Maintenance for the week of December 23:
• NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

How Cyrodiil could be improved

mscard02
mscard02
Cyrodiil is an awesome pvp experience and i feel it excels well at this but I also believe it leaves a lot out. I have spent a lot of hours questing in it with my friends. Here is some of the feedback we came up with:

1.) Make exp quest rewards and mobs give MORE experience than pve zones. Cyrodiil already has a ton of quests available. The issue is that the experience gain is awful. The Death penalty is really harsh when sometimes the ride back could be 15 minutes to the previous questing area. Add in the fact that not only can a bad pull kill you, other players can also + long rides back and you can see that the risk vs reward is way out of balance. Cyrodiil quests should be a viable alternative to pve quests and even encouraged through greater experience gains than the safer, less risk pve areas offer. These quests could even be VR only to offer another way to level for those that want to save other zones stories for alts. Another option would be to increase the experience from quest completion (not mobs) if you complete it in an area around a certain radius of the enemy alliance main base.

2.) Make quest slightly overlap with enemy factions. Encourage small scale skirmishes between enemy factions. By guiding players towards each other you add the sense of excitement when questing. Not knowing when or how many enemy faction players you might run into gives a rush to the player. I feel like this also would quiet some of the current request for battlegrounds and arenas because it would offer the small scale pvp players want.

3.) If users are in a group and talk to an npc give them the same quest! Since quest are random per NPC, currently if you and a party member talk to the same NPC you will both be given different quests. Make it so that an NPC will only give out a quest to the first person in the group to talk to them, then popup the box for other party member to accept that is currently in the game.

4.)Put a board next to the Bounty Quest that allows us to see the guild stores from each Keep. This was supposed to be a big feature that i feel has been really lost. If a guild takes a keep you can go to the keep and actually buy stuff from that guilds store. The time to travel between all the keeps is just too much to go and hunt for a good deal. Let me click on a board and then click on a keep my faction controls. Show me the store that keep is offering but make it REFERENCE ONLY! This way i know what is in each keep, but i need to travel there to still get it. This would add a sense of urgency especially if you see that the waypoint is actually cut off to it, or that it is currently under attack.

There have been some request recently for Zones that are hostile that all 3 factions quests in. This is already in the game with Cyrodiil, the issue is that the quest aren't done well. Cyrodiil is unique in the fact that it is the only place in the game that scales players together. What this means is that i can actually go with a friend 20 levels lower and do quests with them. I feel the changes above would greatly improve this experience and open up a lot more to do overall in ESO. Let me know everyone's thoughts.

TLDR Version:
* Make exp quest rewards and mobs give MORE experience than pve zones (Risk vs Reward)
* Make quest slightly overlap with enemy factions.
* Same quest for all group members
* Board to search guild stores for current controlled keeps (reference only)
Edited by mscard02 on 9 May 2014 19:14
  • Cydone
    Cydone
    ✭✭✭✭
    mscard02 wrote: »

    TLDR Version:
    * Make exp quest rewards and mobs give MORE experience than pve zones (Risk vs Reward)
    * Make quest slightly overlap with enemy factions.
    * Same quest for all group members
    * Board to search guild stores for current controlled keeps (reference only)

    The problem with the xp is great, but an even bigger problem is that ppl want to level up doing PvP! Now your idea about overlapping with enemy lines is good, but I think to implement a system that tracks the ever changing enemy lines and then based on those lines, "edit" the quest area to make it more feasible for skirmishes to arise.....I just think that would be a big waste of developer time and wouldn't fix the overlying problem.

    What I think the overlying problem is.....PEOPLE DON'T WANT TO DO PVE QUESTS IN THE PVP ZONE!!. People want greater rewards to killing players, taking keeps and taking resources. They need to make some repeatable missions that offer this. Perhaps making the kill players one like 50 or something.....but we need a generic "take keep" mission that offers good rewards cause it takes a while, not to mention coordinating with a group, to take a keep.

    The same with resources....a generic "take resources" mission. You would have to take all 3 resources to get the reward, and then that would lead into the generic "take keep" mission. BOTH of which could be turned in and picked up again at the keep you are attacking....once you actually take it. Just talk to the Quarter Master.
    Edited by Cydone on 10 May 2014 05:14
  • Ghenra
    Ghenra
    ✭✭✭
    I want more live in Cyrodiil, not only zergers VS zerguers taking keeps. I want people roaming, people doing INTERESTING and REWARDING quests, people inside HARD instances, people killing REALLY HARD World Bosses, etc.
  • mscard02
    mscard02
    I want more live in Cyrodiil, not only zergers VS zerguers taking keeps. I want people roaming, people doing INTERESTING and REWARDING quests, people inside HARD instances, people killing REALLY HARD World Bosses, etc.

    i feel exactly the same way... I think better questing would help bring it to life.

  • RazzPitazz
    RazzPitazz
    ✭✭✭✭
    What currently prevents larger groups from rolling through PvE quests, squishing the smaller enemy groups along the way?
    PC NA
    VR1 - Jar'eed - Khajiit Dragon Knight - AD
    VR1 - Broad Tail - Argonian Templar - EP
    All-Star Crafter Guild
  • mscard02
    mscard02
    What currently prevents larger groups from rolling through PvE quests, squishing the smaller enemy groups along the way?

    The PVE in Cyrodiil quest would function just like they do now. Large groups are subject to smaller exp per kill making them overall less efficient. With that in mind large groups would not be the most efficient means in doing PVE quests. It would be an interesting decision, do I form a big enough group to ensure protection but much smaller exp return? Or do I solo/duo and get a lot more exp, but open myself up to attacks?

    The quest would also be spread out all across cyrodiil. If you are talking more about a gank squad, then it would be no different than what goes on now where groups of 20 head out looking for stragglers to kill. I could see some interesting smaller battles going where a group of 20 people come to the aid of another gank squad.
    Edited by mscard02 on 9 May 2014 20:01
  • frwinters_ESO
    frwinters_ESO
    ✭✭✭✭
    Xp per kill is increasing in 1.1 patch so yeah
  • Cydone
    Cydone
    ✭✭✭✭
    Xp per kill is increasing in 1.1 patch so yeah

    That is a laughable fix/improvement at best. I was getting more XP per kill in PvE than I was in pvp. Now that they are "doubling" it, I would get what?? 150xp per kill?? WOW:
    6hkumq.jpg
  • frwinters_ESO
    frwinters_ESO
    ✭✭✭✭
    Cydone wrote: »
    Xp per kill is increasing in 1.1 patch so yeah

    That is a laughable fix/improvement at best. I was getting more XP per kill in PvE than I was in pvp. Now that they are "doubling" it, I would get what?? 150xp per kill?? WOW:
    6hkumq.jpg


    Said more then doubling so maybe 175xp. Take that!
  • Blackrim
    Blackrim
    ✭✭✭
    How about the ability for specific guild's to create a camp or "base of operations" area around cyrodiil? Greater way for guild integration into pvp.
  • Aballister
    Aballister
    ✭✭✭
    Personally, I'd like to see there being a grace period say 2 or 3 mins between travel connections dropping.
    Dark Elf Sorc(AD)
  • leandro.800ub17_ESO
    leandro.800ub17_ESO
    ✭✭✭✭
    Yes people like pve content in PVP map.
  • Blackrim
    Blackrim
    ✭✭✭
    ^^ this is not a Pve thing.
  • Gisgo
    Gisgo
    ✭✭✭✭✭
    It could be improved with... more players.
Sign In or Register to comment.