Patch notes land Monday @Morgul667 from memory it was all as per this thread just more details on the tick system, new conquest quests, details on performance changes etc
Oh, battle games ranking I felt was new, an algorithm to try to pair pre made with pre made he mentioned.
Darkmage1337 wrote: »tinythinker wrote: »So Cloudruler Temple could be a nice halfway to what you want...Then they should open up 8v8 and/or 12v12 and/or 16v16 battlegrounds. These would bring alot of excitement and fierce competition between guilds. Once the popularity of the PvP starts growing up again, re-introduce a large scale instance.
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Later on when the game can support it, reintroduce a large zone similar to Cyrodiil where all 3 factions will fight once more in a new battle facing hundreds of players on the screen (what was promised at release).
I mean, as a PvP trial (i.e. extended battleground) or just a plain large battleground it would give guild vs. guild vs. guild competition. Plus it's already in Cyro (even though it would be it's own instance and not share Cyro's pop cap).
In my head the idea was to take this larger instanced show on the road, so that new and old zones contested PvE-wise could also have other models of the concept with cool new mechanics added-in.
That Cloudruler Temple Battleground-Trial PvPvE crossover idea would be awesome! (Though details need some refinement)
I wish ZOS did something to that floating hunk of rock! Lol.
I was originally hoping for something similar to a Battleground-Trial PvPvE idea for within Imperial City (White Gold Tower or Imperial City Prison) were the only other two opportunities to do something like that, but Cloudruler Temple is an unused and presently available option, as well.
If the idea of making Cloudruler Temple into a Battleground-Trial PvPvE type event ever came to light, there would be so much HYPE lol.
Until then, all we can do is battle over Fort Dragonclaw and Bruma in the background until, if ZOS ever decides to do something with Cloudruler Temple.
EDIT: On a side-note, ZOS still has opportunity to do something unique with Bravil (to the right/east of the Gate of Mnem), or Skingrad (to the left/west of Castle Brindle), and/or Leyawiin/Blackwood (south of Bravil).
ZOS_BrianWheeler wrote: »We are still discussing Alliance association and Campaigns.
Maura_Neysa wrote: »Maura_Neysa wrote: »Instead of adding additional rewards such as mounts and cosmetics for completing alliance ranks (which would have been nice at release 4years ago), I think it would be great to give rewards for players who finish a 30days cycle campaign on the top10 of their faction on the leaderboard. The same mount or costume could be the same every campaign. It would still make it unique and special. Another idea would be to give a title such as "Commander of <Insert_name_of_campaign>".
While I think this is a good idea too. In reality what PvP needs, not counting the performance issues, is more active players. So incentivizing Top 10 does not help that. I'm not sure if rank based ones will help or not either. After all, everyone's rank is already displayed all the time. The only time I hear anything though, is when in PvE when running PvE Tank build, people are surprised that my Warden is a Major. Usually PvE only notices your PvP rank because you are running around in PvE with a PvP build. So maybe something akin to Skins will help. I do know that they are decent motivation in PvE. All without ruining things for those that do not want to play the way that is needed to earn them.
The goal of giving rewards based on the actual challenges was not to bring more people to the game but to simply focus on what we could consider "endgame pvp top tier" nowadays. If you actually want to bring more players to the game, what should have been done and should be done is the following.
When the game got released, thousands of players rushed into Cyrodiil to test what was supposed to be the new best MMO since WoW got released. The potential was there, but Zenimax screwed up with the code, the engine and the client (no 64bits). When the popularity started dropping to the point where each faction cap is sitting around 100-150~ players, the PvP development team should have realized that they don't have the population to support large scale PvP any longer. To attract more people, they should focus and devote ALL of their ressources into smaller instances of PvP. They already started with battlegrounds (which in my opinion should be named arenas or something similar). Then they should open up 8v8 and/or 12v12 and/or 16v16 battlegrounds. These would bring alot of excitement and fierce competition between guilds. Once the popularity of the PvP starts growing up again, re-introduce a large scale instance.
Even the lore could support it. The daedra has been vanquished. The war in Cyrodiil is over but the conflicts between all 3 factions is just starting. They are now fighting all over the summerset isles in these new typical zones (battlegrounds).
Later on when the game can support it, reintroduce a large zone similar to Cyrodiil where all 3 factions will fight once more in a new battle facing hundreds of players on the screen (what was promised at release).
Absolutely non of that appeals to me. I do not know where to rank myself exactly, however I am sure its isn't as a top tier PvPer.
Could you describe exactly what you mean by "this does not appeals to you"? Does this mean that you disagree with the proposal or you simply does not feel concerned or does not feel like this would benefit you as a whole?
Are you reffering strictly to the first part of my post where I discuss different ways to reward end-game pvp (something that has never been done since release) or the second part where I answer someone else and explain how I imagine we could bring people back to the game and also make it a better experience for the actual players?
Zero effect on console. Of which I am one. Considering console PvP suffers too, I do not think this would have helped. However it is connection issues and lag plaguing console as well.When the game got released, thousands of players rushed into Cyrodiil to test what was supposed to be the new best MMO since WoW got released. The potential was there, but Zenimax screwed up with the code, the engine and the client (no 64bits).
Unless you run in a coordinated group, BGs is not sucks. Either you stay with your PuGs and not accomplish any objectives. Unless it actually happens to be Deathmatch. Or you attempt to accomplish objectives with half a team, because at least 2 PuGs dont know how to do anything but Deathmatch.When the popularity started dropping to the point where each faction cap is sitting around 100-150~ players, the PvP development team should have realized that they don't have the population to support large scale PvP any longer. To attract more people, they should focus and devote ALL of their resources into smaller instances of PvP. They already started with battlegrounds (which in my opinion should be named arenas or something similar).
Maybe if you're lucky each team with be only half PuGs. Either way, BGs hinges on communications way more then Cryodiil, meaning the 2/3 mic'less community will be of no help. An 8, 12, 16 man PreMade will just be even worse versions of the current mess.Then they should open up 8v8 and/or 12v12 and/or 16v16 battlegrounds. These would bring alot of excitement and fierce competition between guilds.
How is the War over? Who is the new Emporor? How do you bring back "Large Scale" PvP once it meets the threshold? Lastly this doesnt fit at all with the One Tamrial idea of play with friends and play it in any order.Even the lore could support it. The daedra has been vanquished. The war in Cyrodiil is over but the conflicts between all 3 factions is just starting. They are now fighting all over the summerset isles in these new typical zones (battlegrounds).
I will never be this much of a try hard. So this is zero incentive to me. However if it is incentive to some, then yeah go for it. After all this kind of skill reward already exist in PvE with no counter to it for the PvP side. However leveling rewards keep the non PvP deicated coming back into Cryodiil more. It keeps them incentized even if they will never be a top 10 person. Not sure if you PvP at all but a go 70% plus of characters out there are Legionary. There are more Generals than Captains, that's not right.Instead of adding additional rewards such as mounts and cosmetics for completing alliance ranks (which would have been nice at release 4years ago), I think it would be great to give rewards for players who finish a 30days cycle campaign on the top10 of their faction on the leaderboard.
The mount or costume seems incentive enough. I do not think the title would be. Would people really run that over Stormproof, Flawless, Scythe, and others? Maybe, I do run Major myeself over them. Though, I am a Ghost in the Shell fan. That and I wear the Dreadhorn Shaman skin.The same mount or costume could be the same every campaign. It would still make it unique and special. Another idea would be to give a title such as "Commander of <Insert_name_of_campaign>".
ZOS_BrianWheeler wrote: »We are still discussing Alliance association and Campaigns.
Thanks for the reply nice
seeing how we're all just spitballing some ideas out here in cyberspace - how about kicking a little more coin into those rewards for the worthy bags...
1k for sub 50, 2k for level 50...
PvP is expensive, and time consuming...enjoyable - but, expensive and time consuming...
for myself anyway - it's been my primary source of income in eso for years...
I want nice things too
might also help incentivize some of our pve friends to come join us...
Rohamad_Ali wrote: »What would people think about a "Main Alliance" insensitive in Cyrodiil ? At the beginning of a campaign you pick your main alliance to support and all characters in the alliance recieve Campaign Loyalty rewards based on the out come of the campaign , up to max rewards level 3 but all the characters of opposing faction can only recieve minimum level Campaign Loyalty rewards . No faction lock outs and just incentivize the faction loyalty a bit . Any thoughts ?
Rohamad_Ali wrote: »What would people think about a "Main Alliance" insensitive in Cyrodiil ? At the beginning of a campaign you pick your main alliance to support and all characters in the alliance recieve Campaign Loyalty rewards based on the out come of the campaign , up to max rewards level 3 but all the characters of opposing faction can only recieve minimum level Campaign Loyalty rewards . No faction lock outs and just incentivize the faction loyalty a bit . Any thoughts ?
I don't think enough people care about Campaign Loyalty rewards enough for this to be anything close to effective.
ZOS_BrianWheeler wrote: »We are still discussing Alliance association and Campaigns.
ZOS_BrianWheeler wrote: »We are still discussing Alliance association and Campaigns.
BaylorCorvette wrote: »Would be awesome to lock people to a faction per specific campaign. Or at least implement something to discourage all the faction swaps.
ZOS_BrianWheeler wrote: »You can still solo a resource. It takes a bit of effort and you have to pick it apart, but it's do-able.
from how he sounded in the ESO Live, it seemed like he was saying that the Guards in Sotha Sil were more along the intended difficulty which doesnt translate to CP campaigns and thus the increase in their difficulty.
personally - I think they should add a few more guards in the towers to discourage tower farmers @ZOS_BrianWheeler
Sandman929 wrote: »from how he sounded in the ESO Live, it seemed like he was saying that the Guards in Sotha Sil were more along the intended difficulty which doesnt translate to CP campaigns and thus the increase in their difficulty.
personally - I think they should add a few more guards in the towers to discourage tower farmers @ZOS_BrianWheeler
It would take quite a few guards to even give a tower farming group pause....what might help is if tower were prone to siege no matter who owns them
Sandman929 wrote: »from how he sounded in the ESO Live, it seemed like he was saying that the Guards in Sotha Sil were more along the intended difficulty which doesnt translate to CP campaigns and thus the increase in their difficulty.
personally - I think they should add a few more guards in the towers to discourage tower farmers @ZOS_BrianWheeler
It would take quite a few guards to even give a tower farming group pause....what might help is if tower were prone to siege no matter who owns them
it wouldn't take that many. i reckon 3 more guards, but im also mainly speaking on like that one eternal hunt player that runs in there. I agree a 6-10 man farming in a tower is going to take more than a few guards.
Sandman929 wrote: »Sandman929 wrote: »from how he sounded in the ESO Live, it seemed like he was saying that the Guards in Sotha Sil were more along the intended difficulty which doesnt translate to CP campaigns and thus the increase in their difficulty.
personally - I think they should add a few more guards in the towers to discourage tower farmers @ZOS_BrianWheeler
It would take quite a few guards to even give a tower farming group pause....what might help is if tower were prone to siege no matter who owns them
it wouldn't take that many. i reckon 3 more guards, but im also mainly speaking on like that one eternal hunt player that runs in there. I agree a 6-10 man farming in a tower is going to take more than a few guards.
Ah, gotcha. Yeah, nobody likes that guy. He's the guy that insists that you chase him around the tower, even when you try to leave him alone because you're not into 12v1ing him and you're also not interested in watching him run for his life.
Avran_Sylt wrote: »Been doing some resources on the PTS, and I gotta say, I love the current direction. The guards hit hard, have DoTs, heal themselves, and are generally not something you can face-tank with a glass cannon.
This is from the perspective of a Glass Cannon Snipe build, but really it's incredibly easy to do, once you figure it out.
Snipe spam the menders from just outside the attack range of the other NPC's, so you don't take any/much damage, then do the same with the Honor Guards. The mage in the tower is easy to kill once the 4 flag npc have been dealt with, and the two door npc are hardly a problem. (The regular guard does jack all, and the mender is easy to kill)
I could see it being made even easier (though a slight bit longer) by using the eagle eye set (3m range increase).
I'm going to try this with a Melee char, and see if the new crossbow pull can be used to segment the flag guards away from each other (as it seems that they don't like to move), and kill them one on one (puling them into the tower doorway)
My initial criticism on this is that the tower door guard should be made an honor guard.