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Evolving ESO Part 4: Enhancing PvP

Mashille
Mashille
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Welcome, this is part of a series I am creating to try to help to improve Elder Scrolls Online and make it more complete and polished. This Will Involve a variety of topics covering different areas in Elder Scrolls Online to overall attempt to give ideas to make ESO a better game overall. I hope you enjoy.

The Series So Far:
Part 1: Extra Activities: http://forums.elderscrollsonline.com/en-GB/discussion/172838/evolving-eso-part-1-extra-activities-poll#latest
Part 2: Player Housing / Guild Halls http://forums.elderscrollsonline.com/en-GB/post/editdiscussion/172984
Part 3: Skill Lines And Overhauls: http://forums.elderscrollsonline.com/en-GB/discussion/173730/evolving-eso-part-3-skill-lines-and-overhauls
Part 4: PvP Enhancement: http://forums.elderscrollsonline.com/en-GB/discussion/186852/evolving-eso-part-4-enhancing-pvp

Some Music for you To Listen to while you read:

https://www.youtube.com/watch?v=n5scparvQWE

Ok, so we all know about the addition of Imperial City coming to ESO in some point in the future. However, in addition to this I have come up with some ideas, tweaks and improvements to the PvP gameplay and Map to overall enhance the experience.
Here are some of the ideas I came up with.

Supply Camps: This idea was inspired by Guild Wars 2 but I also think that it would make a very valid and fun improvement to PvP and add some additional gameplay features. The supply camps themselves would be located in Cyrodil like other objectives and there would be 6 of them in total. 2 in each third of the map, going between and being linked to all the surrounding Keeps. For example A supply camp would be located in the Middle of: Alessia, Faregyl, Bloodmayne And Drakelowe and would have links to them if you owned the Supply Camp AND The Keep so the supply camp would not be linked with Keeps that you do not own if you owned the Supply Camp.

The purpose of the supply camp would be that it increases the defenses and strength of the keeps around it. By making it so Keeps can only go up to Level 3 on the strength of Walls, Gates and Guards with the resources but if you Owned a Supply Camp connected to that keep then they would be able to go up to Level 5 as oppose to only level 3. However you would not actually be able fast travel to these Supply Camps, you would have to run there or ride there to reach them if you owned them.

The supply camps would be about as strong as outposts to capture and resemble a much Larger Resource, Such as a Mine or Farm except with more Towers, Guards and Defenses but without physical walls.

These Supply Camps would also have these things called 'Caravans' that they send out every now and then to the keeps that they are linked to, alternating which keep the 'Caravan' goes to every so often. Each time a 'Caravan' arrives at a keep gate it would despawn and increase One of the statistics of the keep, For example when the First 'Caravan' arrives at Alessia from a supply camp in Dominion Territory it would increase the Wall strength from 3 to 4. The 'Caravan's' would consist of Two Guar's Pulling Carts and One Guard Escorting the Caravan to the Keep that it's going to.

Supply Camps would also add more PvP quests to the game to go along with Bounty missions etc. For example One of the repeatable quests would be to 'Raid 3 Caravans' which mean that the player would have to attack and kill the Caravans heading to an Enemy keep. As well as Vice Versa and having a Quest to 'Protect 2 Caravans' and this would include Escorting the Caravan to it's Keep destination Safely without losing Both the Guars. The way to stop people exploiting waiting at a keep gate for the Caravan and taking credit for defending it when they didn't the Caravans would have a small circle round them on the map Similar to what area quest locations are except it would move with the Caravan and for the Player to earn the Credit of Defending a Caravan they would have to stay within the area for a certain amount of time for example if they stayed within the Caravan area for 60+ seconds and the Caravan successfully arrives at the keep Then they would get the reward rather than just waiting near a keep gate to farm AP.

In my opinion this would add more variation and Dynamics to PvP with more people having intensives to move around the Map and do things to support and strengthen their keeps and would also provide a whole new mechanic of defending and Ambushing these Supply Caravans.


Keep And Capture Variation: At the moment in ESO almost all keep are pretty much the same apart from some keeps being ever so slightly different. This can make some Sieges and defenses seem repetitive and almost copy'd and pasted from previous ones. My idea would be to have some of the keeps changed to a different design to the current 'Same' keep design. To make this more meaningful I would suggest changing the Middle Keep in All the Alliance Territory (Faregyl, Arrius, Glademist) to something larger or different to the other keeps in the game to add variation and change to Sieges and Large scale PvP battles and the world itself.
In addition to this these keeps could have a 'Commander' that would have to be killed and his body surrounded for long enough in order to capture the keep. Instead of the Flags that would have to be stood on. The Commander would have to be very powerful and should not be able to be 1 V 1'd by players.


More Equipment: This is would be items such as more siege Equipment or more things to just be used in General by players. An idea for some implementable Siege equipment would be Siege ladders. These 'Siege Ladders' would be able to be placed on the outer wall of the Keep Only and would take a longish time to set up so they are not too powerful. They would take 30 - 60 Seconds to set up and would have a medium amount of health that Enemy players can destroy with Damaging spells and Abilities. However to make it so the Ladders aren't too overpowered when used for quick Stealth attacks on keeps they would not Render The Keep 'Under Attack' and would therefore still be able to fast travel to. This makes the Siege Ladders A good addition adding some cool extra tactics and mechanics to sieges and Keeps.
Some other items that could be added just for the Utility use of players could be items bought from Siege merchants in Keeps and at Alliance home Areas.
Some ideas for these Items are 'Oil Bucket' this is not a piece of siege equipment that can be set up and used but instead a Single use item that player's can buy and equip to their quickslot. When used it will pour Oil over the ground that can then be Ignited by A player interacting with it. This will set the oil on fire and it will remain burning for a decent amount of time.
Another idea for player's to buy and use is 'Horse Wires' these would also be Single use quickslot items that can be used by players. They would set up a long AOE line on the ground that Only friendly players can see and when Rode over by Enemy player on Horses the Enemy players would be knocked off their horses and wouldn't be able to remount for another 6 Seconds.


What do you think of My ideas and do you have any suggestions of what could be changed or Improved. All feedback is much appreciated, thank you for reading :)
Edited by Mashille on 26 June 2015 21:16
House Baratheon: 'Ours Is The Fury'

Evolving ESO Part 4: Enhancing PvP 14 votes

I like The Ideas and would be interested in seeing them in the game.
64%
bosmern_ESOYukiannooneonboardFarorindsalterMashilleFfastylHeromofoSteelshiv 9 votes
I don't like the Ideas and would not be interested in seeing them in the game.
21%
Thymosr.jan_emailb16_ESORomo 3 votes
They sound cool but I don't mind
14%
The_SpAwNNeirymn 2 votes
  • Heromofo
    Heromofo
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    I like The Ideas and would be interested in seeing them in the game.
    It would definitely enchance AVAVA but as long as we see small scale pvp as well i am happy. :)

    Small scale:
    http://forums.elderscrollsonline.com/en/discussion/169417/improving-on-eso-s01e03-small-scale-pvp-and-arena-also-a-voting-poll/p1
  • notimetocare
    notimetocare
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    Not voting option for me but:
    Seige Ladders: Better off with shorter time, limited uses (5-10 people can use it), a keepwide notification and icon on compass/map. IT is interesting but given the state of Zergs it is probably a bad idea overall.

    Rest of the item ideas are meh. They dont add enough to justify the difficulty in adding.

    Commander idea could be interesting, but have played WoW with a similar mechanic, its not much fun to force pve into pvp. More guards could be ok because they function more similar to players than a 3mil+ health boss (stats would vary w/e).

    We do not need more pve in Cyrodiil, it already messes with the pop having people do delves and dailies instead of joining pvp.

    Its not all bad, but I don't see anything in here worth adding in the long run.

  • Mashille
    Mashille
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    I like The Ideas and would be interested in seeing them in the game.
    What do other people think of some of these ideas?
    House Baratheon: 'Ours Is The Fury'
  • Ffastyl
    Ffastyl
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    I like The Ideas and would be interested in seeing them in the game.
    First off, Cyrodiil. I almost stopped reading when I read that typo.

    Secondly, I did stop reading at the More Equipment segment because Brian Wheeler had stated in the latest ESO Live that adding new siege equipment takes a while, and adding things like siege ladders and towers would be bad for the physics engineers. In the foreseeable future, new ammo types is what the PvP team can add.

    One detail I am sure most miss is that objectives in Daggerfall's territory are called Forts, in the Ebonheart territory Keeps, and in the Aldmeri territory Castles. There are also differences in alcoves, statues and guard types between these three variations. The gate and fringe keeps have different structures than others. Most "emp" keeps are outposts with walls built around them, feeling like a temporary base that was upgraded to permanent.

    Alter not gate keeps but each alliance's keeps to be unique to their cultural architecture rather than standardized (they could be old Imperial forts the alliances are occupying).

    Supply Camps would provide a PvE aspect to the PvP side of Cyrodiil, allowing PvErs to influence the war without needing to PvP.
    Which actually begs the idea of adding a strictly PvE activity (such as crafting) that influences PvP. The writs, for example, supply that alliance's troops with equipment. It may be too much to track every item submitted and distribute them, but the server could keep track of how many writs are completed over a period of time and "outfit" the guards/soldiers with gear of increasing, appropriate quality. Gear quality would drop as the number of writs completed drop. ...This idea may result in a social reverse of buff servers, with PvPers harassing PvEers to complete their writs.

    But some way for more players to be involved with the Alliance War without needing to fight the most skilled and unpredictable opponents in existence would go a long way to creating the global feel the PvP buffs failed to create.
    Edited by Ffastyl on 26 June 2015 23:35
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  • nooneonboard
    I like The Ideas and would be interested in seeing them in the game.
    It be helpful, camps/resources with additional rep quest on allows PVErs to roam these areas, increase pop, inevitably having PVErs to defend the area while at it, or nearest keep, from invading PVPrs. That way we could pull less players to defend, may adding more resources during invasion.

    Hopefully in time, PVErs may change their mindset, that Cyrodiil isnt all about AP donations, 1 manned military, but grouped based and requirement of strategic military missions.
    Dum Spiro Spero
  • Mashille
    Mashille
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    I like The Ideas and would be interested in seeing them in the game.
    @nooneonboard Yeah. I like the idea of adding something that can be done by 1 - 2 people who don't have to be that great at pvp in order to help their alliance.
    House Baratheon: 'Ours Is The Fury'
  • Nermy
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    Very nice post. Especially the choice of music... :)

    I like all your ideas but as someone said, it's really hard to introduce new siege due to the work involved. I also know that altering the keeps/forts/castles is nigh on impossible for pretty much the same reasons.

    I really like the supply train idea, I enjoyed some of those mechanics in GW2.

    Anyway, some really good ideas there mate, I hope ZoS have a read.
    Edited by Nermy on 5 July 2015 09:53
    @Nermy
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  • Alomar
    Alomar
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    Honestly, ZOS has proven to be incapable or unwilling to fix the pvp of this game or add content to it. I don't think putting more things on their plate would create anything other than half-ass coded problems we'd face for years. Look at the lighting patch for example, traced back to creating a lot more lag in Cyro and ZOS never fessed up to it or fixed/removed it.
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