TequilaFire wrote: »Yeah, seems like you want to create a "spoiler" faction which would be used to troll players in the other factions trying to play the campaign against each other. It would be abused to control the map if a guild joined the spoiler faction and decided to side with a regular faction.
Didn't we have such an idea recently?Carespanker wrote: »Hostile to all option for Cryodiil...
...and that's still the best idea I can think of to get to any "fight everyone" PvP-faction! And more options besides...TheShadowScout wrote: »As I always say when this one comes up : I am all for alliance change - If Done RIGHT!
And by that I don't mean some token that pops your character to a new alliance, I do indeed mean a whole guild-DLC sized questline with an cloak and dagger (Or since this is ESO, "hood and dagger", perhaps?) spycraft flavor and a "faction loyalty called in question" plot, where you get to make a big choice in the middle - stay loyal to your alliance and prove yourself, or turn your back on them and defect to greener pastures elsewhere...
With the second half (or two thirds, or whatever) of the questline being different depending on your choice - either uncovering the one who actually framed you, mobilize your old and trusted allies to gather support and track down the true conspiracy while dodging the agenrs sent to bring you in; or preparing your escape, dodging the agents sent to arrest you, courting your desired new friends while grabbing some juicy secrets on the way out to sweeten the deal, etc.
Such a story could have a neutral city as "spycraft" focal point (like vienna during the cold war, where spies and agents often went to spy hard between the two sides - for ESO it could be some place between the alliances, a former imperial town declared "free city" after the fall of the empire in northern nibenay, eastern colovia or western skyrim, perhaps, or even an post-anchorite-war isle of stirk...), but otherwise take you all over the old faction regions, possibly revisiting a few one-time-only maps with new mobs... and perhaps even meeting a few familiar faces (come on, wouldn't you love to slam a porticullis shut into Razum-dars face as you hop on a boat bound to morrowind with Naryu? )
Such a questline could even have special titles depending on what you choose... "[original faction] Loyalist" or "[original faction] Defector"... obviously it would be a one-time only event, thus making serial defectors that change alliance depending on which one is currently top in cyrodil that some people always fear when this topic comes up an impossibility.
And it also might have drawbacks for PvP, like... reduced AP gain for several months, since noone fully trusts a traitor... or maybe having to re-earn all the AP up to your current rank before you start progressing again, representing your efforts to convince your new allies of your trustworthyness... and definitely increased AP rewards if a member of your original faction takes you down, because...
(there could even be a daily "hunt traitor" mission, and defectors from your PvP-characters alliance in cyrodil getting an visual clue while that mission is active...)
Also, this could be a option to add new factions to PvP. Like... have options to not just defect to one of the other two alliances, but also "go rogue" and join a new "Outlaw" faction (...black color and jolly roger flag, perhaps? Would be hostile to -every- other faction in cyrodil, and spawn at some new but unsecured base, thus very susceptible to enemy raids - trials of being an outlaw in the face of organized armies); or an "Imperial Remnant" faction (purple imperial diamond flag, spawning in some ill-secured legion base somewhere, possibly at the nibenay border, and also fighting everyone else, but turning all the "imperial" NPCs in cyrodil non-hostile?), or a "neutral" faction that is "yellow" to everyone (green flag and incapable of capturing locations, spawning at vasrious random merchant camps and such...)
Might be too complicated, but would still be interesting!
Cirantille wrote: »TLDR but we need justice system
Like we should be able to hunt down all the trolls and kill them
Carespanker wrote: »TequilaFire wrote: »Yeah, seems like you want to create a "spoiler" faction which would be used to troll players in the other factions trying to play the campaign against each other. It would be abused to control the map if a guild joined the spoiler faction and decided to side with a regular faction.
Small missing key detail missing in this fever dream is that ALL players outside your group would be hostile on the non-faction. Meaning other small scales would target those small scales. The concept of them helping a specific faction while not generating points for them and also being attackable for them without a way to safely perform these things like they would with modern faction spies would be very intriguing and that would take some major coordination and skill to pull off... the most I could see out of it would be maybe gating a faction? but if one group could do that wouldn't they just do that better on their own faction?- regardless its definitely something to consider on the cons list. (Do clarify what you had in mind though)
Carespanker wrote: »I believe you are missing the point of the whole thing, the point is to kill eachother... ya know Player vs Player?... instead of attacking doors?...- Its to appeal to people who want to fight other players, which is why taking keeps in general for them should feel unrewarding and not worth the effort for anything other than creating a spawn location. If they want to "be productive" thats what the factions would still be for.furiouslog wrote: »So if two groups on the same faction siege a keep they can unintendedlly kill each other with collateral damage? That does not seem productive.
kathandira wrote: »This sorta sounds like it would need it's own Campaign, or a whole new map/mode.
TequilaFire wrote: »Carespanker wrote: »TequilaFire wrote: »Yeah, seems like you want to create a "spoiler" faction which would be used to troll players in the other factions trying to play the campaign against each other. It would be abused to control the map if a guild joined the spoiler faction and decided to side with a regular faction.
Small missing key detail missing in this fever dream is that ALL players outside your group would be hostile on the non-faction. Meaning other small scales would target those small scales. The concept of them helping a specific faction while not generating points for them and also being attackable for them without a way to safely perform these things like they would with modern faction spies would be very intriguing and that would take some major coordination and skill to pull off... the most I could see out of it would be maybe gating a faction? but if one group could do that wouldn't they just do that better on their own faction?- regardless its definitely something to consider on the cons list. (Do clarify what you had in mind though)
One other thing is in practice most small scalers don't fight each other out of "respect", they tend to just kite and strategically pick off those foolish enough to chase them.
I get it, but I don't think competitive small scale will work till they add ranked solo/group arenas with ranked leader boards.
Cyro is what it is AvAvA.
kathandira wrote: »Cyrodiil is designed as a 3 faction WAR. Not 3 factions broken into time platoons for small scale skirmishes.
A new zone, with a whole new lay out that accommodates guerilla tactics and small scale teams going against each other would likely be way better than to keep pounding at Cyrodiil to change it's intent.
oxygen_thief wrote: »performance is the only thing they need to fix. i dont play in cyro and i wont play there because of lags so i dont care about keeps colors and additional factions.
Donny_Vito wrote: »Can you give a TLDR summary please?
I promise I'll get back to reading in full at some point...
TequilaFire wrote: »It is a complicated subject as those that enjoy small scale need to be satisfied as well as those that enjoy organized group play. The hard part is doing it in a way that is not at the expense of either play style because we have to face the fact that there are players that exist to troll and always find a way to do so.
Carespanker wrote: »Alright, ill tackle these one a time. Please don't see this as disagreeing or attempting to disrespect any of you, im just debating my hypothetical fever dream here, and as stated above I value all opinions not just my own.When I say I speak for the community I mean I speak for My community- which happens to be the majority of North America's guilds and gm's oddly enough... regardless, forgive me for that misconception. When I ask do you know what all pvpers want, i address it with the 3 things that all pvpers want (besides their servers to work) as stated in the first post; "to fight other players"- aka the definition of pvp, "to be rewarded for fighting players"- aka the motivation for pvping in the first place, and "for the content to be playable"- as in for it not to harm ability to pvp in the first place. If ya disagree with all three of those things then are you actually a pvper? and if claim so do you know what PVP means? Regardless for the rest of the post past that I do not speak for ALL pvpers, otherwise it would be their idea and ide be crediting them.Carespanker wrote: »Facw what all pv ... snip
you speak for yourself, not the community.
i disagree with everything you suggest.VaranisArano wrote: »Carespanker wrote: »I believe you are missing the point of the whole thing, the point is to kill eachother... ya know Player vs Player?... instead of attacking doors?...- Its to appeal to people who want to fight other players, which is why taking keeps in general for them should feel unrewarding and not worth the effort for anything other than creating a spawn location. If they want to "be productive" thats what the factions would still be for.furiouslog wrote: »So if two groups on the same faction siege a keep they can unintendedlly kill each other with collateral damage? That does not seem productive.
You also realize that Cyrodiil is designed and intended for faction v faction fights over keeps, resources, and scrolls that organically generate those player v player fights?
Tower farmers set up on resources because they know players will come there to recapture them.
Ball groups set up in keeps or with scrolls because they know players will come there to recapture them.
Fights generate around Alessia Bridge and Chalman Milegates because those are chokepoint locations between two important objectives. We don't see the same fights at Horunn milegate or the Bay Bridge.
Cyrodiil's objectives are designed to create PVP from a population that actually cares about working as a faction to win the campaign. As someone who does play to win the campaign, I can't complain about the quality of fights I find. There's plenty of Player v Player every time I go out to play even though because I'm doing plenty of fighting at and for objectives that are important for my faction. That's Cyrodiil working as intended. If you pick the important objectives (not just farming at some resource or out of the way keep), you'll never lack for good fights with other players.
Yes I do understand how Cyrodiil works, Ive been playing it for 6 years and I honestly believe we need less additions to the game that cause heavy zerg stacks, the "organic" nature of Cyrodiil itself is destroyed by the sheer amount of lag caused at these objects due to the way that they that the players use them for their best interest. Take milegate man for example, https://imgur.com/a/3BCxHGe using these objectives as they are intended are just a bigger lagfests of a faction stacks, the same could be said for volendrung and keep defense...
Cyrodiil's design itself is flawed for its own performance and I humbly suggest that one of the best ways to fix this would be to spread the player base out through the chaos that nonfaction players could provide through simply creating more pvp situations.VaranisArano wrote: »Carespanker wrote: »VaranisArano wrote: »Um, kindly don't lump me in with this "all PVPers" you say really want to play factionless PVP that really amounts to trolling the regular factions and leeching off the players who are actually fighting for their alliance.
This is basically the sort of PUG farming behavior we already see out of tower farming small scale and some ball groups farming in keeps or with scrolls writ large and devoid of even the minor fig leaf of benefiting your faction.
I'm not a fan of encouraging even more trolling in Cyrodiil and its clear that such is a feature of your idea, not a bug.
The thing is trolly players already troll their own factions though. Turn siege, steal scrolls to hand them off to their friends, and most importantly are toxic in chat... all these things would be avoided if they were not on your faction lol. As for pug farming, thats always going to be a thing as well... Instead of changing the player base to be pg rpers why not encourage more pvp in a pvp zone?
Sorry, but "Troll players will still troll your resources, keeps, and scrolls - in fact, they've got even more incentive to do it - but at least you won't have to listen to them in your own zone chat" is not actually a solution to less trolling in Cyrodiil. Particularly since scroll trolling on my own side can still happen - you assume that all the scroll trolling jerks would swap to play non-faction. Personally, I doubt it.
Furthermore, your "it'll encourage more PVP in a PVP zone" really tells me that it won't generate any more PVP for faction players. It'll generate more PVP for those non-faction players who now can fight anyone anywhere. But they are the only ones who are going to see a difference. (Kind of. You could could get effectively the same thing by taking an AD group way up into DC/EP territory and setting up shop there. Non-faction players just wouldn't have to work as hard.)
What it won't do is change anything for the remaining faction players. The non-faction players are just going to do the exact same things they did when they played for a certain faction. We'll still have the same tower farming groups hunting PUGs in ones and twosies until a group cleans them out. We'll still have enemy scroll groups trolling for AP. We'll still have groups trying to farm PUGs in keeps. We'll still have the same hanger-ons at the bridge fights trying to pick off stragglers. The ONLY difference is that they won't be red, blue, or yellow, and so they'll have zero incentive to do anything but farm until they get killed. There's no more PVP there for faction players than there was when those players fought under the colors of the enemy. Its the same old stuff from the same players who just won't be wearing a faction color.
I do agree that making a toxic elitest safe space would be one of the cons of this situation, but it will not change what they already do in cyrodiil currently so it wouldn't effect the current gameplay in that sense. Frankly it hurts more when your own faction is to blame for giving a scroll or volendrung away to the enemy. At least with this they'd have to fight their way through your faction to get their own agenda done.
VaranisArano wrote: »kathandira wrote: »This sorta sounds like it would need it's own Campaign, or a whole new map/mode.
This is something I could agree with. I object to changing Cyrodiil in general or the main campaigns to implement it. As its own campaign ruleset where people can choose to fight alliance or non-faction instead of having it forced upon them or just a separate game mode, it wouldn't be a bad idea.
The only problem with doing it as a new campaign or mode is that the general PVP population has shrunk due to ZOS' apparent inability to fix performance issues. As we saw with Kaalgrontiid, players flock to where they can find other players to fight, even if they don't like the ruleset. So if the new campaign doesn't attract overwhelming numbers of players on all sides, it might stay dead and players who want to play non-faction might find themselves without many fights at all. That's the main incentive for players who want this to try to force the change into the main campaigns of Cyrodiil - at least then they get guaranteed players to fight.
Dalarius_Avicius wrote: »THEDKEXPERIENCE wrote: »TequilaFire wrote: »Carespanker wrote: »TequilaFire wrote: »Yeah, seems like you want to create a "spoiler" faction which would be used to troll players in the other factions trying to play the campaign against each other. It would be abused to control the map if a guild joined the spoiler faction and decided to side with a regular faction.
Small missing key detail missing in this fever dream is that ALL players outside your group would be hostile on the non-faction. Meaning other small scales would target those small scales. The concept of them helping a specific faction while not generating points for them and also being attackable for them without a way to safely perform these things like they would with modern faction spies would be very intriguing and that would take some major coordination and skill to pull off... the most I could see out of it would be maybe gating a faction? but if one group could do that wouldn't they just do that better on their own faction?- regardless its definitely something to consider on the cons list. (Do clarify what you had in mind though)
One other thing is in practice most small scalers don't fight each other out of "respect", they tend to just kite and strategically pick off those foolish enough to chase them.
I get it, but I don't think competitive small scale will work till they add ranked solo/group arenas with ranked leader boards.
Cyro is what it is AvAvA.
From my experience most small scalers have one person standing in the open who begs for a “fair” fight that’s “fair” right up to the point where his 2 friends murder you from stealth.
Idk anyone who actually does that, must be some bowtard or ganker or someone who really doesn't like you.
Carespanker wrote: »Facw what all pv ... snip
you speak for yourself, not the community.
i disagree with everything you suggest.
Wouldn't that mean that if everyone decides to jump on the new faction, they would have no one to fight because everyone's on the new faction?
I think, why not create a new zone (that's as small as Bleakrock or Knenarthi's), and have it be a free for all deathmatch? There'll be some NPCs and their little villages, all the basic crafting areas, cool looking locations, a few merchant and banker NPCs etc (crafting, merchant, wayshrine, and bank areas will be immune areas. You also have a choice of several respawn locations throughout the island not just the wayshrine so that it will be more difficult to camp since it's not just a single spot every time).
Another PVP zone, but one that is so small that it won't take away from Cyrodiil so much, and also it wouldn't allow grouping so people who prefer groups would still be drawn to Cyrodiil.
There'll be island specific leaderboards and daily rewards through a daily board located there.
To tie it into the lore, perhaps make a statement that it's some sort of black market island, where skooma, gambling, and "to the death" illegal pit fighting is allowed to run rampant; a thief's and assassin's safe haven on Tamriel that has gone ignored by the alliances since the provinces are too busy fighting the actual war. There'll even be fences in plain sight and all that. And hired thugs *(this zone's version of guards) to make sure you don't steal anything from the skooma lords; keep people in their place in the pecking order and all that.
And since it isn't alliance based, I have to wonder if there can't be a new currency instead of alliance points. Or perhaps it will have alliance points anyways because I don't think BGs always pairs you up with your own alliance (does it??).
Carespanker wrote: »snip.
They would still be hostile to everyone outside their group, aka the fix to the worst-case scenario you listed. However, overpopulation of the non-faction party could pose a problem, but much like real factions, I would assume they would have a cap/que time like everyone else to fix this.
As for the making another zone topic I keep reading.. we already have 2 pvp zones (the other one being imperial city) one is dead 99% of the year outside of its own events. Adding another would probably kill the pvp community completely because we have already shrunk so much over the years. I wouldn't advise it... same goes for another campaign under a different mode, we can barely fill 3 lol.
I would, however, love to see a free for all arena added to the game at some point so I can finally 1v1v1v1v1v1- my entire guild.