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.
Cirantille wrote: »TLDR but we need justice system
Like we should be able to hunt down all the trolls and kill them
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?
Id rather NOT have ZoS listen to streamers more. Some of them have good points, but making it so trolls can troll EVEN more is a big no no in my book.
Not really a good idea. Most problems would be fixed by just removing faction lock and adding actual rewards to PvP since it's crazily unrewarding to play in cyrodiil. Adding better rewards to pvp would incentivize smallscalers to play for the campaign and thus make the game world more interesting tactically. But this isn't the case which is why PvP community is basically dead.
"Only one faction-locked campaign" which is the CP one and happens to be the most populous. No-CP is another issue sure but CP is the "main" hub and no one is going to Haderus/Shor or whatever it's called now.Not really a good idea. Most problems would be fixed by just removing faction lock and adding actual rewards to PvP since it's crazily unrewarding to play in cyrodiil. Adding better rewards to pvp would incentivize smallscalers to play for the campaign and thus make the game world more interesting tactically. But this isn't the case which is why PvP community is basically dead.
Not really sure how faction lock keeps coming up. There's literally only going to be one faction locked campaign this patch so it's really a moot point and certainly not the cause of any issues now.
And sorry but they should not totally revamp how things work in Cyrodil just cause some people don't like it. I have seen some interesting ideas and stuff in this thread that could be quite fun but that needs to be implemented in a new environment/zone/whatever. Plenty of people enjoy cyrodil the way it is , or at least many aspects of it and don't want it "ruined"
Carespanker wrote: »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.
Over my personal experience winning across all campaigns in PC NA, Ive come to realize that all types of players are needed to win a campaign; small scale, large scale, pugs, 1vxer's, trolls, zone generals, and so on. Even the players who don't play the map on your faction do their part for your faction as distractions for the other faction. As a good friend once said, "In Cyrodiil, we're all cogs in a clock and you need all the pieces to turn in the hands the right way." With that being said, I don't see it as adding more cogs to a working clock, I see it as making a whole new clock on its own. The zone trolls wont change you are right, but I'll tell you right now that a majority of them do just want to fight players with their friends and have a good time and giving them a place to do so would lessen their presence on your faction... and also add the plus side of being able to kill them after all these years.
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
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.
Just take a look at what all of our pvp streamers have to say
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.
Define good fights
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.
Define good fights
Hit Arrius/Glademist/Faregyl. A good fight will come and find you very quickly. All over the place, suddenly and violently.
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.
Define good fights
Hit Arrius/Glademist/Faregyl. A good fight will come and find you very quickly. All over the place, suddenly and violently.
So fight in an out of the way keep or some random resources. Which is actually the exact thing he said not to do to get "good fights" 😂
Lol do you really think the playerbase can be trusted with an idea like this? I'm not saying it's bad, I'm saying that rage and hostility in cyrodiil will increase 10 fold... which is bad for business and for new players(which this game is solely here for, rotating new players for a couple months and then they leave). Its not a game for veteran players anymore:) it's a game for players who just want to overland and do quests.
VaranisArano wrote: »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.
Define good fights
Hit Arrius/Glademist/Faregyl. A good fight will come and find you very quickly. All over the place, suddenly and violently.
So fight in an out of the way keep or some random resources. Which is actually the exact thing he said not to do to get "good fights" 😂
No...
This ought to be basic knowledge for anyone who plays the map or cares about objectives, but Arrius/Glademist/Faregyl provoke a quick and violent response from faction players because capturing them is a requirement in order to take both scrolls.
Those are pretty much the opposite of "out of the way keeps", at least as much as something off the emp ring can be.