I'm just going to prelude my post with the simple notion that I
really don't like PvP that feels
forced. Be it keep/castle control, battlegrounds, or arena style, they all can feel artificial and contrived in one way or another. That being said, I am very much aware that the industry and a large portion of the player base like score mechanics and would like to propose some features that could improve Cyrodiil within the existing framework- Keeps being the central focus of Cyrodiil, but with auxiliary content for players who like smaller scale PvP and prefer fighting over a more tangible asset- gold & resources. Fighting over a more tangible resource just adds to the thrill and authenticity of PvP, without necessarily interfering with the overarching goals of the zone. With that I'll dive right into my bullet-point format...
- Mines/Mills/Farms: Location appropriate gathering nodes spawn periodically.This encourages holding these resources, providing easy access to gather as well as promoting a certain level of encroachment by small enemy groups that might not be able to completely take the resource, but pick off a couple of guards to get close enough to the nodes to gather...
(Optional feature: These locations would be player-instanced nodes as to provide greater incentive, without competing with one's faction)
- Keep Guards & Chests: Simply put, place ~intermediate quality chests accessible only to enemy factions in areas close to keeps within outbuildings or whatnot. Give guards a loot table, and have some (of a more defeat-able variety) guarding them. Again, this gets players out exploring around enemy keeps, looking for loot (and mischief?) and can spawn some great random PvP.
(Optional feature: Incorporate killing guards into the justice system, "marking" players who have looted chests/killed guards on the map to players of the slighted faction. Killing this player would award bonus gold
- Underdog/Behind Enemy Lines Bonuses: I'll be the first to admit this seems a little contrived, but would do more good than harm: Grant a bonus to loot/gold/gathering based on an inverse of the number of towers held by your faction and/or the distance you (or the delve you are in) are from the nearest allied tower. This benefit is twofold- firstly exploring and venturing deep into enemy territory promotes a risk for reward incentive. Always a good design philosopy and its fun going where you shouldn't be! Secondly... it gets players into maps where they're losing. How many times have you gone into a map where your faction is getting stomped- the zone is empty. You can't mount a comeback. If there were a reason to be in the zone when losing, it could be enough to build critical mass to be able to stage a comeback.
- World Bosses: This might be stepping over the line, but I mention it if only to spark discussion. Would world bosses that take, say, 10 players to down be something you would like to see? What variety? Should we have to look for them and be rewarded for finding them before the enemy faction? Or should the boss arrogantly announce itself in zone chat, causing players from across the map to scramble to his location? Defeat him for loot, or some buff to help come back from behind? Both?
- Towns: We know there is a LOT of potential here, but why not start with making the towns capture-able with quests available only to the controlling faction, and bumping up the rewards for the quests held within? Guard presence could be minimal, but with a capture point system within the main quest hub building (or town center) that takes longer to cap than a Mine... it could make for some great incentive based PvP. I could go into the hiring NPC militia from the towns to held in keep sieges, but I haven't fully fleshed that idea out just yet
- Delves: Not a whole lot needs to change here. They are already fairly rewarding gathering within- particularly Aspect Runes in a couple notable locations. All we need is some mechanic to focus players into certain delves. Be it a daily quest to slay the leader of a goblin camp within or some other mechanic... Some of the best PvP I've experience has been when fighting a boss, getting ganked, and somehow coming out on top. Despite the disadvantage...
To finish, I'd just like to say I'm looking forward to Imperial City. It seems to have elements that us skirmishers are looking for. I'm a bit worried that control of the towers might keep a losing faction out of the city, but whether this is the case or not, it would be great for the wilds of Cyrodiil to be a harsh, yet appealing mistress
Edited by Draehl on 31 July 2014 00:36 Main: Breton Nightblade "Shadow Cleric" (Sustained Damage/offhealer) 5L/2H - Resto + S&B
Alt: Argonian Dragonknight (Stam DoTs/Tank) 5H/2M - S&B + Bow
Alt: Nord Templar Berserker (Rawr) 5M/2H - Dual Wield + Two Hander
Alt: Altmer Sorceror (Pewpew) 7L - Destro + Resto