The main issue with PVP since launch , besides performance , has been really unbalanced numbers in each faction . The population caps have not worked to stop any faction from greatly outnumbering another . Especially during off hours of a mega servers time zone . Does ZOS have any plans to address this in 1.6 or in the near future ? New threads on the same subject pop up almost daily and any news would be appreciated . It's a huge frustration with PVP players .
Moderator note: Edited thread title per our rules on names in thread titles.
ZOS_BrianWheeler wrote: »We have looked at population imbalances throughout the release of the game and have seen it change from campaign to campaign, month to month with Ebonheart, Aldmeri and Daggerfall all taking top population spots. As a snap shot, the past three days show the following:
- Haderus has swapped highest population between all three alliances.
- Azura has a steady stream of Aldmeri and Ebonheart, but not much Daggerfall.
- Blackwater has mainly Ebonheart with the highest with Aldmeri slightly behind and again, Daggerfall the lowest.
- Chillrend has Daggerfall with the highest population and Aldmeri/Ebonheart around the same
- Thornblade has Aldmeri and Ebonheart with roughly the same population with a slight edge towards Ebonheart, and Daggerfall trailing.
There are ongoing discussions about how to address population imbalances in the campaigns. Some of the possible solutions include the following:
- Limiting population per alliance to match the lowest or median population of the lowest population.
- Giving more XP/AP than we currently do
- Giving alternate siege weapons to the underdog\low-population alliance(s) that do more damage while they have the underdog\low pop bonus.
- Altering Cyrodiil's landscape
- Changing/removing scoring and showing that other campaigns have underdog/low-population bonuses on the Campaign Selection UI
- Doing away with Home and Guest campaign options, so Campaign Reward tiers roll with a character instead of being tied to a campaign so you can play in any campaign you want.
All of these have their pros and cons, some of which may not be immediately apparent but we still have to consider. The last one, for example, would result in all the campaigns having the same duration (so people can't earn tier 3 then hop to a short campaign and get a reward when it ends), and scoring and would be better suited as a meta-score across all campaigns. We would also need to remove the limitation on the accounts which don't let players have characters from opposing alliances in the same campaign (and yes I know that "jump to buddy" circumvents this rule already).
I agree there are many solutions we can explore, and that population imbalances are always a challenge for PVP games in which battles are not instanced to launch on demand. Thanks again for your continued patience in this and many other matters that the PVP community and myself care about deeply
Also, more lag, yay.BornDownUnder wrote: »I think making PvP better would require:If a keep is under attack and you die, then most of the time you will just go to another keep in another area of the map as there is no real incentive to defend and it can be too far to ride to the keep under attack due to the lack of way shrines/portal hubs, etc.
- Scrapping of the multiple servers, leaving one or two for veteran and one for non-veteran. The lack of population for most campaigns is a deterrent to PvP.
- Removing population cap completely. It is a complete waste of resources to have most campaigns virtually empty while another has a queue due to popularity.
- Removing campaign duration, have it continuous.
- Increase rewards for play-time in PvP, every 30 minutes or every hour you play, based upon what you do in Cyrodiil. Make capturing of resources more important than killing a player, at present most players don't bother at all with resource points unless they are in a zerg.
- Remove the buff system entirely for PvE - This is PvP. It is one of the reasons for campaigns being ruined with night-time zergs, etc.
- Increase incentive for PvE players to join in, quests are in need of a shake-up.
- Replace the current buff system with a lowest population buff, along the lines of what the buffs are, 5% bonus to damage, 5% bonus to health, etc.
- Remove the scroll capture, or make it dynamic and have it reset after a period of time when it is captured.
- Remove rank buffs, in its place implement a higher reward system for higher rank.
- Implement way shrines or little portal hubs along the keep network to allow for quicker transportation for reinforcements. They would need to be dynamic and guarded, lest camping ensue...
- Better AI standards for guards: Have the guards communicate with each other, bolster rank and line with reinforcements for small scale incursions, do not just add guard population when keep/resource is under attack though, have them be taken from inside/other side of the keep/resource.
- Dynamic AI choices for guards would really help with the attacking/defending a keep/resource: Have guards fall back to keep walls instead of patrolling outside the walls when keep is under attack. At present players just use the guards as meat shields and guards are little more than a hindrance due their AI scripting.
- Implement diminishing returns on skills that have repeated knock-back effects (Biting Jabs, for example - I am a Templar by the way)
- Make defending worthwhile/important instead of just a location where a number of enemy are to kill. Implement rewards for defending to increase incentive.
Small scale Arena-style locations would also be nice to see within Cyrodiil itself, Fighters Guild/Undaunted influenced events taking place for practice within keeps, out in the open would set a new dynamic to PvP.
I like PvE and PvP, I like both equally, just do PvE more as PvP at this point in time is just zerging from keep to keep, there is no real strategy due to the lack of balance on many fronts with the present PvP system.
With PvE buffs removed, PvE would still come to PvP if the population and incentive was there, there is nothing like stepping into a large scale battle taking place, or knowing that you and a small party make a difference to the overall standings. Even if the battle is a loss, it is an experience that leaves you smiling and wanting more.
Please remember, this is my point of view, constructive feedback is welcome and blatant criticism/negativity is not.
BornDownUnder wrote: »I think making PvP better would require:If a keep is under attack and you die, then most of the time you will just go to another keep in another area of the map as there is no real incentive to defend and it can be too far to ride to the keep under attack due to the lack of way shrines/portal hubs, etc.
- Scrapping of the multiple servers, leaving one or two for veteran and one for non-veteran. The lack of population for most campaigns is a deterrent to PvP.
- Removing population cap completely. It is a complete waste of resources to have most campaigns virtually empty while another has a queue due to popularity.
- 1Removing campaign duration, have it continuous.
- Increase rewards for play-time in PvP, every 30 minutes or every hour you play, based upon what you do in Cyrodiil. Make capturing of resources more important than killing a player, at present most players don't bother at all with resource points unless they are in a zerg.
- 2Remove the buff system entirely for PvE - This is PvP. It is one of the reasons for campaigns being ruined with night-time zergs, etc.
- 3Increase incentive for PvE players to join in, quests are in need of a shake-up.
- Replace the current buff system with a lowest population buff, along the lines of what the buffs are, 5% bonus to damage, 5% bonus to health, etc.
- Remove the scroll capture, or make it dynamic and have it reset after a period of time when it is captured.
- Remove rank buffs, in its place implement a higher reward system for higher rank.
- Implement way shrines or little portal hubs along the keep network to allow for quicker transportation for reinforcements. They would need to be dynamic and guarded, lest camping ensue...
- Better AI standards for guards: Have the guards communicate with each other, bolster rank and line with reinforcements for small scale incursions, do not just add guard population when keep/resource is under attack though, have them be taken from inside/other side of the keep/resource.
- Dynamic AI choices for guards would really help with the attacking/defending a keep/resource: Have guards fall back to keep walls instead of patrolling outside the walls when keep is under attack. At present players just use the guards as meat shields and guards are little more than a hindrance due their AI scripting.
- Implement diminishing returns on skills that have repeated knock-back effects (Biting Jabs, for example - I am a Templar by the way)
- Make defending worthwhile/important instead of just a location where a number of enemy are to kill. Implement rewards for defending to increase incentive.
Small scale Arena-style locations would also be nice to see within Cyrodiil itself, Fighters Guild/Undaunted influenced events taking place for practice within keeps, out in the open would set a new dynamic to PvP.
I like PvE and PvP, I like both equally, just do PvE more as PvP at this point in time is just zerging from keep to keep, there is no real strategy due to the lack of balance on many fronts with the present PvP system.
With PvE buffs removed, PvE would still come to PvP if the population and incentive was there, there is nothing like stepping into a large scale battle taking place, or knowing that you and a small party make a difference to the overall standings. Even if the battle is a loss, it is an experience that leaves you smiling and wanting more.
Please remember, this is my point of view, constructive feedback is welcome and blatant criticism/negativity is not.
ZOS_BrianWheeler wrote: »We have looked at population imbalances throughout the release of the game and have seen it change from campaign to campaign, month to month with Ebonheart, Aldmeri and Daggerfall all taking top population spots. As a snap shot, the past three days show the following:
- Haderus has swapped highest population between all three alliances.
- Azura has a steady stream of Aldmeri and Ebonheart, but not much Daggerfall.
- Blackwater has mainly Ebonheart with the highest with Aldmeri slightly behind and again, Daggerfall the lowest.
- Chillrend has Daggerfall with the highest population and Aldmeri/Ebonheart around the same
- Thornblade has Aldmeri and Ebonheart with roughly the same population with a slight edge towards Ebonheart, and Daggerfall trailing.
There are ongoing discussions about how to address population imbalances in the campaigns. Some of the possible solutions include the following:
- Limiting population per alliance to match the lowest or median population of the lowest population.
- Giving more XP/AP than we currently do
- Giving alternate siege weapons to the underdog\low-population alliance(s) that do more damage while they have the underdog\low pop bonus.
- Altering Cyrodiil's landscape
- Changing/removing scoring and showing that other campaigns have underdog/low-population bonuses on the Campaign Selection UI
- Doing away with Home and Guest campaign options, so Campaign Reward tiers roll with a character instead of being tied to a campaign so you can play in any campaign you want.
All of these have their pros and cons, some of which may not be immediately apparent but we still have to consider. The last one, for example, would result in all the campaigns having the same duration (so people can't earn tier 3 then hop to a short campaign and get a reward when it ends), and scoring and would be better suited as a meta-score across all campaigns. We would also need to remove the limitation on the accounts which don't let players have characters from opposing alliances in the same campaign (and yes I know that "jump to buddy" circumvents this rule already).
I agree there are many solutions we can explore, and that population imbalances are always a challenge for PVP games in which battles are not instanced to launch on demand. Thanks again for your continued patience in this and many other matters that the PVP community and myself care about deeply
ZOS_BrianWheeler wrote: »The low population bonus doesn't apply on the fly and is set to evaluate every 60 minutes against a rolling population sample of the past 24-72 hours. We have talked about reducing that window to have it apply faster, but the counter would be the bonus fades away quicker.
The low scoring bonus is evaluated on a larger time frame than hourly, and we have discussed shortening that as well, but again, the bonus would last shorter if we shorten that window too.
There have also been talks like mentioned here of editing scoring, or flat out removing it and making the rewards be simply based on your own efforts during campaign durations, and adding another tier or two.
ZOS_BrianWheeler wrote: »The low population bonus doesn't apply on the fly and is set to evaluate every 60 minutes against a rolling population sample of the past 24-72 hours. We have talked about reducing that window to have it apply faster, but the counter would be the bonus fades away quicker.
The low scoring bonus is evaluated on a larger time frame than hourly, and we have discussed shortening that as well, but again, the bonus would last shorter if we shorten that window too.
There have also been talks like mentioned here of editing scoring, or flat out removing it and making the rewards be simply based on your own efforts during campaign durations, and adding another tier or two.
ShadoPanauin wrote: »The main issue with PVP since launch , besides performance , has been really unbalanced numbers in each faction . The population caps have not worked to stop any faction from greatly outnumbering another . Especially during off hours of a mega servers time zone . Does ZOS have any plans to address this in 1.6 or in the near future ? New threads on the same subject pop up almost daily and any news would be appreciated . It's a huge frustration with PVP players .
Moderator note: Edited thread title per our rules on names in thread titles.
This is the same as saying nobody can play at any time of day.
I've thought about the same. I think it's worth a try on one campaign atleast.ZOS_BrianWheeler wrote: »The low population bonus doesn't apply on the fly and is set to evaluate every 60 minutes against a rolling population sample of the past 24-72 hours. We have talked about reducing that window to have it apply faster, but the counter would be the bonus fades away quicker.
The low scoring bonus is evaluated on a larger time frame than hourly, and we have discussed shortening that as well, but again, the bonus would last shorter if we shorten that window too.
There have also been talks like mentioned here of editing scoring, or flat out removing it and making the rewards be simply based on your own efforts during campaign durations, and adding another tier or two.
I've thought about the same. I think it's worth a try on one campaign atleast.ZOS_BrianWheeler wrote: »The low population bonus doesn't apply on the fly and is set to evaluate every 60 minutes against a rolling population sample of the past 24-72 hours. We have talked about reducing that window to have it apply faster, but the counter would be the bonus fades away quicker.
The low scoring bonus is evaluated on a larger time frame than hourly, and we have discussed shortening that as well, but again, the bonus would last shorter if we shorten that window too.
There have also been talks like mentioned here of editing scoring, or flat out removing it and making the rewards be simply based on your own efforts during campaign durations, and adding another tier or two.
GorraShatan wrote: »Re: the DC population problem... I PvP on all 3 factions, and I gotta say that my biggest issue with PvPing as DC is the culture of the faction. I find it far easier to a group of friendly people that will show you the ropes and cooperate on EP and AD than DC. There are some good people on DC for sure, but yah... just tough sometimes. I understand it's a self-perpetuating thing - poor outcomes in Thorn lead to people being more negative, which leads to worse outcomes on Thorn, and so on. And if the zone chat is negative, you'll not want to lead a group with lots of pugs in it.
Dunno how to break that. I don't think a low pop score bonus helps with that at all though.
Maybe something small to start - like dropping the health of walls/doors in keeps with a scroll secured in them by 20%? Losing scrolls seems to be the most demoralizing, especially if you keep trying and failing to take them back.
ZOS_JessicaFolsom wrote: »Also I like your ideas Mr Wheeler . I like the first idea best .
The first idea (Limiting population per alliance to match the lowest or median population of the lowest population) sounds good in practice, but there are some inherent problems with it. Let's say you're in a campaign where the lowest-population alliance has only 11 people on (this actually happens). That means the other two alliances would also be limited to 11 people, and no one is having fun at that point.
It needs to be a combination of several ideas. Not just one solution will work.
Also, it has been thrown around that limited/modified forward camps may return. Perhaps they return as a tool for the low pop alliance. Limited forward camps can only be deployed by an underdog alliance when the population imbalance between top and bottom exceeds xx%. Fast reinforcements would certainly go a long way to help even the sides.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
BornDownUnder wrote: »I think making PvP better would require:1-How do we get rewarded then? That's really the only reason there is a duration.
- 1Removing campaign duration, have it continuous.
- Increase rewards for play-time in PvP, every 30 minutes or every hour you play, based upon what you do in Cyrodiil. Make capturing of resources more important than killing a player, at present most players don't bother at all with resource points unless they are in a zerg.
- 2Remove the buff system entirely for PvE - This is PvP. It is one of the reasons for campaigns being ruined with night-time zergs, etc.
- 3Increase incentive for PvE players to join in, quests are in need of a shake-up.
2-I think this is already going to happen.
3-Have to say no way on this. That's like trying to make PvP'ers go and have to do trials in PvE for gear, or w/e you call an incentive to PvE. We don't want to do it, and if the PvE'ers don't want to PvP they shouldn't have to. Just like doing undaunted dungeons for gear. Yeah some PvP'ers do it. But I for one have found it silly that the exsisting PvP gear gained with AP is so bad that we have to in the first place.
Gear sets for PvP are horrible and need a revamp. The traits are bad, the slots are bad and most everyone is using player crafted gear because of it. Trial gear works for any PvE. You just have to grind for it.
The point below #1 is what I was referring to as the alteration for removing campaign duration.
#2, I really do hope this happens, as a lot of trials groups are now difficult to fill if there aren't any PvP buffs available in PvE. One trial group, almost 2 hrs to find 4 DpS outside of guild...
#3 Not trying to make players do what they do not want to do, trying to promote incentives to do something outside of their norm.
Perhaps the inclusion of the 3 guilds, Fighters, Mages and Undaunted in PvP would be good, offering a means for PvE players to step into PvP whilst alternatively offering a means for PvP players to step into PvE at max level.
PvP equip currently is really poor, elevating it to a level where it is seen as the only means of choice would have a detrimental effect on population as it would discourage players who have not gained enough AP to gain said equip.
The thing that would remedy this would be a dramatic increase in AP gain, then you would have seasoned PvP players complaining that AP is too easy to gain as they would already have the equip and nothing/not much else to spend AP points on.
In saying that, I fully agree, PvP equip is in desperate need of an overhaul, at this point in time it is actually better to use trials/crafted equip than AP buy-able PvP equip.Lag has and will always be a part of online gaming. I reside in Australia so my 'lag' is a 250 or higher latency at ALL times.ShadoPanauin wrote: »Also, more lag, yay.
I'm just lucky that I worked my guts out for a decent computer than can handle anything that is thrown at it, so I do not suffer from frame-rate lag.
To help combat lag:
Reduce your graphic settings and reduce the number of addons you run whilst you PvP.
Reduce the number of background tasks, particularly ones that interact on the network (Updaters, etc) It WILL help!
It needs to be a combination of several ideas. Not just one solution will work.
Also, it has been thrown around that limited/modified forward camps may return. Perhaps they return as a tool for the low pop alliance. Limited forward camps can only be deployed by an underdog alliance when the population imbalance between top and bottom exceeds xx%. Fast reinforcements would certainly go a long way to help even the sides.
that would be an idea increase the mobility for outnumbered realms.
sth like down by:
one bar - 25% increased horse speed.
two bars - keeps are portable as longs as atleast one resource is held.
three bars - foward camps are placeable
combine that with a strength increasement of guards and "antisiege" equipment would help alot to hold your ground while beeing outnumbered.