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A horrible idea what would fix the ball group situtation and possibly fix the lag

notyuu
notyuu
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As the title says this would be a horrible multi-step idea which if implmented would stop ballgroups from being so effective and possibly help with the lag issue in cyro, laugh at it, make fun or it, ignore it, tease it, but at least it's an idea to address it outside of the usual (and economically unsustainable) "put more resources into it"
  1. Compress the map, make it about 20% smaller overall to make it harder for groups to sneak about and to massivly cut down on the horse riding simulator experience of cyro.
  2. Divide the map up into 15 instances seperated by loading screen (like imperial city but with a magic barrier or something) which would be 3 home segments consisting of that factions gate, home keeps and scroll temple, with the remaining 12 segments being 2 forts/outposts along with whatever town/villages happen to be nearby per instance, this effect this would have would be a reduction on the amount of area needed to be calculated by the server, thus in theory improving preformance.
  3. Increase the population cap in cyro to 240 per faction.
  4. The home instances would have a player cap of 240 for the home faction, and 20 for each of the other factions, every other instance would have a maxium cap of 20 per faction, this is remove ball groups and encrouge many smaller scale battles across the map
  5. to avoid players getting stuck in an area of a queue if they try to leave their home instance they can teleport to any instances directly connected to ones which are full of your faction, for example if you can't enter the glademist/aleswell instance due to it being full you can teleport to the ash/nikel instance or the dragonclaw/winter peak instance..and so on and so fourth.

and there you have it, a horrible idea which if employed, would, at least on paper fix cyro's ballgroup problem, possibly improve preformance and encourage wider spread small scale battles (which is were eso PvP shines the best).

So have it it, release your lambasting of the idea
  • Joy_Division
    Joy_Division
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    Your basic idea isn't crazy. Though I would have said so it was like 4 years ago.

    Since ZOS has all but thrown their hands up in the air as far as performance goes and continues to lower the pop cap in a desperate attempt to limit calculations, it's time to accept Cyrodiil will never be what it was intended. Since it never will, let's stop playing within the confines of this fantasy. I would accept the awkwardness of loading screens if it means an actual, dynamic map.

    I'm not sure about your numbers though. If I'm understanding the post right, max 20 players per faction for say BRK-Sejanus? That's even worse than what we have now. And that wouldn't stop a "ball group" as they are size 12. Good luck trying to kill a group of organized players with 20 pugs.
  • Deimus
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    They would have to make it where enemy scrolls couldn't be kept at the trikeeps, because it would be next to impossible to get them back with those limits.

    I'd love for there to be no ball groups or a campaign with no ball groups their "playstyle" relies on exploiting the system and feels likes something only toxic grifters would enjoy. Especially since a byproduct of their actions make the environment worse for everyone else by causing server strain which just leads to lower pop caps and discouraging new players from sticking with PvP leading to anything PvP related getting shunned or complained about by most of the community.

    I'd advocate for editing Battle Spirit to limiting any heal or HoT to stacks to 2 instances per player, either reducing the shields you place on other players by 50% potency or only allowing you to only place shields on yourself, and anything that causes the player to be forcibly moved or lose control of their character counts as cc and grants cc immunity.

    This would reduce server strain by removing most of the effects these players have on them each one probably uses the server resources of 5 or more regular players from the server running calculations on all the HoTs, buffs, DoTs, debuffs, and others damage they take that doesn't budge their hp. There are usually 3+ ball groups on so potentially trading 36 toxic players for 150 regular ones and gaining better server performance.
  • Necrotech_Master
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    Your basic idea isn't crazy. Though I would have said so it was like 4 years ago.

    Since ZOS has all but thrown their hands up in the air as far as performance goes and continues to lower the pop cap in a desperate attempt to limit calculations, it's time to accept Cyrodiil will never be what it was intended. Since it never will, let's stop playing within the confines of this fantasy. I would accept the awkwardness of loading screens if it means an actual, dynamic map.

    I'm not sure about your numbers though. If I'm understanding the post right, max 20 players per faction for say BRK-Sejanus? That's even worse than what we have now. And that wouldn't stop a "ball group" as they are size 12. Good luck trying to kill a group of organized players with 20 pugs.

    this, the numbers are totally unbalanced

    the OP also suggested that the trikeep section of the map would allow 240 of your own faction, but a max of 20 players of enemy factions, at that point it would be almost impossible to take the scrolls unless the map was completely dead

    the same would go for any enemy scroll stowed at any of the trikeeps
    plays PC/NA
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  • Kartalin
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    I envisioned a smaller Cyrodiil region with the current population previously without much response.

    6 inner keeps and 3 inner outposts, one gate per faction with one scrolll each. Emperor gained at 5 keeps controlled and lost when only one keep controlled.

    Then maybe still have an OG Cyro map for PVErs where AP gain is impossible and there is no PvP, they can explore to their hearts’ content and do city quests (no gear vendors, no gear rewards, no oranges), get skyshards, etc.

    I have been extremely against this in the past but I feel like the game is at a point where this would have value.

    I wouldn’t say no to an entirely new PvP map but can at least make this more lore friendly.
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  • xylena_lazarow
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    Delete Snow Treaders and Echoing Vigor. Ball still meta, but less oppressive and uninteractive now.
    PC/NA || CP/Cyro || RIP soft caps
  • Sluggy
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    notyuu wrote: »
    [*] Divide the map up into 15 instances seperated by loading screen (like imperial city but with a magic barrier or something) which would be 3 home segments consisting of that factions gate, home keeps and scroll temple, with the remaining 12 segments being 2 forts/outposts along with whatever town/villages happen to be nearby per instance, this effect this would have would be a reduction on the amount of area needed to be calculated by the server, thus in theory improving preformance.
    [/list]

    I just wanted to point out that this already happens invisibly at all times. https://www.youtube.com/watch?v=OJxEcs0w_kE
  • Desiato
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    The total "area of the server" doesn't negatively affect performance. They could double the size of Cyrodiil and as long as players were still concentrated in the same areas, performance would be the same. In the vacant areas with no players, there is no load on the server.

    Personally, the horse riding sim aspect is np. It doesn't take long to get around via horse. The problem is when we're stuck in combat and have to run between keeps unmounted. While this bug persists, what you propose would be untenable because it would prevent us from zoning within Cyrodiil.

    Far more frustrating than any current problems in Cyrodiil would not being able to go where we want to because the zone is full.

    Ultimately, what you're proposing won't happen for the same reason Cyrodiil doesn't see substantial improvements: it would involve meaningful development resources to make these changes.

    The root issue of all problems in Cyrodiil is that ZOS is unwilling to invest the resources necessary to solve them.

    Edited by Desiato on July 11, 2024 7:16PM
    spending a year dead for tax reasons
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