Megaserver, megaguilds, phasing, and PvP

Post » Wed Jan 15, 2014 5:58 am

So how is it going to work?

I have yet to see it addressed or talked about.

If a Guild has 1000+ members and they all dont PvP or all dont get onto the same PvP campaign/shard/world, then what? Well for starters they cant PvE together for the duration of the campaign. Which also means I assume they dont even have access to their guild store, which is maybe a main reason why some people joined a mega guild in the first place because the game doesnt have an AH.

So any OFFICIAL and verifiable answers to any of this?

I said it before that tying PvE aspects of the game to PvP was a big mistake. Add in this whole separation of guild mates between campaigns/shards/worlds and it becomes very apparent very quickly.

That also doesnt address the PvP issues themselves. even if a guild isnt that huge and has maybe 50 or 60 active PvP members and they all somehow get into the same exact campaign, how much of the cap do they represent?

People talk about the megaserver technology like it allows a million people to play together on the same server, when it is in fact basically shards that split people up just like separate servers.

Also what happens when you dont choose a PvP campaign and youre left on a world that has had a lot of people gone due to choosing a PvP shard.

Yes I know there will be some phases where it is mostly PvE players anyway but there will definitely be some where shard/world populations go down considerably as people go to campaign worlds.

There just isnt a lot written about this, nor has anyone really asked these pretty obvious questions. So I am wondering jut how it is going to work or if they have even tried to think that far ahead or figure it out.

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Jon O
 
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Post » Wed Jan 15, 2014 2:58 am

Guild Members go into the same Campaign as part of the sorting. As for if they do not PVP, that is their fault.

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Rob
 
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Post » Wed Jan 15, 2014 11:40 am

You can join your friends Cyrodiil campaign.

There's no pvp or pve shard, pvp takes place solely in Cyrodiil, which will have some pve elements within it as well as a ton of pvp.

So you will have access to your guilds stores.

Edit - And as PKMN mentioned, you are prioritised to join guild mates and friends campaigns anyway, but if you're not you can switch over, for a fee I would assume.

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Kelly John
 
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Post » Wed Jan 15, 2014 11:19 am

I am still pretty concerned about the phasing (omg that epic fail misspell o_O). I wonder whether one will be able to interact with players that somehow get into another version of the phasing.

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Angus Poole
 
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Post » Wed Jan 15, 2014 5:03 am

But there will be multiple phases of Cyrodil map, so its semantics. Phase, shard, world. Its still a separate area. So if youe guild is in Campain QQQ, but youre not in campaign QQQ do you still have access to the guild store? Is the guild store and bank on a completely neutral phasing of the server? I would say they probably do have that figured out. But still havent seen it officially addressed.

But these things still dont address population issues. Any word on what they will be capped at? If the cap is 2500 players per Alliance (7500 total)and a guild has more people than that then what? I doubt the caps will be that high actually but as an example.

But what if PvE guild with 500 people joins a campaign and only 20 of them PvP then what? Those numbers count towards the cap right? So what does that mean for that faction?

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Verity Hurding
 
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Post » Wed Jan 15, 2014 8:17 am

One of my concerns is back in DAOC, guilds of different factions would spar/talk junk/rant against each other and that would create a fantastic rivalry. With the campaigns changing every few months, how will enemy faction guilds create any form of rivalry? Guild vs guild is always great when it is woven into RvR.

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Damned_Queen
 
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Post » Wed Jan 15, 2014 1:56 am

Currently you only have access to the guild stores within Cyrodiil.

I understand each campaign is capped at 2000 (?) players, with some manoeuvrability granted, for friends to switch campaigns etc.

The guild cap is lower than 1000 I think, last I heard I thought it was between 200-500, but I'm not sure on that.

Everyone in Cyrodiil counts towards the cap, regardless of whether they are pvping or pveing.

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Maria Leon
 
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Post » Tue Jan 14, 2014 7:33 pm

Side-Question: Does anybody know if there is or is not a cap for guildmembers? I thought i have read somewhere that the cap is 500?

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quinnnn
 
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Post » Wed Jan 15, 2014 6:57 am

There is a cap, I seem to remember it being around 500, but I'm not sure on that.

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Lalla Vu
 
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Post » Tue Jan 14, 2014 8:46 pm

For my understanding when guild has keep in campaign QQQ then

- for random player: only joining this campaign and going to Cyrodill where keep is located gives him access to AH

- for guild member: all guild members have access to AH directly without keep - so if by some action (switching to different campaign) one of guild members is on campaign YYY then he still will be able to access his guild AH plus he will be able to see AH on different campaign - kind of trading traveller

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BRAD MONTGOMERY
 
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Post » Wed Jan 15, 2014 5:15 am

Hmm 'worse' than I thought then. Although guild caps far lower than alliance caps help with some of the issues, but if guild mates dont get online before the campaign fills up theyre still S.O.L. Some things about guild store still under NDA so makes getting some answers or posing question a little more difficult.

But yeah I did find something new, and yes its 2K people in total inside Cyrodill at once, didnt state if that was balanced or if one faction could have all 2000 people. No remarks on that either.

But by reading that I will assume that the total cap for that campaign is more than 2000 in total. That might be wrong, but if they have a cap of 2000 on the map itself them one might assume they use the law of 20% where they assume what you see online is 20% of the population. So the campaign cap might be 10K with an in map cap of 2K. Again speculation since no official word, but it does loosen the issues somewhat. But I imagine campaigns will still fill up fairly quickly.

Another thing that was answered is, at least by how I read it, is once you join a campaign you stay there, unless you spend AP or gold. So Campaigns dont hard reset, just the scores do. THAT will also be interesting to see how fast people pay to leave campaigns where they are getting dominated and these maps stay one color 24/7 for the duration of the campaign and beyond since ownership never changes. so that adds another wrinkle to it.

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JESSE
 
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Post » Wed Jan 15, 2014 12:53 am

There was an article mentioning soft and hard cap....so soft cap is reachable by random ppl joining . Leaving the hardcap for guild/party-members to reach and fill out the last letz say 100 of 700 alliance spaces. Can't remember where i have read it though, but it was mentioned .-)

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Heather Kush
 
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Post » Wed Jan 15, 2014 12:59 am

just few facts (from official releases):

Campaign never ends, it is permanent

Each guild has internal AH that becomes public when they have keep or any of three resource points around keep

Each guild can own only one of Keep, one of three resource points

It is possible for guild to switch to different campaign when all members switch to new one

After logging each player is located on guild shard together with other guild mates, he needs to manually join other player in team to select different shard

"Also what happens when you dont choose a PvP campaign and youre left on a world that has had a lot of people gone due to choosing a PvP shard." you always are chosen some campaign, when all go to PvP then probably PvE is more empty, but campaigns have limit, so not all players will probably be able to go together to Cyrodill, leaving someone alone.

"Yes I know there will be some phases where it is mostly PvE players anyway but there will definitely be some where shard/world populations go down considerably as people go to campaign worlds." system will try to stabilize population, just for the case you described when a lot of players go to PvP then shard becomes empty and automatically starts to be filled with players (usually new I think or un-guilded), so there will be fluctuations because it is natural then when all go to PvP then PvE is more empty, but it will be automatically stabilized.

This is how I understand it.

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XPidgex Jefferson
 
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Post » Tue Jan 14, 2014 9:16 pm

Yes, that will be problem and I already mentioned it long time ago.

The only reverse drift to it will be that there are caps on campaigns, so if all leave some campaign then need to find another campaign where they can play - and most will be crowded, so they will have to wait before playing, so instead of waiting they (some) might choose empty campaigns and try to fight there.

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Rob Davidson
 
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Post » Tue Jan 14, 2014 11:35 pm

yeah I have looked around a lot but try not to get too off the beaten path because we dont know what is official and what is still technically NDA.

I just know there is more than enough info to ask these questions, but not enough hard answers.

I am a big critic of the guild store being tied to the PvP side of the game. There are conflicting statement in this thread so not sure which is right. It makes sense you would have ot be in the same campaign to access it. But what is the standard? Whatever campaign the Guild Leader is in is the official campaign or whatever campaign they officially signed up for? If half the guild is in one campaign and half the guild is in another and each group takes a keep then I would assume the access to the guild store would be on a per campaign basis. Again speculation but it makes sense. So guys that captured a keep in QQQ have access to that QQQ guild store. Guys in campaign ZZ who capped a keep would not have access to guild store QQQ but would have access to ZZZ.

BUT that also raises the question of PvE guilds and their store. Which would support the universal guild store model where it would be accessible to ALL members regardless of campaign.

But in the end it seems like campaigns are not a solely PvP aspect. Even though theyre described as a group of people battling for control over their own private Cyrodiil. They have pretty in depth PvE implications as well. Beyond just the perks and bonuses each allince gets for ownership of whatever in Cyrodiil.

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Stephy Beck
 
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Post » Wed Jan 15, 2014 9:36 am

It needs to be sustainable for RPvP as well - what you might call the spar/talk junk/rant part I guess... but with more development and flourish. I agree.

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Michael Korkia
 
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Post » Wed Jan 15, 2014 9:07 am

They are constant, and that could be good or bad, as we discussed a couple replies above. If there is an actual 'ba;lance' then it might be awesome, if one server totally dominates and owns things campaign after campaign it wont be.

Thats why I always have concerns about these large scale "own this premade structure" PvP models.

How about having three home cities and then you build your own stuff on an empty map? That way until it is built youre guessing on what is going on. Once it is built if they want to put an icon n the map great. But if you did that it would be two fold, it would at least for awhile break up the zerg because people would have to split up to find people building a structure. Premade stuff is just a target for the locusts to focus on. Sure once a keep or tower or structure is built then they might zerg it. But that structure could also be a decoy, so while the zerg is there there is another group building stuff in another area of the map.

obviously it is way too late to implement that sort of mechanics now. But given the space they had to work with and the IP it would have been a no brainer model IMO.

Heck it could also come down to 'cease fires' at the start of each campaign too so each side was allowed to get a structure built before everyone went on the offensive. Obviously these player made truces arent enforceable bu they are still possible.

I doubt anyone is going to freely give up pre made keeps the same way they might allow each other to build a keep.

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Racheal Robertson
 
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Post » Wed Jan 15, 2014 1:08 am

If players are free to choose one of three factions, how will ESO strike a player balance between the three? What if one faction is over-populated while another is extremely under-populated? The under-populated one won't stand a chance in claiming the throne! – By Benji Cold-Beer

Three-sided battles actually allow for more player balancing options than systematic options. If one side is over-populated, the other two sides usually gang up on that alliance. That being said, there are alliance population caps per campaign to make sure one alliance doesn’t fill up a campaign entirely. There are also scoring incentives for alliances that are tailing behind when capturing resources and keep, from the winning Alliance if the score is imbalanced. You’ll get more points by taking keeps and resources from the winning alliance and holding your own keeps, helping you catch up in the overall score. Lastly, keeps can be captured with smaller groups than you may expect, so even under-populated alliances have a real shot at claiming the throne.

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flora
 
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