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Cyrodil Restructure is Not a Bad Idea.

FoJul
FoJul
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I made a map in like 5 minutes. So don't hate the negative artwork. Just wanted it to be simple .
zvuxhj080dn6.jpg



So, I know I put the red dots where they are, but the small towns could go over the sewer entrances. Would make more sense than just a random sewer entrance by a river.

Can reduce the size of the map, increasing performance, and can we also get rid of the PvE functions in cyrodil. For example, the Cheydinhal dailies and NPC's that serve 0 purpose. As well as the delves.

Im not telling Zos how to do their job, I just personally want feedback from forum divers, to see if this idea is a better idea than stripping the core game in hopes of better perfomance.
  • Treeshka
    Treeshka
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    This layout would only fit to capture the flag kind of game in my opinion with no siege. Not a full scale siege and such. Being Emperor means controlling entire map which also does not work nicely.
  • FoJul
    FoJul
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    Treeshka wrote: »
    This layout would only fit to capture the flag kind of game in my opinion with no siege. Not a full scale siege and such. Being Emperor means controlling entire map which also does not work nicely.

    You can't capture the flag without sieging the walls first. And PvP hasn't been about Emperors and RP since it came out. I also don't think you realize how big even the shortened version of the map still would be.
  • karthrag_inak
    karthrag_inak
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    Ew. No thank you.

    Edit: you put some effort into this, so khajiit will put some effort into response.
    The size of cyro makes it feel much more real and epic. This seems like it would be a glorified battleground. Secondly, PvE adventures in Cyro serve a big and important purpose - they provide fun harvests for PvPers as well as providing a PvE experience not found elsewhere in the game, where other players can really make things interesting.
    Edited by karthrag_inak on July 2, 2025 4:39PM
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
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  • Heren
    Heren
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    So, the title of the thread is 'My idea is not a bad idea' ? Yeah, I guess you wouldn't say otherwise...
  • FoJul
    FoJul
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    Heren wrote: »
    So, the title of the thread is 'My idea is not a bad idea' ? Yeah, I guess you wouldn't say otherwise...

    honestly I didn't know what to put on there. But I think it strikes an Idea pretty simply. No reason to over complicate things.

    Call it a social experiment. Asking the forums was probably a mistake. Since most people on here can't be real.
    Edited by FoJul on July 2, 2025 4:57PM
  • ForumBully
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    While I agree that Cyrodiil is a lot of wasted space, I would rather see that space better utilized than reduced. Up until Vengeance, Cyrodiil has been a broken down car ZoS was just trying to keep running (while continuing to break it further, but anyway), hopefully if performance is improved some work can be done to better utilize the space where nothing happens, ever.

    Being able to ride into IC from Cyrodiil with the bridges fixed would be amazing.
    Edited by ForumBully on July 2, 2025 5:07PM
  • Joy_Division
    Joy_Division
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    Well, most people are going to be uncomfortable with radical change. We are creatures of habit. So it's not surprising that you're not getting the sort of discussion you are looking for.

    I am not a creature of habit. Actually check that. For things which indisputably work from a practical perspective, I absolutely am. I very dislike it when thigs that work fine are changed for reasons.

    So I think the question to any Cyrodiil proposal should be this: does the current version of Live Cyrodiil indisputably work from a practical perspective. Unequivocally it does not. I'm sure there are a few dozen people who really like it, but the legion of ex regulars who have long left tell us otherwise.

    Since that's a yes and some sort of change should be up for serious consideration, I will look at your proposal. I do think it addresses one of the worst things about Cyrodiil: a huge map with a tiny population.

    It does, however, brings other issues that really undermine the AvAvA mechanic. It would be pretty trivial to unlock the scroll temple and I can easily see how the slightest population imbalance would mean getting gated. Also, while it's good that people would be pushed to fight because of proximity, that also means a lot more encounters with what is decidedly the most unfun fight in the game right now: ball groups. You'd never get away from them in such a small setting with really only two directions to ever go. I can only imagine being on a 2 bar DC, with both home keeps taken and a ball group at Aleswell. I would immediately log off.


    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Sluggy
    Sluggy
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    FoJul wrote: »
    I made a map in like 5 minutes. So don't hate the negative artwork. Just wanted it to be simple .
    zvuxhj080dn6.jpg



    So, I know I put the red dots where they are, but the small towns could go over the sewer entrances. Would make more sense than just a random sewer entrance by a river.

    Can reduce the size of the map, increasing performance, and can we also get rid of the PvE functions in cyrodil. For example, the Cheydinhal dailies and NPC's that serve 0 purpose. As well as the delves.

    Im not telling Zos how to do their job, I just personally want feedback from forum divers, to see if this idea is a better idea than stripping the core game in hopes of better perfomance.

    This isn't going to do a thing to help performance. If anything, it would likely hurt it.
  • LadyGP
    LadyGP
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    Sluggy wrote: »
    FoJul wrote: »
    I made a map in like 5 minutes. So don't hate the negative artwork. Just wanted it to be simple .
    zvuxhj080dn6.jpg



    So, I know I put the red dots where they are, but the small towns could go over the sewer entrances. Would make more sense than just a random sewer entrance by a river.

    Can reduce the size of the map, increasing performance, and can we also get rid of the PvE functions in cyrodil. For example, the Cheydinhal dailies and NPC's that serve 0 purpose. As well as the delves.

    Im not telling Zos how to do their job, I just personally want feedback from forum divers, to see if this idea is a better idea than stripping the core game in hopes of better perfomance.

    This isn't going to do a thing to help performance. If anything, it would likely hurt it.

    100%
    LadyGP/xCatGuy
    PC/NA

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  • FoJul
    FoJul
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    Sluggy wrote: »
    FoJul wrote: »
    I made a map in like 5 minutes. So don't hate the negative artwork. Just wanted it to be simple .
    zvuxhj080dn6.jpg



    So, I know I put the red dots where they are, but the small towns could go over the sewer entrances. Would make more sense than just a random sewer entrance by a river.

    Can reduce the size of the map, increasing performance, and can we also get rid of the PvE functions in cyrodil. For example, the Cheydinhal dailies and NPC's that serve 0 purpose. As well as the delves.

    Im not telling Zos how to do their job, I just personally want feedback from forum divers, to see if this idea is a better idea than stripping the core game in hopes of better perfomance.

    This isn't going to do a thing to help performance. If anything, it would likely hurt it.

    Hm, okay. How so? Didn't they shrink housing because console performance was terrible? Or am I just making that up?
  • Sluggy
    Sluggy
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    FoJul wrote: »
    Sluggy wrote: »
    FoJul wrote: »
    I made a map in like 5 minutes. So don't hate the negative artwork. Just wanted it to be simple .
    zvuxhj080dn6.jpg



    So, I know I put the red dots where they are, but the small towns could go over the sewer entrances. Would make more sense than just a random sewer entrance by a river.

    Can reduce the size of the map, increasing performance, and can we also get rid of the PvE functions in cyrodil. For example, the Cheydinhal dailies and NPC's that serve 0 purpose. As well as the delves.

    Im not telling Zos how to do their job, I just personally want feedback from forum divers, to see if this idea is a better idea than stripping the core game in hopes of better perfomance.

    This isn't going to do a thing to help performance. If anything, it would likely hurt it.

    Hm, okay. How so? Didn't they shrink housing because console performance was terrible? Or am I just making that up?

    Warning: Over-explaining incoming!

    So the disconnect here is that you're thinking in terms of how the real physical world works. Video Games are a branch of computer science and in these virtual spaces things work very very differently. The basic premise is called 'Spacial Partitioning'. Almost all games that have many entities moving and interacting will use something like this. The basic idea is that you need to split up the space into virtual chunks so that you can reduce the number of things that each entity has to look at when it tries to interact with something. It works very efficiently with large spaces like this, especially when the entities interacting have a limited range and are sparsely placed throughout the map. Simply 'having a bigger map' doesn't somehow magically make the program have to calculate more stuff when the vast majority of it is a) inert and not doing anything (think of stuff like trees, buildings, ground, etc) and b) not within range of anything that would require it to make checks anyway (NPCs don't need to update if there are no players nearby to witness them). Video game trees do NOT make a sound when they fall if no one is around. In fact they don't even fall!

    By decreasing the size of the map you are forcing players into a smaller area which increases the potential that they will be within range of each other's skills. This now has the potential to increase the number of entities within a given partion which now requires far more checks. This is precisely why the server dies when several ballgroups show up to the same fight. They are vastly increasing the number of checks that need to be made because they are casting many skills with a high frequency in a small area.


    If you're interested in the topic here's a decent little video I found about it. You don't need to watch the whole thing nor do you really need to understand code to get the gist of what it is. Probably the most important stuff is explained in the first twelve minutes and if you want to see the results after he re-writes the code you can skip to something like the twenty-three minute mark.

    Hope that helps clear things up a bit.

    https://www.youtube.com/watch?v=2OLLxUYTC_E
  • katanagirl1
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    Only changes that Cyrodiil needs is an increase in performance and there is a test for that going on right now.

    I PvP every day but also do PvE activities there occasionally. I am opposed to reducing the size of the zone or changing its appearance in any way.
    Khajiit Stamblade main
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  • LPapirius
    LPapirius
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    So many are asking it and ZOS has yet to reply, but here goes again....

    Why hasn't ZOS tried limiting heal and shield stacking to only one instance/player and making free pull sets "monsters only"?

    Seriously. Why has this not even been tried after so many years of us asking for the changes? This is posted several times in the feedback threads they put up, so what's going on? Do they want our feedback or not? Does it matter when we give our feedback or not?
  • Warhawke_80
    Warhawke_80
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    Meh sooner or later Cyrodil will be turned into a PVE zone...it's only a matter of time I think...
    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    It would be a great shame to have to resort to such a smaller map.

    As someone who has fought in practically every area of Cyrodiil with a group vs large zergs there are some amazing unused spots it would be great to see activity brought to.

    Reducing the map like this would eliminate most of them.
    @Solar_Breeze
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  • LadyGP
    LadyGP
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    Sluggy wrote: »
    FoJul wrote: »
    I made a map in like 5 minutes. So don't hate the negative artwork. Just wanted it to be simple .
    zvuxhj080dn6.jpg



    So, I know I put the red dots where they are, but the small towns could go over the sewer entrances. Would make more sense than just a random sewer entrance by a river.

    Can reduce the size of the map, increasing performance, and can we also get rid of the PvE functions in cyrodil. For example, the Cheydinhal dailies and NPC's that serve 0 purpose. As well as the delves.

    Im not telling Zos how to do their job, I just personally want feedback from forum divers, to see if this idea is a better idea than stripping the core game in hopes of better perfomance.

    This isn't going to do a thing to help performance. If anything, it would likely hurt it.

    100%
    LPapirius wrote: »
    So many are asking it and ZOS has yet to reply, but here goes again....

    Why hasn't ZOS tried limiting heal and shield stacking to only one instance/player and making free pull sets "monsters only"?

    Seriously. Why has this not even been tried after so many years of us asking for the changes? This is posted several times in the feedback threads they put up, so what's going on? Do they want our feedback or not? Does it matter when we give our feedback or not?

    Because up until this test there has never been a PvE/PvP full scale balancing.

    People fail to realize how many free heals they get out in the open from random people by you. Sure, reduce all the heals to an X amount (which I think they need to do to make ball groups weaker) but you're also going to make the avg player weaker too. People just totally forget about that fact.

    Monster only pulls - why? Why alienate a big section of players when the game is hemorrhaging players? Do you think if they remove pulls that all the people who left because of ball groups would come back? A few might, sure, but most, no.

    Thats a very narrow view to look at solving PvP's overall issues.
    LadyGP/xCatGuy
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