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https://forums.elderscrollsonline.com/en/discussion/668861

Lets make our PVP better

Xnemesis
Xnemesis
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I have decided to start a thread that would lists suggestions on how to make PvP better. I have a few ideas and hope to get some feedback and maybe have others post their ideas.

First We need a way to make battles more epic and engaging for those not actively participating in siege. My suggestion is a siege Camp. You could place these camps up outside the walls of a keep. They would spawn maybe 20-30 npcs that would rush towards the walls with ladders. I know here comes the complaints and no that wont work whaaaaa comments, but listen. We cant use the ladders only those Npcs can, and it will offer the guys on defense who aren't sieging something to do. On the same token though They should have the ability to summon defense camps that have NPCs rappel down the walls and attempt to attack the enemies sieging or fight against the enemy NPCs that are climbing the walls.

Give players an arena for dueling. I for one am not a fan but it seems as though it would be popular. I for one wouldn't mind going in and watching the matches from the stands though. Hell even offer gambling by betting between spectators. I am sure they could bring in a decent crowd of duelers and RP'ers.

Give us weekly quests that require us to capture x amount of resources, capture x amount of keeps, and kill x amount of players. This would encourage players to attack objectives and make it meaningful.

If you are a group leader give the ability to right click keeps and resources and designate that as the attack target for your group. I have been in multiple groups where it seems like people have different objectives and people start to break off. If we had a set of raid tools for the leaders that would give messages across the screen that would be great. Things like attack "Target", Go stealth, Regroup, Rally on my mark, Drop a forward camp, and I am sure many others could be made. I know most games have a raid warning feature for the leaders and assistants, and we really need one as well. If we have one I wasn't aware of it.

Public dungeons... Ok so I did these mostly for the skyshards, but I was under the impression that the loot dropped was scaled to your current lvl?! Everything I got was only Lvl 50. May instance those dungeons and that would help with some of the disconnects and lag issues in Cyrodill, as well as let you scale the loot to the lvl of those that are doing them.

Random events throughout Cyrodill, Either random spawning anchors, rare appearances of the three factions heros, pretty much anything that would stir the battlefield up a bit.

AD will have the easiest access to the capitol city once it opens so I hope they either blow holes in the wall so that all alliances will have the ability to enter just as easily without having to travel into enemy territory.

That's about it I cant wait to see what you guys would like to see in pvp. Also if you object to these ideas that's fine but at least offer some feedback or put a twist on it in a way that you may think it could work better. Constructive busy threads get read by devs and ideas do make it into the game eventually. sorry about the long read and happy hunting.
  • Gisgo
    Gisgo
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    Xnemesis wrote: »
    First We need a way to make battles more epic and engaging for those not actively participating in siege. My suggestion is a siege Camp. You could place these camps up outside the walls of a keep. They would spawn maybe 20-30 npcs that would rush towards the walls with ladders. I know here comes the complaints and no that wont work whaaaaa comments, but listen. We cant use the ladders only those Npcs can, and it will offer the guys on defense who aren't sieging something to do. On the same token though They should have the ability to summon defense camps that have NPCs rappel down the walls and attempt to attack the enemies sieging or fight against the enemy NPCs that are climbing the walls.

    Yeah what PvP needs is more NPCs...
    The siege camp idea isnt bad but it should give bonuses to players, not spawn npcs.
    Npcs = / = pvp.

    Atm it is imperative to fix the lag and merge the servers everything else doesnt really matter as long as the pvp is borderline unplayable.
    Edited by Gisgo on 27 May 2014 14:10
  • Xnemesis
    Xnemesis
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    Gisgo wrote: »
    Xnemesis wrote: »
    First We need a way to make battles more epic and engaging for those not actively participating in siege. My suggestion is a siege Camp. You could place these camps up outside the walls of a keep. They would spawn maybe 20-30 npcs that would rush towards the walls with ladders. I know here comes the complaints and no that wont work whaaaaa comments, but listen. We cant use the ladders only those Npcs can, and it will offer the guys on defense who aren't sieging something to do. On the same token though They should have the ability to summon defense camps that have NPCs rappel down the walls and attempt to attack the enemies sieging or fight against the enemy NPCs that are climbing the walls.

    Yeah what PvP needs is more NPCs...
    The siege camp idea isnt bad but it should give bonuses to players, not spawn npcs.
    Npcs = / = pvp.

    Atm it is imperative to fix the lag and merge the servers everything else doesnt really matter as long as the pvp is borderline unplayable.

    No I get you, and in most cases I would agree, but how many times have you been on a wall waiting for something to do because no more siege could be placed. Either you jump down and fight or twiddle your thumbs till the wall comes down. I would at least like to fight something while I wait. This happens when attacking the keeps too. If I cant help with a weapon on a specific part of the wall I generally just run around looking for stuff to kill close by. Maybe only allow them to be placed while a keep is under attack and the walls are up? Anything that would keep the action going for everyone is my main objective.
  • Gisgo
    Gisgo
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    In that situation i move to cut reinforcements, but i am an NB.

    Anything that does not spawn NPCs is fine ;) be it a siege camp, improved forward camps, supply carts... there are so many things they could do after making pvp playable.
  • Xnemesis
    Xnemesis
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    I generally play in a smaller group no more then 12 because when we full party we get lots of disconnects and things like that. If you pvp with a guild just form a bunch of smaller groups and coordinate though mumble, TS, or vent and you will have a much better experience.
  • arnaldomoraleseb17_ESO
    Fix the lag would be a good start.
    Debon Templar VR14 Thorn Blade (EU)
    Gaunnes DK VR14 Haderus (EU)
  • Xnemesis
    Xnemesis
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    Fix the lag would be a good start.

    Don't have an issue with lag on my end... thanks for the brilliant, well thought out, and constructive post though.
  • Xnemesis
    Xnemesis
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    Gisgo wrote: »
    In that situation i move to cut reinforcements, but i am an NB.

    Anything that does not spawn NPCs is fine ;) be it a siege camp, improved forward camps, supply carts... there are so many things they could do after making pvp playable.

    Supply carts seem cool what were you thinking with those? Like a mobile siege vendor type deal?
  • Gisgo
    Gisgo
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    My design of Cyrodiil involves unlimited forward camps with a very large no-deploy radius. Their energy would be refilled by carts (starting from a keep) so to keep up a forward camp you would have to defend it, and to defend the cart route.

    But this is all pointless babbling with the pvp game in its state.
    We can barely play solo because of the lag.
    Edited by Gisgo on 27 May 2014 16:52
  • Banono1
    Banono1
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    Xnemesis wrote: »
    Fix the lag would be a good start.

    Don't have an issue with lag on my end... thanks for the brilliant, well thought out, and constructive post though.

    Have you played in Wabbajack (NA) since the Craglorn patch? It is the only campaign that has more than a low pop 24 hours a day and the lag is unplayable and it effects everyone.
  • Xnemesis
    Xnemesis
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    I haven't had a chance since patch to play much in cyrodil. What's going on mass disconnects, LAG, Ability lag, FPS issues, all of the above? Maybe a memory issue? I certainly hope they didn't completely bork the servers lol. Only issues I ever had were people would disconnect if we invited anyone not already in Cyrodill or if anyone was in a public dungeon in Cyrodill. We purposely kept groups smaller because of this and stayed out of the dungeons. I have personally only had two load screen issues and one disconnect since launch in pvp then again I only pvp'ed mildly until Veteran ranks. Hope they fix things soon and it isn't as bad as I have been reading. 90% of the stuff I usually read on these forums never affects me so IDK maybe I am the lucky 10%. Either way that's a pretty cool idea I would like to see the camps offer more that 20 respawns for sure. Now we just need some flat terrain to place them on.
  • Gisgo
    Gisgo
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    Yeah the lag has been unbearable in the last three days, and im usually a positive thinker.
    Making the game playable should be top priority, above design and even above bug fixes.

    I can deal with a 300ms ping for a few months but 10 seconds lag spikes? Ehm... no...
    Edited by Gisgo on 27 May 2014 17:01
  • Banono1
    Banono1
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    @Xnemesis, it is all the above. Yesterday at 3pm PST we (DC) tried to cap a scroll had our runner killed and AD hid the scroll behind their gate, 15mins later the whole server crashed. We got lucky and had our scroll placed back into the keep which we held and ran back and EP got even luckier literally having a scroll handed to them and placed in their temple.

    This was when PvP was playable. 45mins after that happened it got to the point where you could not use siege or reliably attack using your own abilities.
  • Xnemesis
    Xnemesis
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    Banono1 wrote: »
    Xnemesis wrote: »
    Fix the lag would be a good start.

    Don't have an issue with lag on my end... thanks for the brilliant, well thought out, and constructive post though.

    Have you played in Wabbajack (NA) since the Craglorn patch? It is the only campaign that has more than a low pop 24 hours a day and the lag is unplayable and it effects everyone.

    That is my guest campaign and haven't had a chance since patch I hope it isn't as bad as I've been reading though. Just making a point that "fix the lag" wasn't very constructive or had anything to do with what I posted lol. your comment at least give a bit of detail and we can actually have a normal conversation about the isses at hand. Has anyone figured out what might be the cause? The worst I ever saw the servers was during the stress test when eu and us were on the same pvp servers. I would actually love if we all were on the same servers that way we had a 24 hour pvp environment.
  • Gisgo
    Gisgo
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    Xnemesis wrote: »
    Has anyone figured out what might be the cause?

    Their code is clunky.
    Too many millions spent on actors, not enough on feeding the code monkeys.

    The only thing they can do is to hire a team of GOOD coders and give them a few months to optimize everything.

    The game is lagging with low pop campaigns... and this is why they arent going to merge the campaigns any soon, the megaserver would megaexplode.
    Edited by Gisgo on 27 May 2014 17:09
  • Xnemesis
    Xnemesis
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    Banono1 wrote: »
    @Xnemesis, it is all the above. Yesterday at 3pm PST we (DC) tried to cap a scroll had our runner killed and AD hid the scroll behind their gate, 15mins later the whole server crashed. We got lucky and had our scroll placed back into the keep which we held and ran back and EP got even luckier literally having a scroll handed to them and placed in their temple.

    This was when PvP was playable. 45mins after that happened it got to the point where you could not use siege or reliably attack using your own abilities.

    Wow makes me sick considering I had planed on playing tonight... bleh I was looking forward to a night of pvp after quest grinding lol. Thanks for the heads up man that sounds horrible.
  • Xnemesis
    Xnemesis
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    Gisgo wrote: »
    Xnemesis wrote: »
    Has anyone figured out what might be the cause?

    Their code is clunky.
    Too many millions spent on actors, not enough on feeding the code monkeys.

    Moar bananas! Didn't they design all their coding from scratch? Possibly why it takes so long for fixes. They may not have the treasure chest of prefabbed fixes for common issues like other programs have. They have to code it all fresh to their unique model?
  • Gisgo
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    No, i expected lag, and bugs, and everything else.
    But i did not expect the game to lag on low pop campaigns, this isnt quite right, no matter how young is this MMO.

    To give you a perspective Planetside 2 has exactly the same amount of players per map (666 per faction with a 2000 cap) but it only lagged during MASSIVE battles, and it doesnt anymore after a few patches. Game is much faster too, being an FPS.

    ESO is lagging bad with a few players on screen.
    Edited by Gisgo on 27 May 2014 17:18
  • Banono1
    Banono1
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    It is pretty bad.

    I wouldn't expect much conversation about improving the game mode until it is in a workable state since it is kinda like asking for interior design ideas when the room you want to decorate has a gaping hole in the center of the floor and the roof is leaking.

    But getting back to your topic; I do like some of your ideas like the raid leader functions, the random events and weekly quests.

    The ones I don't like are the ones with NPCs.

    Right now another awesome bug the new patch introduced is NPC mercs that are not targetable and alot of people are complaining about the VR5 NPCs hitting harder than players (Tower mages can hit you for 1500+ in one hit).

    While I live with the current NPC presence, anything more will make the players a moot point in sieges due to NPCs being a greater threat.
    Edited by Banono1 on 27 May 2014 17:18
  • Xnemesis
    Xnemesis
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    Banono1 wrote: »
    It is pretty bad.

    I wouldn't expect much conversation about improving the game mode until it is in a workable state since it is kinda like asking for interior design ideas when the room you want to decorate has a gaping hole in the center of the floor and the roof is leaking.

    But getting back to your topic; I do like some of your ideas like the raid leader functions, the random events and weekly quests.

    The ones I don't like are the ones with NPCs. Right now another awesome bug the new patch introduced is NPC mercs that are targetable and alot of people are complaining about the VR5 NPCs hitting harder than players (Tower mages can hit you for 1500+ in one hit).

    While I live with the current NPC presence, anything more will make the players a moot point in sieges due to NPCs being a greater threat.

    HAHA man I couldn't have had more horrible timing then for this post. Its like some one took a dump on a cake and im asking what type of frosting you want. I don't think the NPC mages would be that bad if we could actually dodge the attacks or blocking did any type of reduction for us, when not using a shield.
    Edited by Xnemesis on 27 May 2014 17:21
  • Nivzruo_ESO
    Nivzruo_ESO
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    Only way you are fixing this games terrible aoe spam zerg fest pvp is to add skilled pvp like ranked and unranked arena, WZ/BGs couldn't hurt either.
    Nelgyntc- V14 NB
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