Maintenance for the week of December 1:
• PC/Mac: No maintenance – December 1
• NA megaservers for patch maintenance – December 3, 3:00AM EST (8:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 3, 8:00 UTC (3:00AM EST) - 17:00 UTC (12:00PM EST)

PVP Deserves More Respect

  • Katahdin
    Katahdin
    ✭✭✭✭✭
    ✭✭✭✭✭
    SeaGtGruff wrote: »
    As far as taking away points for dying and only giving points for doing "real PvP," how's this?

    - Stop giving AP for anything other than killing another player. Capturing a resource or keep? No AP for that, except whatever you got from killing players. Capture or reclaim a scroll? No AP for that. (I don't think you get any AP for that now, anyway, other than for turning in a mission quest for it.) Turning in any sort of mission quest or Fighters Guild bounty quest? No AP.

    - As for giving AP for killing other players, give an amount equal to whatever the other player lost by getting killed-- say, 50% of whatever AP they had. Yeah, you know-- exactly like with TV in Imperial City, except you can't get any AP from capturing stuff or from turning in quests, since those things can be accomplished without doing "real PvP" (like, through "PvDoor").

    I guarantee it will be a rousing success and will draw "real PvP" players to Cyrodiil like flies to honey. You know how I know? Because Imperial City is always so incredibly crowded with "real PvP" players all the time. I mean, it isn't like most of them only ever go to Imperial City when there's an event going on that will draw non-PvP and casual-PvP players there to be picked off like shooting fish in a barrel, right?

    /sarcasm

    The object of Cyrodiil is to capture and hold keeps to gain points to win the campaign. If you remove any reward for capturing keeps and only give AP for killing players then it will just become a giant deathmatch and the objectives will go out the window.

    The reason Cyrodiil is dying is because of server performance, lack of class balance and unkillable ball groups and proc sets and other armor that does the killing for you rather than skill, and lopsided campaigns overwhelmingly dominated by one faction all the time. All of this makes participating and fighting just not fun
    Edited by Katahdin on 2 November 2025 06:19
    Beta tester November 2013
  • Zeraw86
    Zeraw86
    ✭✭✭
    I was also a big PCEU player for a long time, but since the subclassing, the ball groups, and the reduction in campaign players (currently maybe 75 per faction, with a release of 150), it's just not for me anymore.

    If you want PvP, specifically the Cyrodiil mode, I highly recommend Guild Wars 2.

    There you have World vs. World vs. World, and it's fun again after a long time. I seriously doubt that Cyrodiil will ever be good again after 11 years.
  • Unfadingsilence
    Unfadingsilence
    ✭✭✭✭✭
    I personally miss when they used to give master weapons or vMA weapons for end game rewards for PvP those were the days...
  • SneaK
    SneaK
    ✭✭✭✭✭
    SneaK wrote: »
    They need to incentivize objectives and come up with some fresh additions to Cyro. The fights are mostly meaningless nowadays because the 1vX mentality has overtaken objective Cyro. One Tamriel really killed it honestly. People just hop all over factions and don’t care about winning camps anymore. Peak Cyro was when people were loyal to factions and played for each other, their guilds, etc, rather than “AP” or clipping a 1vX.

    There’s really just been so many random changes along with boredom that has destroyed the PvP community. I say community cause the bones of Cyro are still there, it’s the “why” that’s changed and it’s cause ZOS has pushed people away from objective play.

    Couple examples-

    I could care less if Goliath420xv1 gets emperor on AD when they had emperor for 15 days on EP last month. Doesn’t make me want to play the obj.

    Why go from the southern gate to capture Arrius Mine after EP night capped with hammer, for 3k AP, when I could just go repair walls that randomly degrade overtime for the same amount.

    this has ALWAYS been the case, you get the exact same or close to the exact same rewards for winning as you do for losing the camp.

    people have also ALWAYS changed factions based on population and most pvpers i know used to have 3 of ever class ( 1 for each faction) back before faction locks became a thing, any real pvp wants to fight against the zerg and not with the zerg and therefore will almost always swap to the lowest population faction.

    there is absolutely no incentive to play the map or try to win the camp esp when the score is vastly manipulated by night time pvdoor guilds who take the whole map and every scroll while no one is around to contest them

    1 good player can kill 5 or 6 casual players pretty easily most of the time, for that level of player there is virtually no fun in running around in a zerg or sieging keeps bcs theres no skill expression or real pvp that happens in zerg vs zergs fights and any good zerg leader knows that siege and numbers is superior to any amount of skill

    new players become -> zerglings learn to play and become -> 1vx's get zerged to many times and form -> ballgroups ruin cyrodil with lag and make zerglings quit.

    It hasn’t always been the case, there’s been numerous updates that have decreased penalties for faction swapping, currently there is zero penalty. Before all of it, you couldn't buy skill points, couldn’t buy passives, couldn’t spec a Sorc into a warden or nightblade. The combination of one Tamriel and all the little changes here and there indirectly killed faction loyalty. Your characters used to matter A LOT more than they do now, time playing obviously is a large part of this, but ZOS’ updates have expedited “endgame” so much that time spent on a character can be traded with dollar bills. It’s too easy to just role a one size fits all on each faction. Like you said, one of each class, the latest subclassing update knocked that down to 3 characters total.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Iriidius
    Iriidius
    ✭✭✭✭✭
    Iriidius wrote: »
    It takes 64,000,000 AP to reach alliance rank 50 which takes long enough now if you play proper PvP.
    We do not need a reduction in ap gain, if anything we need to gain more ap.

    For example, if we earned +500 AP for defeating each player but lost -1000 AP when we died to one, reaching 5 stars on the server would be extremely challenging — but that’s exactly what would make it meaningful. People would spend hours defending or attacking keeps just to achieve that 5-star rank. Unfortunately, in the current system, you automatically get 5 stars after spending a certain amount of time in PVP, and in my opinion, that makes it completely meaningless.

    That would encourage choosing only fights that you can’t loose more than it already is.
    It is totally possible to get bad KD by getting repeatedly zerged without doing anything wrong over than being in the wrong place and team at the wrong time.

    How would new ap be generated if everytime a player gets 500ap for a kill another looses 1000? That means 500 ap are annihilated for every kill and soon oftenkilled players are out of ap. 500ap for kills is much less than we get now. Mainly ballgroups would get 5stars.

    IC already makes you loose tel car when you get killed and is therefore unpopular so how popular would Cyrodiil be if you loose even morefor getting killed.

    Never dying players killing everyone already get the best playing experience and rewards and don’t need extra motivation and rewards to not quit. Players getting killed all the time need motivation/reward to not quit the game.

    Since there’s no AP loss, people can jump into the Zergs without hesitation.

    If there were a penalty for dying, players would be more encouraged to form groups, and we’d see more organized fighting groups.

    I still stand by my opinion. It’s all about competition. Besides, competition makes players improve, and as a result, we’d have more skilled players.



    Players already hate dying and try improving without loosing something(ap) as punishment for every death because loosing and dying is already not fun.
    Players already hesitate Jumping into enemy zerg except they want to die or know they can 1vX or bomb them.
    Jumping into zerg of your own faction still gives you more protection than to play solo and if you outnumber enemy enaugh that skill doesnt matters anymore you can stay alive without improving. Loosing ap on death change that as your teammates prevent you from dying.
    Players

    Everyone who can be encouraged to play in a group already plays in a group. Remaining solo players either don’t want to play in group no matter how big the disadvantage is or cant find a group.
    If you add punishment for not doing things players already try to do but are unable to you don’t make them do it because they are still unable to but force them to quit game. New players who could have become competitive will quit before they get competitive


Sign In or Register to comment.