The lack of defensible choke points and the fact you can be back in the fight 2 secs after defeat does make the streetfights on the memorial district very mindless and also boring after a while, i agree
In 2 hours of pvp ing you still have not seen more than the same 50 meters of street. But people can always leave and go to another district. I think this will most likely happen, the map is designed so each alliance has 2 home districts
But on the pts most people gather on memorial district because there is always action there
What i love the most about ic is you dont need a horse once you get past the enemy gankers at your alliances tunnel entrance
+1 for no horseriding in eso pvp
No I haven't read the whole thing (will do so later), but anything that aims to brings back the District Control idea that they scrapped has my support.
Stalwart385 wrote: »I would like to see a capture the hill type game mixed in the districts. Three faction oriented areas, loosing your area looses your spawn in the district for 10-15 mins would be cool.
Just another idea, but it would be neat to see some objective based game to the districts.
Still we can't get to ahead of ourselves until we see how the main campaign and IC interact when IC isn't fully open.
(Read the whole thing now.) A very interesting idea. How would this work with the PvE questing in the districts? If certain factions are locked out at certain times (due to them not being in control), that would mean players will be cut off from the story and daily quests in that district for a period of time. I think a necessary part of any system involving faction control is the removal of spawning within the district for anyone but the controlling faction; the ladders in the Alliance Bases lead straight up to those places, so there's no real need for them to be respawn points as well.
I think some sort of benefit for the controlling faction is definitely needed, but perhaps not exclusive access. Maybe though it would lock off the ladder access from the other Alliance Bases so they would have to enter from the main sewer entrance or one of the other districts (and therefore can't access their safe-zones). Some of the things that were scrapped would be good to see though; the controlling faction could get a buff while in the district, for example, and they could have a separate spawn point within the district that could be accessed from the Transitus Network in Cyrodiil.
I definitely support some mechanism for capturing districts. Otherwise, the fighting in the streets is meaningless.
I would rather see some king of the hill idea for controlling a district. Perhaps 3 different locations with flags, (similar to the lumber mill, farm, etc). To control the district, your alliance has to hold all the flags in the district. Controlling the district allows you to respawn in the district (just like we can only respawn at controlled keeps in cyrodil). Award bonuses, similar to the pvp buffs, for each controlled district. Perhaps reset every 2 hours with tel var stone rewards for the number of districts controlled at the end of the 2 hour cycle.
It really needs to be something simple to have any hopes of them implementing it any time soon.
This isn't so much armchair devving - it's more like asking ZOS to reconsider something that had already been in development and was then scrapped. Much of the time needed to develop this feature has already occurred; I think it would be a shame for that to ultimately go to waste, as I think this would be a good feature to have to make IC PvP more structured and more meaningful.Another arm chair Dev.. yay
AssaultLemming wrote: »I definitely support some mechanism for capturing districts. Otherwise, the fighting in the streets is meaningless.
I would rather see some king of the hill idea for controlling a district. Perhaps 3 different locations with flags, (similar to the lumber mill, farm, etc). To control the district, your alliance has to hold all the flags in the district. Controlling the district allows you to respawn in the district (just like we can only respawn at controlled keeps in cyrodil). Award bonuses, similar to the pvp buffs, for each controlled district. Perhaps reset every 2 hours with tel var stone rewards for the number of districts controlled at the end of the 2 hour cycle.
It really needs to be something simple to have any hopes of them implementing it any time soon.
I think this style of idea is the most likely to succeed. 3 flags per district, control all 3 flags and then only your alliance can spawn there. Other alliances need to choose another district or the sewers. Control enough districts and get some bonus (double stones multiplier?)
Another arm chair Dev.. yay
Yes, but the respawns are right at the same place as where the direct access ladders from the Alliance Bases come out -- the respawns may as well just not exist at all, to make the return-to-battle time a bit longer than the current 3 seconds. If this suggestion is going to lock out the respawns, it also needs to lock out the direct access, as they are in the same place. But for a bit of interesting gameplay, you could keep the other access routes (from the main sewers or the other districts) available.I have not yet tries the IC, are there respawns in each district? If so, rather than a lock out, could it be that only the faction that own the District can respawn there?
Yes, but the respawns are right at the same place as where the direct access ladders from the Alliance Bases come out -- the respawns may as well just not exist at all, to make the return-to-battle time a bit longer than the current 3 seconds. If this suggestion is going to lock out the respawns, it also needs to lock out the direct access, as they are in the same place. But for a bit of interesting gameplay, you could keep the other access routes (from the main sewers or the other districts) available.I have not yet tries the IC, are there respawns in each district? If so, rather than a lock out, could it be that only the faction that own the District can respawn there?
I don't think "claiming" a district will be implemented since all alliances by default have access to every district from their home base. I mean how is it supposed to work, does the "winning alliance" in a district go around and steal the ladders connected from alliance respawn points to the home bases? Plus this would mean that zerging will be more prevalent in the districts, which is not something that should be encouraged
HeroOfNone wrote: »I don't think "claiming" a district will be implemented since all alliances by default have access to every district from their home base. I mean how is it supposed to work, does the "winning alliance" in a district go around and steal the ladders connected from alliance respawn points to the home bases? Plus this would mean that zerging will be more prevalent in the districts, which is not something that should be encouraged
Read through the suggestion a little more closely. The idea would be a factions mage's ward off a district form the others 2 at a time. Ladders still work, but magics (possibly fueled by tel vars) determine who can get in.
In addition the zerg yoi fearwould more likely to control things if they remain as they are now in a free for all, which will still be available in 2 other districts at a time. When a district is "contested" however, the idea is only an equal number of alliance war players be allowed in, to encourage small and skill based PVP, over "kill with numbers" pvp we all see.
HeroOfNone wrote: »I don't think "claiming" a district will be implemented since all alliances by default have access to every district from their home base. I mean how is it supposed to work, does the "winning alliance" in a district go around and steal the ladders connected from alliance respawn points to the home bases? Plus this would mean that zerging will be more prevalent in the districts, which is not something that should be encouraged
Read through the suggestion a little more closely. The idea would be a factions mage's ward off a district form the others 2 at a time. Ladders still work, but magics (possibly fueled by tel vars) determine who can get in.
In addition the zerg yoi fearwould more likely to control things if they remain as they are now in a free for all, which will still be available in 2 other districts at a time. When a district is "contested" however, the idea is only an equal number of alliance war players be allowed in, to encourage small and skill based PVP, over "kill with numbers" pvp we all see.
In theory that sounds good, but it just wouldn't work. I don't think they would ever institute battlegrounds-like player limits, which means the underpopulated teams are gonna get rolled over by the overpopulated team.. as have always been the case.
That's probably true... I personally am thinking of a slightly different situation, where "control" would mean the following things:In theory that sounds good, but it just wouldn't work. I don't think they would ever institute battlegrounds-like player limits, which means the underpopulated teams are gonna get rolled over by the overpopulated team.. as have always been the case.HeroOfNone wrote: »Read through the suggestion a little more closely. The idea would be a factions mage's ward off a district form the others 2 at a time. Ladders still work, but magics (possibly fueled by tel vars) determine who can get in.I don't think "claiming" a district will be implemented since all alliances by default have access to every district from their home base. I mean how is it supposed to work, does the "winning alliance" in a district go around and steal the ladders connected from alliance respawn points to the home bases? Plus this would mean that zerging will be more prevalent in the districts, which is not something that should be encouraged
In addition the zerg yoi fearwould more likely to control things if they remain as they are now in a free for all, which will still be available in 2 other districts at a time. When a district is "contested" however, the idea is only an equal number of alliance war players be allowed in, to encourage small and skill based PVP, over "kill with numbers" pvp we all see.
That's probably true... I personally am thinking of a slightly different situation, where "control" would mean the following things:In theory that sounds good, but it just wouldn't work. I don't think they would ever institute battlegrounds-like player limits, which means the underpopulated teams are gonna get rolled over by the overpopulated team.. as have always been the case.HeroOfNone wrote: »Read through the suggestion a little more closely. The idea would be a factions mage's ward off a district form the others 2 at a time. Ladders still work, but magics (possibly fueled by tel vars) determine who can get in.I don't think "claiming" a district will be implemented since all alliances by default have access to every district from their home base. I mean how is it supposed to work, does the "winning alliance" in a district go around and steal the ladders connected from alliance respawn points to the home bases? Plus this would mean that zerging will be more prevalent in the districts, which is not something that should be encouraged
In addition the zerg yoi fearwould more likely to control things if they remain as they are now in a free for all, which will still be available in 2 other districts at a time. When a district is "contested" however, the idea is only an equal number of alliance war players be allowed in, to encourage small and skill based PVP, over "kill with numbers" pvp we all see.
- The controlling alliance is able to respawn in the district (the others aren't)
- The controlling alliance gets some buff when in the Imperial City
- The other alliances cannot use their direct access ladders, but can still get into the district through the sewers, and maybe the doors between districts
- An alliance is able to port directly into the Sewers from the Transitus Network if they control any district
Yeah sure, knocking out the doors may be necessary. But I still think people need some way to get in to do the quests; you can only do one main quest at a time, so if you logged off in the middle of one of them, and your alliance "lost" the control battle while you were gone, you wouldn't be able to do any quests unless you abandoned all you'd done in that one already, or waited until control went neutral again. That's why I think anything based on control should give good bonuses to the controlling alliance, but not many detriments to the losers.HeroOfNone wrote: »Like I mentioned I'm not sure how much of a disadvantage it is if the side doors are still accessible, and the sewers are still open on an opposing side's district. Restrictions access, rather than limited access, would give a lot more gravity to winning.That's probably true... I personally am thinking of a slightly different situation, where "control" would mean the following things:In theory that sounds good, but it just wouldn't work. I don't think they would ever institute battlegrounds-like player limits, which means the underpopulated teams are gonna get rolled over by the overpopulated team.. as have always been the case.HeroOfNone wrote: »Read through the suggestion a little more closely. The idea would be a factions mage's ward off a district form the others 2 at a time. Ladders still work, but magics (possibly fueled by tel vars) determine who can get in.I don't think "claiming" a district will be implemented since all alliances by default have access to every district from their home base. I mean how is it supposed to work, does the "winning alliance" in a district go around and steal the ladders connected from alliance respawn points to the home bases? Plus this would mean that zerging will be more prevalent in the districts, which is not something that should be encouraged
In addition the zerg yoi fearwould more likely to control things if they remain as they are now in a free for all, which will still be available in 2 other districts at a time. When a district is "contested" however, the idea is only an equal number of alliance war players be allowed in, to encourage small and skill based PVP, over "kill with numbers" pvp we all see.
- The controlling alliance is able to respawn in the district (the others aren't)
- The controlling alliance gets some buff when in the Imperial City
- The other alliances cannot use their direct access ladders, but can still get into the district through the sewers, and maybe the doors between districts
- An alliance is able to port directly into the Sewers from the Transitus Network if they control any district
That's probably true... I personally am thinking of a slightly different situation, where "control" would mean the following things:In theory that sounds good, but it just wouldn't work. I don't think they would ever institute battlegrounds-like player limits, which means the underpopulated teams are gonna get rolled over by the overpopulated team.. as have always been the case.HeroOfNone wrote: »Read through the suggestion a little more closely. The idea would be a factions mage's ward off a district form the others 2 at a time. Ladders still work, but magics (possibly fueled by tel vars) determine who can get in.I don't think "claiming" a district will be implemented since all alliances by default have access to every district from their home base. I mean how is it supposed to work, does the "winning alliance" in a district go around and steal the ladders connected from alliance respawn points to the home bases? Plus this would mean that zerging will be more prevalent in the districts, which is not something that should be encouraged
In addition the zerg yoi fearwould more likely to control things if they remain as they are now in a free for all, which will still be available in 2 other districts at a time. When a district is "contested" however, the idea is only an equal number of alliance war players be allowed in, to encourage small and skill based PVP, over "kill with numbers" pvp we all see.
- The controlling alliance is able to respawn in the district (the others aren't)
- The controlling alliance gets some buff when in the Imperial City
- The other alliances cannot use their direct access ladders, but can still get into the district through the sewers, and maybe the doors between districts
- An alliance is able to port directly into the Sewers from the Transitus Network if they control any district
Last time I was on, it was only about a half dozen from each alliance. Just a plain old street fight, and instant back in the action if you died. I had to think about it, but in the end I conclude that was fun for me. I waste so much time in PvP waiting for action, this was a nice change of pace.The lack of defensible choke points and the fact you can be back in the fight 2 secs after defeat does make the streetfights on the memorial district very mindless and also boring after a while, i agree
Not a fan of making winning sides stronger. I see it as something that compounds the problem of population imbalances. Speaking of, I think they would need to open access to the IC all the time to make district capture meaningful.[*] The controlling alliance gets some buff when in the Imperial City
Yeah true. The only reason I mentioned it was because it was in ZOS' original district control plan.driosketch wrote: »
Maybe, but if access was 6 home keeps I think it would still work. That's the most balanced access option (aside from access for all), and district control would just tip that balance slightly.Speaking of, I think they would need to open access to the IC all the time to make district capture meaningful.
That's probably true... I personally am thinking of a slightly different situation, where "control" would mean the following things:In theory that sounds good, but it just wouldn't work. I don't think they would ever institute battlegrounds-like player limits, which means the underpopulated teams are gonna get rolled over by the overpopulated team.. as have always been the case.HeroOfNone wrote: »Read through the suggestion a little more closely. The idea would be a factions mage's ward off a district form the others 2 at a time. Ladders still work, but magics (possibly fueled by tel vars) determine who can get in.I don't think "claiming" a district will be implemented since all alliances by default have access to every district from their home base. I mean how is it supposed to work, does the "winning alliance" in a district go around and steal the ladders connected from alliance respawn points to the home bases? Plus this would mean that zerging will be more prevalent in the districts, which is not something that should be encouraged
In addition the zerg yoi fearwould more likely to control things if they remain as they are now in a free for all, which will still be available in 2 other districts at a time. When a district is "contested" however, the idea is only an equal number of alliance war players be allowed in, to encourage small and skill based PVP, over "kill with numbers" pvp we all see.
- The controlling alliance is able to respawn in the district (the others aren't)
- The controlling alliance gets some buff when in the Imperial City
- The other alliances cannot use their direct access ladders, but can still get into the district through the sewers, and maybe the doors between districts
- An alliance is able to port directly into the Sewers from the Transitus Network if they control any district
That doesn't do anything for an underpopulated team though. It just makes the biggest team have that much more of an uncontested foothold of a certain district, or who knows, maybe all of them. Do you know how often DC players get rolled over by humongous zerg balls in normal cyrodiil pvp on the NA? Imagine that inside a confined space like a district. Encouraging it won't do the underpopulated team any favours, and it's not like two sides will actually work together to defeat the overpopulated one, that doesn't happen.
driosketch wrote: »Last time I was on, it was only about a half dozen from each alliance. Just a plain old street fight, and instant back in the action if you died. I had to think about it, but in the end I conclude that was fun for me. I waste so much time in PvP waiting for action, this was a nice change of pace.The lack of defensible choke points and the fact you can be back in the fight 2 secs after defeat does make the streetfights on the memorial district very mindless and also boring after a while, i agree
Not sure if I'll agree once it sees the larger numbers on live.Not a fan of making winning sides stronger. I see it as something that compounds the problem of population imbalances. Speaking of, I think they would need to open access to the IC all the time to make district capture meaningful.[*] The controlling alliance gets some buff when in the Imperial City
Yeah true. The only reason I mentioned it was because it was in ZOS' original district control plan.driosketch wrote: »Maybe, but if access was 6 home keeps I think it would still work. That's the most balanced access option (aside from access for all), and district control would just tip that balance slightly.Speaking of, I think they would need to open access to the IC all the time to make district capture meaningful.