Youtube. Or DC 31 could teleport to Glademist because a group of three “tower humpers” just took the farm. Oh, right. Now instead of 1vXing three EP who were not confident in their skills at Chalman, DC 31 is now going to recapture the farm against three pros for the glory of Covenant! (Except possession of said farm is utterly irrelevant for 59 out of every 60 minutes). Not happening. DC 31 and her mighty templar could sit in stealth between Bleakers and Aleswell and gank the approaching EP! LOLOLOLOLOLOL. Do we see the problem here? The way Cyrodiil is designed means in this all-too-common situation, there is nothing DC 31 can do to meaningfully contribute to their alliance, let alone have a realistic shot of actually killing an enemy player by themselves. In each of these scenarios, DC 31 is pitted in a fight they are not going to win. That’s why so many players at Aleswell wait with their map open. They are passive. The game provides nothing for them to do. They are 100% dependent on their alliance mates to accomplish anything. Congratulations, we now know why herds exist on the African Serengeti.

    Joy, they are just going to have to go out there and hone their skills. Exactly, Cyrodiil is an uninviting environment to the general population who have not done so yet. Joy, they can just group up with other players. Exactly, they have to fulfill prerequisites and do things from the start that other people believe are necessary in order to have any fun in Cyrodiil. And let’s be honest about these LFG pick-up-groups. What exactly are these 12 players going to do? If they try to do anything but PvDoor an undefended keep, all I need are just 2 or 3 other decent players and they’ll never take it. 12 random pugs don’t have the firepower, numbers, self-reliance, or confidence to concentrate their efforts to track and secure kills against good PvPers while also flipping the flags before other players start showing up. And anytime these looking-for-group 12 mans run into a real organized group, it’s basically mass execution. They lose 12-0 every time, with the majority getting deleted at the first contact. They aren’t even a speed bump. They are roadkill. We’ve seen this for years now. Let’s stop kidding ourselves. The PUG groups absolutely needed the full 24 from the old group size to even have a shot of being useful on a competitive map. Currently Cyrodiil is basically telling these players the problem is them. Git gud bruh. Or type LFG and pretend that somehow makes them competitive

    It's actually worse than that. As Cyrodiil’s play pattern goes, DC 31 is constantly pitted against higher tier players. DC 31 is only responding to fights and those fights most of the time are initiated by skilled players confident enough in their abilities. These solo players, small-scale groups, and organized ball groups attack objectives knowing the passive players looking for a fight will respond. So our hypothetical DC 31 spends a lot more time fighting players who are far better than them rather than fighting against their AD 28 or EP 35 counterparts, which is ass backwards.

    For 10 years, we have implored ZOS to add mechanics to Cyrodiil to give these players some useful way of contributing, to get fights spread out on the map, to just make the things to do in Cyrodiil more varied, more interesting, more accessible. But all we got are capturable towns (which once again are the playground of players confident in their skills) and destroyable bridges and gates (which upon destruction removes one of the few places where actual and continuous PvP did happen). Zos has gone about it all wrong by thinking that the game’s mechanics are the reason PvP is uninviting. How does removing procs, or adding the Plaguebreak set, or changing the AvAvA scoring system, or giving us another PvP currency to buy stuff provide more opportunities for below average players – again by mathematical definition half of Cyrodiil’s population – to meaningfully contribute to their alliance’s success or get the personal satisfaction of killing opposing players? They don’t. Those measures implemented by ZOS were attempts to make the combat experiences less annoying and give us more rewards. They don’t actually address the core issue: the DC 31 is basically a passive spectator and doesn’t fight players of their own caliber enough.

    When is Cyrodiil is the most fun?

    When old school PvPers speak glowingly of the early days of PvP, it is fair to say that is a lot of nostalgia. We had skills that could completely shut down other players like Blinding Flashes and the old Reflective Scales. The bugs were far more prevalent and debilitating (like not being able to enter a postern door, infinite loading screens every night, etc.). The performance was definitely worse, and slideshows were all too common. What made that era fun was because so few of us knew what we were doing and there were so many of us, there were always fights going on and most of the time we would be fighting players of comparable skill. It was an ideal environment for the general population. We were just as useless as DC 31 is today, nevertheless the situation was totally different. We were hardly ever passive because there were so many fights, and we were killing enough other players to have a sense of accomplishment.

    The only time new Cyrodiil recreates that sort of gameplay is when organic fights emerge somewhere on the map that attracts a lot of players. That is the only consistent situation in which DC 31 will fight players of comparable ability. So, we need more of them. Aside from a flashing icon on the screen that screams “Hey, there is an actual fight here and one in which you don’t have to spend more time chasing people in a tower” (which is why we go to them as much as we express faux indignation on these forums about stacking Cyrodiil’s population), they only happen when there are enough passive players at the same spot to feel emboldened to move to an objective that is close by. That is why these sorts of fights happen much more often on the Emperor Ring corridors by outposts (Aleswell – Bleakers – Chalman, Blue Road Keep – Sejanus – Alessia, Roe – Nikel – Ash) than say objectives that are technically adjacent (Roe – Alessia or Blue Road Keep – Chalman) that are too far apart to support a continuous influx of players. When ZOS lowered the population caps, it completely undercut this needed and naturally occurring dynamic because:
    • There are less alliance mates for DC 31 to feel confident they might actually accomplish something
    • Only dedicated PvP players will wait in a two-hour que so there are not many players comparable to DC 31 in the first place.

    ZOS needs to understand that changing campaign rules, introducing new proc sets, or even buffing a favored class is not going to make it so a below average players will want to wait over an hour to log in just to get farmed by PvP oriented players who are willing to wait in that que. The basic question to ask when considering any reform or change in Cyrodiil should be: will this help to encourage fights between ESO’s playerbase from the generation population?

    Raise. The. Population. Cap.

    I can already hear it. But Joy, what about the lag? Yes, I know. What about the stale, boring, ball group dominant, one single fight happening on a huge map, half decade neglected, stagnant Cyrodiil that is 100% uninviting to the general population who plays this game? I played during the population test and most of the time I had fun. I stopped playing for months afterward because Cyrodiil with a pop cap of about 80, which plays more like 40, is boring.
    We don’t know what the population cap is. Some people think it is as low as 60. It was once 600! Per faction! Zos has announced numerous times in the past that they lowered the cap. Ultimately, I don’t think it matters whether it is 60, 80, or even 100. It’s a pointless debate because all of those numbers are way too small for a large map, leading to the same effect, everything in this thread:
    1. que is too long
    2. density is too sparse to create spontaneous fights
    3. not enough alliance mates to embolden DC 31
    4. one single ball group will have a disproportionate effect on the map because it takes too large a percentage of the population to finally kill them.
    I do not feel like arguing this point because it doesn’t matter. Whatever the cap is, it is too small.
    It is ridiculous I’ve got to wait in a two-hour weekend que to play with some friends I miss just to get into these drawn-out stalemates, chase people around a resource tower, and constantly run into the same ball group because nothing else is happening on the map. Instead of finding excuses for preserving an uninviting PvP experience that will never grow, do something. And remember before you go redesigning Cyrodiil in search for something: ZOS has no dedicated PvP developer and has not added or even reformed anything in Cyrodiil for years.

    Just. Raise. The. Population. Cap.

    Other easy things ZOS can do with no dedicated PvP developer.


    Revert the destroyable bridges and gates
    This was worth trying on the theory that somehow a disorganized population not in a formal command structure would spontaneously arrange themselves to exploit some grand strategy. But it’s been years. That’s not happening. We don’t use the other bridges or goat paths because they are too far away, there are no fights there, and we (well, not me) were under the delusion that AD 31 was a combination of Napoleon and Achilles, a strategic genius who was so gifted a fighter that they did not need the presence of their alliance mates to actually do something in Cyrodiil. When that bridge is destroyed, it ends the very sort of spontaneous PvP we need (and very much liked). AD 31 ports to Nikel, opens their map, and waits. “But I love it when I siege Alessia bridge and people drown in the Slaughterfish!” So, 5 minutes of satisfaction once a week at the expense of eliminating the very sort of fights that we are trying to facilitate? Sorry, not worth it. Besides, there isn’t anybody to drown at the Chalman or Ash Gates.
    For you history nerds, it is actually difficult to destroy the well-constructed sophisticated engineering that goes into bridges such as the one by Alessia. During WWII, the Germans used explosives (civilian grade, but still explosives), artillery, scuba divers, rockets, bombing aircraft, etc., but the Ludendorff Bridge at Remagen stood for ten days, long enough for US forces to cross the Rhine River in strength
    .

    What would have been the more interesting experiment to try is to make the gates and bridges capturable objectives. I get it Bruma and Winter’s Peak aren’t exactly attracting much attention, but there are more fights there. The reason the periphery of the map doesn’t get much action is because it is just that: the periphery of a very large map with so few people on it. If you put objectives in the middle of the map that people can see from the very keeps in which they are waiting for action, that is a completely different scenario. We could have encouraged a similar mechanic of forcing a faction to maintain supply lines, but by actually PvPing rather than removing PvP.

    Make the campaign worth winning
    There is little reason or benefit to win the very campaign ZOS went to all the trouble of literally locking our characters in. So, we are forced to play a campaign and there is nothing done to reward us for winning it. Is this a joke? 6,250 gold and 5 repair kits for an entire month. Great, I can buy one Columbine to replace the hundreds I used actually trying to win the campaign. I have no idea if I even won the campaign I just played it. There isn’t an on-screen display announcing the winner. None of the NPCs remark how well (or not) we are doing (or did). There isn’t any system of record keeping previous campaigns in game on ZOS’s official site, or even on the forums. I only remember the outcome of one campaign in ten years, the very first PC NA Wabbajack (90 days, EP won). Put up a banner for each 30-game campaign won by the alliance somewhere in the home base. Make it purchasable as a home decoration for people really gung-*** about winning. Start a sticky thread in the all-but-dead Alliance War subforum and start keeping track. Do something. If there are going to campaign locks, instead of pretending that will all of a sudden that make us care, implement tangible rewards so that not being able to play with our friends is worthwhile.

    Put just enough effort into Cyrodiil that the talented content creators currently who PvP will be motivated to do consultant, marketing, and instructional work ZOS should be doing FOR FREE (or at least, believing they’ll get enough clicks, likes, and views to make a few dollars).
    As I have already stated in this thread, nothing about Cyrodiil is made for, let alone friendly to, the general population that plays the Elder Scrolls Online. Let’s say our hypothetical DC 31 wanted to be a more active participant in PvP. They are going to need a lot of patience and a lot of honest introspection (not to mention research) as to why they die so quickly. There is nothing in the game, sponsored websites, or official forums to tell them this information. Ideally, the best place for them to figure much of this out is through their own experience fighting players of their similar caliber. Raise the population caps! They are not going to get that experience in the current format where they are constantly pitted against better players and organized groups. Just by raising the population caps would signal to the ESO community that maybe future plans (which we have no clue about because there isn’t any communication) involve something more than leaving PvP on autopilot.

    What else can we do?
    • Sponsor a contest to create a tutorial or FAQ or “Things I wish I knew” type project and have this information accessible on ZOS’s website and a sticky to the forums. Have multiple winners awarded crowns or maybe a mount or house.
    • Speaking of the forums, actually update them and use them. Look at the “ALLIANCE WAR & IMPERIAL CITY” forum. What’s there? We have two stickies, one about the population cap testing that is all but moribund and one about the perpetual, can’t make our minds up proc set situation, for a campaign hardly anyone plays. There are Community Rules. And then there is my favorite, the FAQ from APRIL 2014. In it we have this nugget:
      Q: Are you all done building Cyrodiil or will there be any PvP updates?
      A: There will be plenty of updates to Cyrodiil as the game lives on. There are already plans for the first few patches!
      So, what were those plans?

      Maintaining these outdated/defunct threads is a bad optic and just reinforces the notion that PvP is on autopilot.
    • Periodically host PvP events. 1v1, 4v4, 12v12 contests. Show us that you are invested. Make it official so that there are awards for prosperity (here’s another sticky for the forums). Perhaps most useful of all, because it will be ZOS’s standard rules, they can see with their own eyes and have the actual data what builds, classes, and abilities are the better players who are winning fights are using.

    There are plenty of things that ZOS can do even without a dedicated PvP player. Even though I would count myself as one of those sweaty 200 people who are willing to wait in a hour+ long que, it was a mistake to try and cater the Cyrdoiil experience to us. It has just made Cyrodiil uninviting to the general population and PvP is far more interesting and enjoyable when they are a part of it.

    Please raise the population caps.

    Great post! I usually don't read posts this long, but I know you from in game conversations and know you to be a reliable and fair judge of these things.

    However, ZOS is gonna ZOS, and they aren't going to restore the population caps. People have been complaining regularly since January when ZOS reduced the cap last time and it's essentially a waste of our time to even bother making the case for higher pop caps, however nicely or legitimate the request is.

    It's really too bad too. Because even with poor performance, Cyrodiil is WAY more fun with many more players, and in the long run, ZOS would retain more customers and make more money if they restored the higher population caps.
  • darvaria
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    OP really informative post. But I have never seen the cap at cyro to only be 200? Oh my. If they don't raise cap they need to reduce the size of the map. Get rid of towns and the outposts. The map is just too big for only 200 players.

    And if the game can't handle more than 200 players, give us a new battle ground with like 2 forts (WSG) or 5 bases (AB). A battle ground with only TWO sides. You could have 20 to 40 players. You don't have to choose a faction in bg's so why would you have to choose one in a new BG? TWO teams and a game with a winning score or a timer.

    I truly believe ESO Cyro can't handle more 200 players due to all the procs and CP interactions. Give us a smaller BG. Not those 4v4v4. I play other games to have real 2v2 team bgs. And don't give us a bunch of worthless levels and space like the current bg's. I NEVER go to a BG because the players there team up against players that are not on the leader boards. I used to go and even top the leader boards but haven't been in years. Give us a 2v2 of 20 to 40 players where a normal player can enjoy an hour or so of PVP and move on. I'm sick of never ending Cyrodil.

    Edited by darvaria on May 31, 2024 11:19PM
  • Desiato
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    I know there are those who theorize that ZOS has intentionally crippled Cyrodiil by reducing server capacity or have lowered the pop caps so they could reduce server costs.

    I don't buy that at all. An individual could afford to operate a 300 player online game server themselves. The server costs are irrelevant to ZOS and especially Microsoft.

    They have most likely reduced pop caps to maintain a certain level of performance and stability. To solve the problems that necessitated that would require a large investment of money and attention, and it seems they determined long ago there's no business case for the investment necessary. Especially because ESO successfully pivoted audiences.

    If ZOS wanted to discontinue AvA, they could choose to do so any time. Most ESO players wouldn't care. Most would love it if it was converted to a PVE zone.

    Instead, they try to promote it with whatever small resources they can get allocated to it -- because if they could increase interest in Cyrodiil, they could make a business case for investment to improve it. But why would an audience of PVE Skyrim players want to play an open world PVP game anyway? Outside of transmute crystals -- which, incidentally, makes Cyrodiil seem more popular than it actually is.

    As cynical as I am, I tend to think the guys in ZOS from Mythic Entertainment would love nothing more to be given the funds necessary to resuscitate Cyrodiil -- because Mythic entertainment was all about open world PVP games.

    My belief is that Cyrodiil can't be successful as it exists within the confines of ESO because of the PVE burden. I think the greater PVP gaming community would love to play a game like Cyrodiil -- even with its current problems and limitations -- if they could download it and play it like every other popular PVP game. The PVE overhead is a dealbreaker IMO. This is why I wish they would spin AvA off as its own game.

    Edited by Desiato on June 1, 2024 12:53AM
    spending a year dead for tax reasons
  • moderatelyfatman
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    darvaria wrote: »
    OP really informative post. But I have never seen the cap at cyro to only be 200? Oh my. If they don't raise cap they need to reduce the size of the map. Get rid of towns and the outposts. The map is just too big for only 200 players.

    And if the game can't handle more than 200 players, give us a new battle ground with like 2 forts (WSG) or 5 bases (AB). A battle ground with only TWO sides. You could have 20 to 40 players. You don't have to choose a faction in bg's so why would you have to choose one in a new BG? TWO teams and a game with a winning score or a timer.

    I truly believe ESO Cyro can't handle more 200 players due to all the procs and CP interactions. Give us a smaller BG. Not those 4v4v4. I play other games to have real 2v2 team bgs. And don't give us a bunch of worthless levels and space like the current bg's. I NEVER go to a BG because the players there team up against players that are not on the leader boards. I used to go and even top the leader boards but haven't been in years. Give us a 2v2 of 20 to 40 players where a normal player can enjoy an hour or so of PVP and move on. I'm sick of never ending Cyrodil.

    What makes you think 20 players per side isn't something that is coming to Cyrodiil? :D
  • darvaria
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    [/quote]

    What makes you think 20 players per side isn't something that is coming to Cyrodiil? :D [/quote]

    It would be great if it did but it would need to be a much smaller map but a 20v20 would be great.

    Maybe it's time to face the fact: Cyro can't handle even 200 players. I was just playing WOW SOD for a bit and no lag ever at BG's. BUT Blood Moon at prime time (which had 200 or more players) lagged for most players. I lagged a couple of times there and everyone was complaining about it. Maybe these games just can't handle 100's of players in one area. Time to give up on ever fixing Cyro. The CP and proc sets are too many computations, I don't recall much lag for players back when CP capped at 610 (for years). I've only lagged once in the last month (but I'm not going to cyro much) but it's so sparse even at locked pops, not enough fights.

    Smaller maps and put in 20v20.

    Seriously, we don't need towns WP, Carmm & H. There aren't enough players to cover all of these areas. Give us a game that has a beginning and ending point. You do it in BG's why not another BG that is 2 teams. BG's aren't faction locked, so it would be easy to extend this code. And just ONE flat map. All those levels on BG's are pointless and annoying.

    Cyro is never going to be fixed. So make it smaller or give us something that is only 2 sides. Try a 20 v 20 or even 40 v 40. The 3rd side adds too much noise. We don't stick to a bg team so why do we need THREE teams? you don't. At least TRY one 2v2 BG.

    Edited by darvaria on June 2, 2024 4:48PM
  • Overamera
    Overamera
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    Yall think lowering the group cap to 6 would do anything against ballgroups? Since they are usually the ones who bring the most lag
  • Theignson
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    Joy Division! Author of the greatest guide to Maelstrom (back before there were two tiers of it) and Intro to PvP. But wait...you're on AD now??

    Well, I feel the part of your post about newer players. How could they ever become comfortable in Cyrodil? Every night on EP, people are calling, "lfg". But, there are no groups. It's a harsh environment for a new player without a group. In contrast, I recall the days when Crow would run 4 groups of 24 people each on EP, and that was not nearly the whole population. There are no guilds running either, at least when I play PST. When I started , I was in a PvP guild that taught all the basics of group play in PvP: how to siege in various situations, how to make your PvP build, how to run as a group, etc.

    Years and years of PvP later, I don't really need a group, although it is nice once in a while to be in a group. But since newer players face such a harsh environment, the population declines. Night after night, I see the same names, fight the same fights.

    I still enjoy the large battles, which happen about once a night if lucky, but the fact is it is all pretty stale. If it were technically feasible (to have a bigger cap) that might help some.




  • dcam86b14_ESO
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    I read your post but still think you're blowing hot air. been here for 10 years and pvp is still a mess and it's not the pop number its the coding of the game at it's core. Sorry if I don't know who you are or any of your fandom but nice post just a bit wasted imo.

  • LostScot
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    Firstly I apologise for what will be a brief reply in contrast to your well-reasoned post.

    For me, Cyrodiil was never the same after Imperial City was introduced to the game. Due to repurposing of hardware or changes to the client/server communications, Cyrodiil went from supporting populations of 1000+ easily before, to being a lag-fest with only a hundred players. Many players reported frequent lag spikes causing pauses of up to 10 seconds that made normal PvP problematic.

    Couple that with changes that effectively focused on PvE combat, or outright 'nerfs' as some players cried fowl (hey Templars, remember the good old days when the class had it's time in the limelight?), PvP popularity quickly declined.

    With that, the joys of large-scale PvP we had enjoyed became memories. The nostalgia was born.
    Edited by LostScot on June 2, 2024 9:31PM
    Craftaholics Guild, established 30th March 2014.

    What do we want? Our anniversary goblets and Alfiqi plushies!
    When do we want them? Back in April 2024 when we expected to receive them!
  • Reverb
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    I fully agree, and would add the request to make the resource towers destructible again.
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • Jaraal
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    The game was so much more fun with the higher population caps and the 24 person groups. There was room for new players to tag along and learn, without being a liability. With the smaller group size, leaders have to be more selective, and the result is more disorganized and vulnerable solo players being farmed by organized squads. Those players end up huddling up in the safety of keeps, and the map becomes stagnant.

    However, this is apparently what ZOS wants, as the changes to the Emperor buffs encourages players to hole up in and defend home keeps, rather than striking out and quickly flipping enemy keeps as an organized unit, as was much more possible in the larger groups. Not to mention that ZOS stated that they "liked the behavioral changes" of the smaller groups, which has resulted in a far less active map overall.
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • StaticWave
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    Joy, they are just going to have to go out there and hone their skills. Exactly, Cyrodiil is an uninviting environment to the general population who have not done so yet. Joy, they can just group up with other players. Exactly, they have to fulfill prerequisites and do things from the start that other people believe are necessary in order to have any fun in Cyrodiil. And let’s be honest about these LFG pick-up-groups. What exactly are these 12 players going to do? If they try to do anything but PvDoor an undefended keep, all I need are just 2 or 3 other decent players and they’ll never take it. 12 random pugs don’t have the firepower, numbers, self-reliance, or confidence to concentrate their efforts to track and secure kills against good PvPers while also flipping the flags before other players start showing up. And anytime these looking-for-group 12 mans run into a real organized group, it’s basically mass execution. They lose 12-0 every time, with the majority getting deleted at the first contact. They aren’t even a speed bump. They are roadkill. We’ve seen this for years now. Let’s stop kidding ourselves. The PUG groups absolutely needed the full 24 from the old group size to even have a shot of being useful on a competitive map. Currently Cyrodiil is basically telling these players the problem is them. Git gud bruh. Or type LFG and pretend that somehow makes them competitive

    It's actually worse than that. As Cyrodiil’s play pattern goes, DC 31 is constantly pitted against higher tier players. DC 31 is only responding to fights and those fights most of the time are initiated by skilled players confident enough in their abilities. These solo players, small-scale groups, and organized ball groups attack objectives knowing the passive players looking for a fight will respond. So our hypothetical DC 31 spends a lot more time fighting players who are far better than them rather than fighting against their AD 28 or EP 35 counterparts, which is ass backwards.

    This is the unfortunate reality of Cyrodiil. A pug group of 12 random players may take over an undefended keep, but all it takes is 3-4 top tier small-scalers to wipe that group completely. It's happened since the beginning of this game.

    What's different is the server had a higher population cap in the past, and fights were occurring everywhere. You could be at any point in the map and you would get a fight. Now, everyone just goes to where the cross-swords appear. The map is too large for the population, and the game becomes a horse simulator.
    Platform:
    PC NA

    Main:
    Static Wave - AD stamsorc

  • Desiato
    Desiato
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    GooGa592 wrote: »
    [snip]

    Please. You can use this reasoning to believe anything you choose.

    The existing theories of gravity may best explain our experiences with it, but the notion ZOS would reduce server performance to save a few hundred dollars a month is absurd.

    Servers are cheap. The software development teams required to solve Cyrodiil's underlying issues are not.

    [edited to remove quote]
    Edited by ZOS_Icy on June 3, 2024 10:27AM
    spending a year dead for tax reasons
  • merevie
    merevie
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    ", the disproportionate power/presence of “ball groups”

    Choked reading that, considering the past pvp life of the poster.
  • Tommy_The_Gun
    Tommy_The_Gun
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    Rising the population cap would solve a lot of issues, but that is assuming servers would handle this and performance would be acceptable... and that is... um... highly unlikely to put it gently.

    I think that the primary issue that makes Cyro & IC very unpoular is so called "Ball Group problem". With population cap being this low, not only full group (12 players) takes away substantial chunk of the total population but it also makes finding a fight without stumbling on a ball group kinda impossible... And we all know that at least in current meta fighting against ball group is just a waste of time.
  • IV_Deity
    IV_Deity
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    I've seen some of your posts on here and I'll have to say that you don't miss. I couldn't disagree with anything even if I tried.
    DeityTheNoble
  • Necrotech_Master
    Necrotech_Master
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    LostScot wrote: »
    Firstly I apologise for what will be a brief reply in contrast to your well-reasoned post.

    For me, Cyrodiil was never the same after Imperial City was introduced to the game. Due to repurposing of hardware or changes to the client/server communications, Cyrodiil went from supporting populations of 1000+ easily before, to being a lag-fest with only a hundred players. Many players reported frequent lag spikes causing pauses of up to 10 seconds that made normal PvP problematic.

    Couple that with changes that effectively focused on PvE combat, or outright 'nerfs' as some players cried fowl (hey Templars, remember the good old days when the class had it's time in the limelight?), PvP popularity quickly declined.

    With that, the joys of large-scale PvP we had enjoyed became memories. The nostalgia was born.

    back in the day when IC was added, it was not its own separated instance but "in cyrodiil" which all of the NPCs and stuff in there probably didnt help cyro as a whole

    i was really glad when they separated IC into its own instance as it made it far less annoying to access
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
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