It seems to me that sometime over the years, ZOS started to refactor PVP for its very casual PVE audience. I think this effort gained momentum starting around the time of the first AvA giftbox events in which PVE players felt highly motivated to participate, but had a miserable time and let everyone in the forums know about it. These customers are obviously the bread and butter of the Crown Store business model and ZOS bends over backwards for them.
However, years later, they still hate PVP and as a result of the changes and more forced PVE grinding, PVP players also dislike ESO PVP and have largely left. The point is that your approach to making ESO a PVP game your entire audience can enjoy has failed at all levels with only a fringe PVP community remaining.
Please consider refactoring ESO PVP into a game the greater PVP gaming community would enjoy. Other PVP games earn a lot of money from microtransactions without making players jump through hoops and appealing to players who don't really like PVP games.
You should go back to the drawing board and start simple with a limited number of basic sets available and build up from there. Put the emphasis back on individual/team skill, strategy and tactics. Right now sets dominate gameplay. Probably most experienced players either run stalemate or arena builds that play half the game for them. It's very bad PVP seemingly designed mainly for players who are inexplicably afraid to die in a game.
I write this because fundamentally, Cyrodiil and IC have SO much potential and could be extremely popular among the greater PVP gaming community (outside of ESO) if implemented correctly.
Necrotech_Master wrote: »the biggest issues facing pvp right now are mainly:
- performance (the big one, general lag, desyncs, disconnects, etc)
- population caps too low for the size of the zone (more of an issue with cyrodiil, IC seems to be pretty good since its a smaller zone)
Necrotech_Master wrote: »again they already have a limited ruleset cyrodiil
ravenwatch campaign has no cp enabled (less overall mitigations), no procs (removes 90% of the "calculated proc sets" from use), and no hammer (which affects performance by promoting faction stacking and makes easier to destroy keeps, since each keep wall and postern is its own entity too)
but as i noted, its a catch 22 in this game, nobody plays there because nobody plays there (even people who complain about procs all the time dont play there because they say they rather have a populated cyrodiil than play with a ruleset they would enjoy more)
Necrotech_Master wrote: »again they already have a limited ruleset cyrodiil
ravenwatch campaign has no cp enabled (less overall mitigations), no procs (removes 90% of the "calculated proc sets" from use), and no hammer (which affects performance by promoting faction stacking and makes easier to destroy keeps, since each keep wall and postern is its own entity too)
but as i noted, its a catch 22 in this game, nobody plays there because nobody plays there (even people who complain about procs all the time dont play there because they say they rather have a populated cyrodiil than play with a ruleset they would enjoy more)
I think the general opinion is that ZOS failed in the implementation. They also haven't given the effort enough resources for the rapid iteration that is necessary for development of the concept. And though it reduces the impact of OP sets, it's not even close to being balanced.
I think that if it were more popular, many of the same problems would still exist because it doesn't go far enough. I think the gameplay has to be re-engineered from the ground up with a design paradigm that limits the impact a single entity can have on performance, even when grouped.
I agree that there's also a chicken and egg problem in terms of the number of players. It is why I prefer to play on GH. I think that also extends outside of ESO to the number of PVP gamers that ESO PVP is accessible to, which is why I think it's important to make it less convoluted by reducing the number of sets -- especially those with verbose 5 piece bonuses. In general, the more complex something it is, the more difficult it is to balance.
Necrotech_Master wrote: »well, i find it extremely unlikely that the "entire gameplay being re-engineered from the ground up" is something that will ever happen for a game this old
as that would also likely require overhauling the entire game at that point and would also affect PVE and pretty much everything, as all combat mechanics are basically the same in PVE and PVP with the exception of battle spirit effects
Necrotech_Master wrote: »well, i find it extremely unlikely that the "entire gameplay being re-engineered from the ground up" is something that will ever happen for a game this old
as that would also likely require overhauling the entire game at that point and would also affect PVE and pretty much everything, as all combat mechanics are basically the same in PVE and PVP with the exception of battle spirit effects
It's extremely unlikely ZOS will change course. I think they're very comfortable with the money they earn from main story and cosmetic focused PVE players. But there's no practical reason it couldn't happen. And if I was a ZOS investor (yeah, I know it's owned by MS now), I would be upset they failed to capitalize on the extremely profitable greater PVP gaming audience. It's a missed opportunity to the degree of negligence.
There's no reason PVE would be impacted at all, and re-engineering the gameplay isn't the same as re-engineering the client/server. Plus many popular games use outdated engines. It actually is a benefit in some ways because PVP gamers generally prefer ultra-smooth framerates.
Necrotech_Master wrote: »\most of what your saying either comes from reduce procs (already exists), or improve performance (something they need to do but may be limited in how much they can due to the age of the code without rewriting it)
Judging by the continual population cap reductions over the years ZOS might very well be planning on eliminating Cyrodiil as a PvP zone. The original population cap was 600 players/faction. Now the cap is 60-80 players/faction. And performance is still questionable even with the radically reduced population cap we have today. Cyrodiil used to pop lock even when the cap was 600/faction during prime time. It was epic. If ZOS wanted to bring the zone back they could. They choose not to for some reason.
It's not about the money, they earn more than enough, trust me on that. I have no idea what the leadership of the company are thinking, but I guarantee you that it's not about the money.
In retrospect, the original combat system and the focus on PvP was kind of an odd choice for this game. However, the fact that it devolved into the casual questing game it is today is no surprise. There has always been such a stark divide between those who play ESO as casual questers and those who do PvP and trials. I hardly see any PvPers that spend a lot of time questing as well. Likewise, I notice that casual questers will avoid PvP AT ALL COSTS, they can't stand it. While it is possible for both extremes to exist within ESO, the developers were still in a tough spot.
In retrospect, it seems like an odd choice, but not from the POV when ESO began development.
By now I think that the majority of the population is casual. Both end game PvP and PvE have lost the majority of its players. The choice for who to make content for is more clear.
If we could get a game with something similar to ESO's original combat system as well as something resembling Cyrodiil and BGs that ISN'T attached to the Elder Scrolls IP, we could really have something nice.