Catapults now have their area damage stick around in the world for a period of time after impact resulting in better area denial. Ballista have been rebalanced to do more damage vs. Siege weapons and damage vs. players has been reduced.
New daily quests have been added with a new quest board. These quests will grant Cyrodiil exclusive costume pieces and other goodies.
Tick stuff
WasteOfTime wrote: »Lost count of the PVP performance improvements that have been released, be nice if this is the first actual one,umm so still able to lose def ticks if you go def another superstructure too quick? not sure why you'd want to remove players from credit listsYou can be on several credit lists for a Keep superstructure of a Keep, Mine, Lumbermill and Farm and earn Defense ticks for each of them, however if you defend or attack a new Keep superstructure, your credit will be removed.
Yeah I am also concerned that you may be required to decide between staying for the tick or porting to another keep that is under siege before it gets flagged. Either way, nothing is changing from the way it is now. You are either waiting around for the tick and not getting to the under siege keep in time, or you leave to defend the other keep and miss out on the tick. And when you defend a keep for 20 minutes and lose a 10K tick because you need to defend another keep, it's kind of disheartening and doesn't really aid in promoting keep defense.
Vilestride wrote: »I am just going to casually slip this in here. My 2 cents. Glad to see some of the proposals align with what is coming to fruition.
driosketch wrote: »WasteOfTime wrote: »Lost count of the PVP performance improvements that have been released, be nice if this is the first actual one,umm so still able to lose def ticks if you go def another superstructure too quick? not sure why you'd want to remove players from credit listsYou can be on several credit lists for a Keep superstructure of a Keep, Mine, Lumbermill and Farm and earn Defense ticks for each of them, however if you defend or attack a new Keep superstructure, your credit will be removed.
Yeah I am also concerned that you may be required to decide between staying for the tick or porting to another keep that is under siege before it gets flagged. Either way, nothing is changing from the way it is now. You are either waiting around for the tick and not getting to the under siege keep in time, or you leave to defend the other keep and miss out on the tick. And when you defend a keep for 20 minutes and lose a 10K tick because you need to defend another keep, it's kind of disheartening and doesn't really aid in promoting keep defense.
Depends on when the tick clicks over. If it's as soon as the keep unflags, or sooner than it take to ride between keeps, it's less of an issue.Vilestride wrote: »I am just going to casually slip this in here. My 2 cents. Glad to see some of the proposals align with what is coming to fruition.
Damn your fake post, had me going. I needed to stand up just so I could sit down. :P
ZOS_BrianWheeler wrote: »Catapults will be the only siege in update 18 (for now) with the effects lingering on the ground after impact. The assumption is correct that a Meatbag will leave an area on the ground that does it's debuff and DoT to anyone that enters it. If a player leaves the area, the secondary effect still lingers on the player but not the damage. Again, this is to reinforce that Catapults design is to be area denial as their damage vs. siege is low.
Ballista had their damage vs. players reduced but increased vs. Siege because their intended design is to be Anti Siege, not Anti Player. The reduction in damage can be re-analyzed however during the PTS cycle.
As a refresher on the D tick is a separate timer from "flagging" the keep. EG flagging a keep won't reset the D timer. Also it's a shorter timer to get the D tick than it is for a keep to unflag. Credit is linked to the individual whether they're in a group or solo and solo actions by members will not wipe your credit unless you assist that player in a kill at another objective. There are lots of edge cases we can go down rabbit holes on...and we did internally...a lot. The systems main goal was to be more forgiving and allow more movement in the battlefield without feeling like you had to magnetize yourself to a keep or resource after you've taken it over. It's meant to reinforce clearing the area and moving to your next target without regret of loss.
Regarding Joy's question, we did not make the credit scale depending on your contribution as that resulted in more data than a binary qualification list per objective which the system now does. Furthermore recalculating credit scaled for contribution measured against the damage and healing output of players vs players, vs. siege and vs. walls would result in the database doing way more work than it's currently comfortable with under stringent performance rules as is. We may be able to go down that route in the future but for now, we believe this system overhaul strikes the best balance between earning credit for actually defending while earning AP for those actions, and cutting back on leeching without punishing late comers to a battle too much.
We wanted to have some UI stating that you got a D tick and from which source, but it didn't make it in time and is planned for a future update.
The new stuff look interesting, except:
"Monsters/guards in CP Enabled campaigns have learned how to deal with CP enabled characters. They will be a bit harder to kill and hit a bit harder."
TequilaFire wrote: »Even oils don't seem to phase players the way they used to after the healbot/tank meta was introduced.
When 2 full raids of DC show up at Chalman and only a handful of EP defenders siege was all we had.
PS4 NA Vivec.
ZOS_BrianWheeler wrote: »Quad Cores will see a slight increase but the processors with higher cores will see a greater impact. <-- code gang confirmed 2.0
Thanks for the update @ZOS_BrianWheeler i worried nothing for PvPers with summerset but a few changes like this are cool
Tougher NPCs are a great idea personally love what they add to Sotha.
Any view on combating AP boosting / alliance switching for nefarious means?
howdy brian...
is it a matter of complexity or difficulty implementing some type of faction swapping timer?
is the belief that faction hopping is really simply a non issue amongst the campaign player base?
or, that the amount of players bothered by faction swapping is insignificant?
is it the hope that eventually the player base will simply take it as an immutable truth that players that are their allies one minute - can be their enemies the next?
ZOS_BrianWheeler wrote: »Campaign lockouts based on Alliance swapping on a temporary level have been discussed and are still on going.
ZOS_BrianWheeler wrote: »Campaign lockouts based on Alliance swapping on a temporary level have been discussed and are still on going.
ZOS_BrianWheeler wrote: »Campaign lockouts based on Alliance swapping on a temporary level have been discussed and are still on going.
thank you sir
personally - with 10 characters , i really appreciate the opportunity to keep all of them in the same campaign (it feels like home)...
however, it really upsets a lot of people - and, i'm hoping that any large issue which might be causing folks to leave pvp can be addressed...
it's no fun pvping by yourself - we're really dependent on new players and pvers to come join us in cyrodiil to keep the war alive...and, hopefully anything that can be done to keep our existing pvp player base will be looked at...
Edit: it's good to talk to the man behind the curtain...
ZOS_BrianWheeler wrote: »Campaign lockouts based on Alliance swapping on a temporary level have been discussed and are still on going.
thank you sir
personally - with 10 characters , i really appreciate the opportunity to keep all of them in the same campaign (it feels like home)...
however, it really upsets a lot of people - and, i'm hoping that any large issue which might be causing folks to leave pvp can be addressed...
it's no fun pvping by yourself - we're really dependent on new players and pvers to come join us in cyrodiil to keep the war alive...and, hopefully anything that can be done to keep our existing pvp player base will be looked at...
Edit: it's good to talk to the man behind the curtain...
This still presents nonsense situations though. I run with a social guild on Friday nights in Vivec on AD. But all of my characters, with the exception of that 1 AD toon are EP and I main them all in Vivec. Any temporary lockout of a campaign would pretty much ruin my ability to PVP for the weekend (or at least Saturday) on 14 of my EP toons in Vivec. If you want to talk about people leaving cyrodil, this will be the thing that does it.
ZOS_BrianWheeler wrote: »Campaign lockouts based on Alliance swapping on a temporary level have been discussed and are still on going.
ZOS_BrianWheeler wrote: »Campaign lockouts based on Alliance swapping on a temporary level have been discussed and are still on going.
thank you sir
personally - with 10 characters , i really appreciate the opportunity to keep all of them in the same campaign (it feels like home)...
however, it really upsets a lot of people - and, i'm hoping that any large issue which might be causing folks to leave pvp can be addressed...
it's no fun pvping by yourself - we're really dependent on new players and pvers to come join us in cyrodiil to keep the war alive...and, hopefully anything that can be done to keep our existing pvp player base will be looked at...
Edit: it's good to talk to the man behind the curtain...
This still presents nonsense situations though. I run with a social guild on Friday nights in Vivec on AD. But all of my characters, with the exception of that 1 AD toon are EP and I main them all in Vivec. Any temporary lockout of a campaign would pretty much ruin my ability to PVP for the weekend (or at least Saturday) on 14 of my EP toons in Vivec. If you want to talk about people leaving cyrodil, this will be the thing that does it.