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https://forums.elderscrollsonline.com/en/discussion/668861

Expand upon the Open World feel of PvP

Ace_SiN
Ace_SiN
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I don't think casual RvR is enough in today's MMO(at least going by GW2 version of RvR). This game is too close to GW2 PvP where you start to notice how meaningless it all is. Keeps are fought over time and again just to be lost 30 mins later. Keep battles should be harder to take and should offer longer lasting battles. This way when one is lost/gained it has a lasting effect and more meaning. The game is currently too arcadey.

On my current campaign we pushed both sides so bad that they no longer show up for most of the day. That's a major problem and just upping the losers stats is not enough for the long term. There needs to be more to do besides fighting over keeps. This way even those that are tired of sieging have more options available.


1) Guilds need to be able to establish themselves on the map. What's the point in controlling a keep and setting up stores, just to be lost in a blink of an eye.

2) PvP needs to be expanded passed just owning keeps. With keeps becoming harder to take, there needs to be greater emphasis placed on the world content.

3) There should be more territories to control, that doesn't necessarily have to affect the RVR PvP. These should be smaller territories that guilds can own and build up.

4) Add PvP dungeons like how the current caves are in Cyrodiil, except with harder bosses and with a better reward(ie PvP hotspots).

5) Slow down the movement speed. Getting from keep to keep is too fast once you get the speed buff skills and level up your horse. You should feel a bit more "stuck" in the world. This would give camps and soul shards far more meaning as well as allow guilds to spread out and aim for different territories at once. Combat would become more tactical and require more thought, coordination. and teamwork.

6) Give crafters a role in PvP. Allow them to build better siege equipment or something.

Simply put, all the PvP content going forward should be designed with two different focuses in mind. RvR PvP and Open World PvP with some sandbox elements. So one type of content that pushes the war effort and another that promotes emergent gameplay. RvR is fun until your side starts getting wrecked. Then it seems like most stop showing up because there is nothing else to do. Sure you can buff those players, but that's not the only reason for the lack of bodies. Emergent gameplay sells games and outlasts any content a dev could ever hope to release. There needs to be more to do besides feeling like "we lost the war, so I guess it's game over".
Edited by Ace_SiN on 16 April 2014 19:40
King of Beasts

  • Samadhi
    Samadhi
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    Ace_SiN wrote: »
    ...

    6) Give crafters a role in PvP. Allow them to build better siege equipment or something.

    ...

    This suggestion is rather interesting; it could expand the roles players take in PvP.
    We already have worker NPCs on the map which reflect that not everyone in the war is a strict combatant; a system that could reflect that at the player-level could be worthwhile if implemented effectively.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Darka
    Darka
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    A couple of ideas I had to give a greater feel to a fight was to move beyond just keep based combat

    The element of Supplies!
    Have a supply train of faction based goods set out from one keep to resupply another , announce it on the game. Then put the general area of the supply train on the map.
    For the faction that the supplies are going to give the precise location to allow them to guard it, while the other two factions hunt it out
    Supply trains get bigger and bolder with each successive arrival,
    Opposing factions can either take it for themselves or destroy it. Supplies could be a range of items, from siege weapons, to foods that grant a small buff etc
    Players could even opt to carry items and gain AP for sneaking to location to resupply the front lines
    Note its not a real train before someone rages over that.

    Assassinate NPC X
    A named target has arrived or arriving at a location, objective is simple. Your faction must guard him, make sure he gets there. Other factions must take him out to score a win.
    Keep him alive for X amount of time and your faction claims the points

    Now these could appear all over the map to give a fair appearance , and allow people to explore and fight in areas where they would normally just run past

    As for the Crafters actually crafting in pvp, that is great
    Got skills you could use in the battle, send them out, have players protect them while they set up better weapons.
    There is a way for everyone to get involved if you encourage them.
    Edited by Darka on 17 April 2014 02:56
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  • Jadeviper1974
    Jadeviper1974
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    Very insightful post. I am not a huge fan of PVP, but I can admit that making it seem more like and actual siege campaign would be great.

    Now my un-serious suggestion, lets add diseases, nothing would be better than knowing you can get syphilis during the campaign, lol.
    What is written above are my honest opinions. If you agree then; "Great!" If you disagree; "Great!" I really couldn't care less either way.
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