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In the Spirit of Spreading Players out

Ranger209
Ranger209
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Just spit balling here, but have been considering the issue of players all congregating at just a few points of interest with no real desire or incentive to break from that mindset. The biggest issue to me is the Emp Ring and the whole succession of keeps that it inspires capturing and defending one after the other. There are few reasons to go into enemy territory, and fight for other objectives, and the travel time to do so turns people away from it. So the idea behind this is to pull people off of the Emp ring by providing reasons to do so. We have the 3 towns, and 3 new(ish) outposts linked to the 3 keeps on the outer border of Cyrodiil. I would suggest utilizing those areas by incentivizing their capture and control with a kind of mini-game that would provide buffs for the Alliance that maintains control. For any of these buffs to take place an Alliance would need to control its corresponding point of interest along with that of 1 or more of the corresponding points of interest of its opponents.

When looking at the towns an Alliance would need to control its own "home" town and if it controlled one of the other towns that alliance would receive an additional 2 seconds of CC immunity. If it controlled all 3 towns it would receive an additional 4 seconds of CC immunity. When looking at the 3 newer outposts that are off of the Emp ring an Alliance would need to control its associated outpost and if it controlled one of the other non-Emp ring outposts the Alliance would get a run speed bonus of 10%. If it controlled all 3 non-Emp outposts it would receive a run speed bonus of 20%. Combine this with an incentive for each alliance to control the super structure (for lack of a better term) of keep, outpost, and town of an opponent alliance by giving that alliance a buff that makes you immune to a soft CC of root, or snare that refreshes every 8 seconds. When you are rooted or snare it would eat this buff instead on rooting or snaring you. it would not make you immune from further soft CC attempts, but give you one get out of jail free card every 8 seconds. This would put the different objectives into conflict with one another so that different groups of players could be fighting for different buffs than their opponents are going for as the same points of interest are entangled with each other for different mini-games, 3 of a kind vs 3 of 1 superstructure. Doing something of this nature would require that multiple points of interest be attacked and defended for control of the buffs to be gained or lost.

The buffs are just examples of very nice PvP related type buffs. They could be anything really, and AP buffs could be used as well. The thing is to make the buffs worthy enough to go after and fight for away from the ring, while at the same time not too nice that no one fights on the emp ring. It would be somewhat of a balancing act that may take some time to nail down. One thing to point out is that these buffs would only be in effect while you held the points of interest. If another faction claims a point of interest that your faction is receiving the buff from, your faction will lose that buff. These are not the type you get for 10 minutes by taking something, you have to hold it to maintain the buff. In this way the hope would be to actually defend these points of interest and the buffs they provide by constantly competing over them.

The main thing is ZOS need to find a way to spread people out and get them fighting in many locations rather than everyone piling into basically 2 or 3. It will take some incentive along these lines to do so. Open to other suggestions as well that could cause people to actually spread out and use more of the map simultaneously.
Edited by Ranger209 on 10 March 2021 03:54
  • JayKwellen
    JayKwellen
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    Dunno how I'd feel about everyone having that much CC immunity, but I absolutely agree with you in spirit about us needing other things to do in Cyrodiil.

    The map is stale. It's either huge zergs running in whatever direction their own momentum has taken them, semi-organized groups taking the same keeps over and over, ball groups farming and trolling at the scroll/keep of their choice, or small-scalers and solo's hanging out at whatever your platforms popular hang out spots are. And that's really it. There's honestly not much reason to do anything else.

    I'd love to see ZOS make the towns and outposts actually serve a purpose and have more reason to be taken other than an easy 3k AP. You could even expand this out and make other strategic points on the map like the milegates and bridges. I mean honestly, if this is truly a "war" why do none of these generals care about the only choke points into and out of their territory? Just imagine if Alessia bridge fights actually served some kind of strategic purpose.

    Making the smaller areas more important could theoretically be a way to get more solo and small-scale people involved in the campaign too (either purposely or inadvertently). I'm often solo/duo but I'll admit I do still get struck with the "Rah-Rah Go Team" feels sometimes and it would nice to be able to actually contribute to the success of my alliance in a noticeable way that's not just following a zerg or didn't require joining a large group. Even little things like players get 1% weapon/spell damage for holding their home town or 3% if they hold all three; or your potion cooldown time is reduced by 1 second for each outpost you own -- things that aren't out of control but still encourage smaller scale activity and more movement throughout the map.

    Now for the dose of reality. There's honestly an almost endless list of cool things ZOS could do to make Cyrodiil more fun, more interactive, more exciting, and more alive. Many of them could be achieved with only minimal input required on their part. Thus far the only changes they've given us is a few towns, a few outposts, deleted the deer, deleted resource doors and breakability, and breakable bridges. They're averaging less than 1 underwhelming change per year, so based on their own history I wouldn't hold my breath waiting for them to do anything that would improve gameplay in an actual meaningful fashion.
  • Ranger209
    Ranger209
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    Edited the 3rd paragraph to add a very important point about these buffs only being in effect while a faction holds that point of interest. If another faction takes it your faction loses the buff. They don't last for 10 minutes, they last for as long as your faction holds the point of interest, no ore, no less. It is hoped by doing it in this regard that people would constantly attack and defend these points of interest to maintain these buffs. Ideally it would be for multiple small teams coordinating with one another at various points across the map to win and maintain these buffs for their respective factions. A way for small scale teams to help their factions while helping themselves with the buffs they achieve.
  • Crom_CCCXVI
    Crom_CCCXVI
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    It was brought up years ago about having events on different parts of the map with a reward at some point for whomever could take or hold the spot..

    It wouldn't be so far fetched, medieval battles were often fought on a pre-designated battlefield. There is a lot to the map that we rarely ever travel over that could be utilized.

    Then again if I had my way, I'd have wandering monsters like Elsweyr Dragons, or Trial Bosses occasionally show up and just start reaking havoc, knocking down castle walls, and wasting armies...
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