SkysOutThizeOut wrote: »-The only people a deserter can group with inside Cyrodiil is another deserter of ANY FACTION and their group caps out at 4-6 players (population dependent), this will prevent people from abandoning their faction to zerg. Maybe require the group to be formed outside of Cyrodiil before traveling in.
SkysOutThizeOut wrote: »-Only the deserters in the same group cannot attack each other.
SkysOutThizeOut wrote: »-Deserters can still cap resources and keeps villages, but the guards take time to spawn and are weaker than normal guards initially, but can grow stronger the longer it is held by that group. When the group leaves the resource/keep the guards begin to revert back to the Faction that previously owned it, fighting each other until it reverts completely back to the previous Faction's control.
SkysOutThizeOut wrote: »--In the event the Keep or Resource in question is a tri/home keep to a particular faction the Resource/Keep will always revert back to the Faction area that it is in, rather than it being the previous owner. This could help to combat gate camping by the Emp faction, but instead you'll have to only fight a 4 man and their weaker guards or wait for them to leave.
---This idea allows Deserters a chance in defending, but prevents Deserters from having a negative lasting influence on the map and instead could be beneficial. Factions could wait to cap keeps that are in turmoil as they are flipping out of Deserter control.
SkysOutThizeOut wrote: »----In the event multiple Deserter groups are inside the inner keep while it is flipping to Deserter control, it will still flip to Deserter faction, but the first Deserter group to attack the other Deserter group will be attacked by NPCs, much similar to the way NPC Guards attack you for crimes in the rest of Tamriel and the group will be unable to peacefully remain in the keep. If a keep is capped and only one Deserter group is in it, then the keep is unfriendly to any Deserters who approach that were not present upon its capture.
SkysOutThizeOut wrote: »-Deserters get an 10-15% AP bonus in defending their resources or keep.
SkysOutThizeOut wrote: »-No keep or scroll bonus to Deserters, unless a group member is currently carrying a scroll or is in control of a keep.
SkysOutThizeOut wrote: »-The only place a Deserter can rez is in one of 4-6 random Imperial/Bandit Camps spread over Cyrodiil, in a keep currently in the group's control, or maybe even on a controlled resource.
SkysOutThizeOut wrote: »-Deserters still have the same access to siege and forward camps.
SkysOutThizeOut wrote: »-Allow a player the option to desert his/her faction when joining a campaign for 1,000,000 AP.
--Make the cost of rejoining the faction 2,000,000 AP. Of course this AP cost for joining and rejoining could be wratcheted up.
SkysOutThizeOut wrote: »-ZOS can make a quest line and DLC for it too and costumes so they can profit in that way.
SkysOutThizeOut wrote: »-The only people a deserter can group with inside Cyrodiil is another deserter of ANY FACTION and their group caps out at 4-6 players (population dependent), this will prevent people from abandoning their faction to zerg. Maybe require the group to be formed outside of Cyrodiil before traveling in.
8 players per group are still 33% of a normal raid. Otherwise they will wipe to often. They could group up everytime over friend-/guildlist.SkysOutThizeOut wrote: »-Only the deserters in the same group cannot attack each other.
Of course.SkysOutThizeOut wrote: »-Deserters can still cap resources and keeps villages, but the guards take time to spawn and are weaker than normal guards initially, but can grow stronger the longer it is held by that group. When the group leaves the resource/keep the guards begin to revert back to the Faction that previously owned it, fighting each other until it reverts completely back to the previous Faction's control.
These NPC thing is difficult to balance in this setup. We have to assume that deserters will be ganksquads or voicechat-only-groups. So we have to prevent it being abused for towerfarming. Keeps should be no place for deserters...SkysOutThizeOut wrote: »--In the event the Keep or Resource in question is a tri/home keep to a particular faction the Resource/Keep will always revert back to the Faction area that it is in, rather than it being the previous owner. This could help to combat gate camping by the Emp faction, but instead you'll have to only fight a 4 man and their weaker guards or wait for them to leave.
---This idea allows Deserters a chance in defending, but prevents Deserters from having a negative lasting influence on the map and instead could be beneficial. Factions could wait to cap keeps that are in turmoil as they are flipping out of Deserter control.
IMO a captured resource or village should stay deserter flagged until an alliance captured it back.SkysOutThizeOut wrote: »----In the event multiple Deserter groups are inside the inner keep while it is flipping to Deserter control, it will still flip to Deserter faction, but the first Deserter group to attack the other Deserter group will be attacked by NPCs, much similar to the way NPC Guards attack you for crimes in the rest of Tamriel and the group will be unable to peacefully remain in the keep. If a keep is capped and only one Deserter group is in it, then the keep is unfriendly to any Deserters who approach that were not present upon its capture.
Isn't necessary, cause SMALL DESERTER GROUPS should avoid keeps.SkysOutThizeOut wrote: »-Deserters get an 10-15% AP bonus in defending their resources or keep.
They should get a AP bonus all the time cause the downsides should be huge on the other side.SkysOutThizeOut wrote: »-No keep or scroll bonus to Deserters, unless a group member is currently carrying a scroll or is in control of a keep.
No alliance bonuses to deserters cause they are NO FACTION. Deserters have acces to the Continuous Attack passive and they should use it.SkysOutThizeOut wrote: »-The only place a Deserter can rez is in one of 4-6 random Imperial/Bandit Camps spread over Cyrodiil, in a keep currently in the group's control, or maybe even on a controlled resource.
3 or 6 spawnpoints cause of the symmetry.SkysOutThizeOut wrote: »-Deserters still have the same access to siege and forward camps.
Nope cause they are Deserters.SkysOutThizeOut wrote: »-Allow a player the option to desert his/her faction when joining a campaign for 1,000,000 AP.
--Make the cost of rejoining the faction 2,000,000 AP. Of course this AP cost for joining and rejoining could be wratcheted up.
Other suggestion: Queue separately for Deserter outside of Cyrodiil. Also a big point you missed: Population Cap. I would begin at 50% of a normal alliance.SkysOutThizeOut wrote: »-ZOS can make a quest line and DLC for it too and costumes so they can profit in that way.
Of course.
Generaly I like the idea but some points look like a new game mode especially for towerfarmers who can show on youtube or twitch how big their argonian tails are. Atm it is very hard for newcomer to enjoy Cyrodiil so we should avoid decisions that would affect it in the wrong direction (healthy PvP population should be priority number 1).
IMO a Deserter/Bandit/Marauder/whatever thing for PvP should be like a hardcore mode and attract people who are more focused on fights and less on objectives and looking for more challanging content. So Deserter Population should never be impactful on any campagin and they should have no big impact on the alliances and the common map mechanics.
Otherwise it's to difficult to avoid that guilds/communities able to abuse it.
We need less factions not more
PS : If I sum all my chars...
SkysOutThizeOut wrote: »-The only people a deserter can group with inside Cyrodiil is another deserter of ANY FACTION and their group caps out at 4-6 players (population dependent), this will prevent people from abandoning their faction to zerg. Maybe require the group to be formed outside of Cyrodiil before traveling in.
8 players per group are still 33% of a normal raid. Otherwise they will wipe to often. They could group up everytime over friend-/guildlist.SkysOutThizeOut wrote: »-Only the deserters in the same group cannot attack each other.
Of course.SkysOutThizeOut wrote: »-Deserters can still cap resources and keeps villages, but the guards take time to spawn and are weaker than normal guards initially, but can grow stronger the longer it is held by that group. When the group leaves the resource/keep the guards begin to revert back to the Faction that previously owned it, fighting each other until it reverts completely back to the previous Faction's control.
These NPC thing is difficult to balance in this setup. We have to assume that deserters will be ganksquads or voicechat-only-groups. So we have to prevent it being abused for towerfarming. Keeps should be no place for deserters...SkysOutThizeOut wrote: »--In the event the Keep or Resource in question is a tri/home keep to a particular faction the Resource/Keep will always revert back to the Faction area that it is in, rather than it being the previous owner. This could help to combat gate camping by the Emp faction, but instead you'll have to only fight a 4 man and their weaker guards or wait for them to leave.
---This idea allows Deserters a chance in defending, but prevents Deserters from having a negative lasting influence on the map and instead could be beneficial. Factions could wait to cap keeps that are in turmoil as they are flipping out of Deserter control.
IMO a captured resource or village should stay deserter flagged until an alliance captured it back.SkysOutThizeOut wrote: »----In the event multiple Deserter groups are inside the inner keep while it is flipping to Deserter control, it will still flip to Deserter faction, but the first Deserter group to attack the other Deserter group will be attacked by NPCs, much similar to the way NPC Guards attack you for crimes in the rest of Tamriel and the group will be unable to peacefully remain in the keep. If a keep is capped and only one Deserter group is in it, then the keep is unfriendly to any Deserters who approach that were not present upon its capture.
Isn't necessary, cause SMALL DESERTER GROUPS should avoid keeps.SkysOutThizeOut wrote: »-Deserters get an 10-15% AP bonus in defending their resources or keep.
They should get a AP bonus all the time cause the downsides should be huge on the other side.SkysOutThizeOut wrote: »-No keep or scroll bonus to Deserters, unless a group member is currently carrying a scroll or is in control of a keep.
No alliance bonuses to deserters cause they are NO FACTION. Deserters have acces to the Continuous Attack passive and they should use it.SkysOutThizeOut wrote: »-The only place a Deserter can rez is in one of 4-6 random Imperial/Bandit Camps spread over Cyrodiil, in a keep currently in the group's control, or maybe even on a controlled resource.
3 or 6 spawnpoints cause of the symmetry.SkysOutThizeOut wrote: »-Deserters still have the same access to siege and forward camps.
Nope cause they are Deserters.SkysOutThizeOut wrote: »-Allow a player the option to desert his/her faction when joining a campaign for 1,000,000 AP.
--Make the cost of rejoining the faction 2,000,000 AP. Of course this AP cost for joining and rejoining could be wratcheted up.
Other suggestion: Queue separately for Deserter outside of Cyrodiil. Also a big point you missed: Population Cap. I would begin at 50% of a normal alliance.SkysOutThizeOut wrote: »-ZOS can make a quest line and DLC for it too and costumes so they can profit in that way.
Of course.
Generaly I like the idea but some points look like a new game mode especially for towerfarmers who can show on youtube or twitch how big their argonian tails are. Atm it is very hard for newcomer to enjoy Cyrodiil so we should avoid decisions that would affect it in the wrong direction (healthy PvP population should be priority number 1).
IMO a Deserter/Bandit/Marauder/whatever thing for PvP should be like a hardcore mode and attract people who are more focused on fights and less on objectives and looking for more challanging content. So Deserter Population should never be impactful on any campagin and they should have no big impact on the alliances and the common map mechanics.
Otherwise it's to difficult to avoid that guilds/communities able to abuse it.
Lol what.
Force deserter groups from entering a keep?
Most fights take place inside a keep and as a 4-6 sized group, especially vivec, you aren’t turning the tide of battle just pvping.
Not to mention these groups all fight each other and all 3 factions. The primary reason to be a deserter is to fight everyone and anyone for the sake of pvp. Not many small scale groups with the interest in impacting the map.
SkysOutThizeOut wrote: »-The only people a deserter can group with inside Cyrodiil is another deserter of ANY FACTION and their group caps out at 4-6 players (population dependent), this will prevent people from abandoning their faction to zerg. Maybe require the group to be formed outside of Cyrodiil before traveling in.
8 players per group are still 33% of a normal raid. Otherwise they will wipe to often. They could group up everytime over friend-/guildlist.SkysOutThizeOut wrote: »-Only the deserters in the same group cannot attack each other.
Of course.SkysOutThizeOut wrote: »-Deserters can still cap resources and keeps villages, but the guards take time to spawn and are weaker than normal guards initially, but can grow stronger the longer it is held by that group. When the group leaves the resource/keep the guards begin to revert back to the Faction that previously owned it, fighting each other until it reverts completely back to the previous Faction's control.
These NPC thing is difficult to balance in this setup. We have to assume that deserters will be ganksquads or voicechat-only-groups. So we have to prevent it being abused for towerfarming. Keeps should be no place for deserters...SkysOutThizeOut wrote: »--In the event the Keep or Resource in question is a tri/home keep to a particular faction the Resource/Keep will always revert back to the Faction area that it is in, rather than it being the previous owner. This could help to combat gate camping by the Emp faction, but instead you'll have to only fight a 4 man and their weaker guards or wait for them to leave.
---This idea allows Deserters a chance in defending, but prevents Deserters from having a negative lasting influence on the map and instead could be beneficial. Factions could wait to cap keeps that are in turmoil as they are flipping out of Deserter control.
IMO a captured resource or village should stay deserter flagged until an alliance captured it back.SkysOutThizeOut wrote: »----In the event multiple Deserter groups are inside the inner keep while it is flipping to Deserter control, it will still flip to Deserter faction, but the first Deserter group to attack the other Deserter group will be attacked by NPCs, much similar to the way NPC Guards attack you for crimes in the rest of Tamriel and the group will be unable to peacefully remain in the keep. If a keep is capped and only one Deserter group is in it, then the keep is unfriendly to any Deserters who approach that were not present upon its capture.
Isn't necessary, cause SMALL DESERTER GROUPS should avoid keeps.SkysOutThizeOut wrote: »-Deserters get an 10-15% AP bonus in defending their resources or keep.
They should get a AP bonus all the time cause the downsides should be huge on the other side.SkysOutThizeOut wrote: »-No keep or scroll bonus to Deserters, unless a group member is currently carrying a scroll or is in control of a keep.
No alliance bonuses to deserters cause they are NO FACTION. Deserters have acces to the Continuous Attack passive and they should use it.SkysOutThizeOut wrote: »-The only place a Deserter can rez is in one of 4-6 random Imperial/Bandit Camps spread over Cyrodiil, in a keep currently in the group's control, or maybe even on a controlled resource.
3 or 6 spawnpoints cause of the symmetry.SkysOutThizeOut wrote: »-Deserters still have the same access to siege and forward camps.
Nope cause they are Deserters.SkysOutThizeOut wrote: »-Allow a player the option to desert his/her faction when joining a campaign for 1,000,000 AP.
--Make the cost of rejoining the faction 2,000,000 AP. Of course this AP cost for joining and rejoining could be wratcheted up.
Other suggestion: Queue separately for Deserter outside of Cyrodiil. Also a big point you missed: Population Cap. I would begin at 50% of a normal alliance.SkysOutThizeOut wrote: »-ZOS can make a quest line and DLC for it too and costumes so they can profit in that way.
Of course.
Generaly I like the idea but some points look like a new game mode especially for towerfarmers who can show on youtube or twitch how big their argonian tails are. Atm it is very hard for newcomer to enjoy Cyrodiil so we should avoid decisions that would affect it in the wrong direction (healthy PvP population should be priority number 1).
IMO a Deserter/Bandit/Marauder/whatever thing for PvP should be like a hardcore mode and attract people who are more focused on fights and less on objectives and looking for more challanging content. So Deserter Population should never be impactful on any campagin and they should have no big impact on the alliances and the common map mechanics.
Otherwise it's to difficult to avoid that guilds/communities able to abuse it.
Lol what.
Force deserter groups from entering a keep?
Most fights take place inside a keep and as a 4-6 sized group, especially vivec, you aren’t turning the tide of battle just pvping.
Not to mention these groups all fight each other and all 3 factions. The primary reason to be a deserter is to fight everyone and anyone for the sake of pvp. Not many small scale groups with the interest in impacting the map.
A deserter mode should be only available for small scale contant. Otherwise it's just a new tool for ball groups farming AP. Means primetime every PUG can log off cause ball groups will appear on every busy keep fights, big sword's marks.
Vilestride wrote: »Better still an entire FFA campaign where the only thing that declared you as an ally was tabard and entire guilds scored points / rewards for claiming objectives.
This is what I've always wanted in ESO.
IMO, the 4th faction idea wouldn't work because it would be loaded with most of the best players IMO, so it would just reinforce the organized group vs randoms paradigm.
SkysOutThizeOut wrote: »From here on out I will begin to update this with good ideas after we tease them out. If we can keep this relevant maybe we can get ZOS to consider this
This idea is for the small scale community and to provide players the opportunity to play with friends in different factions, but at a cost. Grant every player the option to "desert" their faction in Cyrodiil making them able to be attacked by all players to include their previous faction and by all other deserters as well.
-The only people a deserter can group with inside Cyrodiil is another deserter of ANY FACTION and their group caps out at 4-6 players (population dependent), this will prevent people from abandoning their faction to zerg. Maybe require the group to be formed outside of Cyrodiil before traveling in.
-Only the deserters in the same group cannot attack each other.
-Deserters can still cap resources and keeps, but the guards take time to spawn and are weaker than normal guards initially, but can grow stronger the longer it is held by that group. When the group leaves the resource/keep the guards begin to revert back to the Faction that previously owned it, fighting each other until it reverts completely back to the previous Faction's control.
--In the event the Keep or Resource in question is a tri/home keep to a particular faction the Resource/Keep will always revert back to the Faction area that it is in, rather than it being the previous owner. This could help to combat gate camping by the Emp faction, but instead you'll have to only fight a 4 man and their weaker guards or wait for them to leave.
---This idea allows Deserters a chance in defending, but prevents Deserters from having a negative lasting influence on the map and instead could be beneficial. Factions could wait to cap keeps that are in turmoil as they are flipping out of Deserter control.
----In the event multiple Deserter groups are inside the inner keep while it is flipping to Deserter control, it will still flip to Deserter faction, but the first Deserter group to attack the other Deserter group will be attacked by NPCs, much similar to the way NPC Guards attack you for crimes in the rest of Tamriel and the group will be unable to peacefully remain in the keep. If a keep is capped and only one Deserter group is in it, then the keep is unfriendly to any Deserters who approach that were not present upon its capture.
-Deserters get an 10-15% AP bonus in defending their resources or keep.
-No keep or scroll bonus to Deserters, unless a group member is currently carrying a scroll or is in control of a keep.
-The only place a Deserter can rez is in one of 4-6 random Imperial/Bandit Camps spread over Cyrodiil, in a keep currently in the group's control, or maybe even on a controlled resource.
-Deserters still have the same access to siege and forward camps.
-Allow a player the option to desert his/her faction when joining a campaign for 1,000,000 AP.
--Make the cost of rejoining the faction 2,000,000 AP. Of course this AP cost for joining and rejoining could be wratcheted up.
-ZOS can make a quest line and DLC for it too and costumes so they can profit in that way.
Please offer comments or ideas. I think this would be an easy way to bring a new and lasting dynamic to Cyrodiil and won't break the factions as is. @ZOS_GinaBruno please take this to other developers.