Why not, just make a mirror of the zone? When you click the waypoint you have an option to go to either zone. So easy to do.
Because it wouldn't be good for the game. An MMO needs new content, players doing a variety of content and players repeating content to stat viable. Cyrodiil having some PvE content gives players a taste of PvP. Some find out they like it.
A bit of a tangent but trial sets being good for PvP and some PvP skills being good for PvE is by design as that also promotes players trying different content.
Pepegrillos wrote: »They could make it so at the end of every campaign, players of the faction that won the campaign can queue to a pve cyro for a few days.
chessalavakia_ESO wrote: »Why not, just make a mirror of the zone? When you click the waypoint you have an option to go to either zone. So easy to do.
Because it wouldn't be good for the game. An MMO needs new content, players doing a variety of content and players repeating content to stat viable. Cyrodiil having some PvE content gives players a taste of PvP. Some find out they like it.
A bit of a tangent but trial sets being good for PvP and some PvP skills being good for PvE is by design as that also promotes players trying different content.
The thing is, having PvP things in PvE content and vis versa in my view is bad design as it raises the cost of entry for content which can turn players off and it can also drag down the quality of experience in content as when players don't want to be present it can frequently show in their behavior.
Items that are good in one area aren't necessarily good in the other area which can mean that the contents rewards can end up being bad for the primary audience for the content. Items that are successful in one area can easily end up getting nerfed. You'll also sometimes see them get guttered in other areas such as with Plaguebreak.Pepegrillos wrote: »They could make it so at the end of every campaign, players of the faction that won the campaign can queue to a pve cyro for a few days.
That might stack things a bit more in favor of the dominant factions if it required participation.
Pepegrillos wrote: »They could make it so at the end of every campaign, players of the faction that won the campaign can queue to a pve cyro for a few days.
Next poll:
Who wants a PvP option for every PvE zone in the game?
*raises hand*
Next poll:
Who wants a PvP option for every PvE zone in the game?
*raises hand*
And have even longer queues during peak times (still a thing in my server). And can you imagine how bad the MYM queues would be??Move Cyrodiil to PVE and create a new PVP map by decreasing the size of keeps and inputting 1 castle for each faction. Numbers of players who actually pvp is down and cap is lower, a smaller map is needed now.
chessalavakia_ESO wrote: »Why not, just make a mirror of the zone? When you click the waypoint you have an option to go to either zone. So easy to do.
Because it wouldn't be good for the game. An MMO needs new content, players doing a variety of content and players repeating content to stat viable. Cyrodiil having some PvE content gives players a taste of PvP. Some find out they like it.
A bit of a tangent but trial sets being good for PvP and some PvP skills being good for PvE is by design as that also promotes players trying different content.
The thing is, having PvP things in PvE content and vis versa in my view is bad design as it raises the cost of entry for content which can turn players off and it can also drag down the quality of experience in content as when players don't want to be present it can frequently show in their behavior.
Items that are good in one area aren't necessarily good in the other area which can mean that the contents rewards can end up being bad for the primary audience for the content. Items that are successful in one area can easily end up getting nerfed. You'll also sometimes see them get guttered in other areas such as with Plaguebreak.
chessalavakia_ESO wrote: »Then, you go over to MMOs and you'll find the PvP population is virtually always struggling.