fallensbane_ESO wrote: »Also based on some others feedback...
Former Emperor stat bonus needs to go. It's traded and will continue to be traded after the changes are implemented. People are willing to swap servers and completely disrupt and balance for the sake of getting that EMP bonus for PVE. That should not be allowed. Nuke the bonus. Keep the costume, keep the title, toss a nice chunk of gold/ap and perhaps create a simple extra daily quest that only former emperors can do. This way people that want to actually lead and not who just want a PVE bonus play in Cyro. This bonus should have never been around in the firstplace.
No Vet Only Campaign: I agree we do not need this. A non vet only campaign is a great idea and makes complete sense, but let's not segregate the population too much.
Campaign Types: going with your 5 campaigns I suggest.
30 day Campaign for Non Vets
30 day Campaign for Any level/tier (Better rewards than 7 day)
7 Day Campaign Non Vets
7 Day Campaign Any Level/tier
7 Day Campaign Any Level/tier
No Perma Emperor Rewards for those sub 50 campaigns. Adding these campaigns should be about giving those new player or low level alts a chance to learn or play in a campaign where gear is more balanced to their level. With a campaign like this the emperorship will swap more often and be less prestigious. I am still in favor of abolishing the perma buffs. But I think the other rewards such as title, costume should only be available for 50+ campaigns.
More XP for player kills
Player Bounties: Players who are on a longstanding killing streak have the chance to drop PVP set items that normally come only in Reward Bags.
Small Group Content
We need actual small group content. Supply caravans would be good. Something 2-4 players could attack. Some sort of system in place so that if a more than the specified number of players attacked it would yield no AP gain and NO XP to anyone involved. Have these as random spawns through the entirety of the map. Along trails, off of trails whatever. There should be no predefined route for these. If they are along a road great, story wise its explained as them being on track. But if you find them off in a corner, you assume they were driven off the main road by a bandit or enemy or whatever.
However when I say random they should be spawns in enemy controlled areas. So for instance if my faction owns the entire map, we do not see these supply caravans. We have everything which means we have the place on lockdown. However that means we have caravans spawning all over the place. Which means the other teams have more options to gain points now and try and get back in the game, even during off hours. This gets more small groups out there doing stuff in Cyro, gives another avenue of AP gain and because of the random nature of the spawning can get people spread out across the map more.
Emperors & Commanders
I don't want this to be GW2 but one thing that was a good idea with a bad implementation was commanders. An emperor player should have the option of choosing ONE commanders other than himself. These players would get an icon on their head and on the map. Then there would be 2 more commander spots open. Any player in the top 100 on YOUR faction would then be in the running for to be a commander, players in Cyrodil would actually look at the top 100 and right click, vote commander as an option. This would be a living thing where if the guy ended up sucking, the player could change their vote to someone they felt was better. The top two votes would get commander status. If a commander loses voted and someone else jumps ahead of him he would be 'stripped of commander rank', not on the fly. That would cause confusion. But 12-24 hours later the next player would inherit the title. Commander and Emperor would get their own chat to coordinate between their smaller groups.
The thing GW2 got wrong was making it a buy your way in thing that ANYONE could get. It should be a player voting thing. Sure you can bribe other players to vote your way, but they thats politics and there is still a hard limit to how many commanders there would be on the map.
Keep Upgrades. Some sort of a keep upgrade system needs to be added or improved upon. AP/Gold cost to add more patrolling guards, increase HP, add new abilities to the NPCs etc.
And finally.... REMOVE THE LEVEL 10 REQUIREMENT TO GO INTO PVP! Allow new players and low levels to Play PVP from the start/soon as they are done the tutorial. There is no need for this restriction, get rid of it.
What a lot of you don't understand is that it is the guesting system in the first place that creates empty campaigns. Get rid of it entirely, increase the cost and cooldown of setting home and players will fight at their campaigns instead of anywhere else it may be convenient at the moment. This will guarantee campaigns that are always active (assuming you have total of 5-6 and not a lot more campaigns than you have players).
The guesting system allows people the "easy" way out when they are losing. Instead of fighting back, they jump ship. Hence there's nothing to do on your x-y-z campaign and the ones who stick around, are always outnumbered until they get fed up and start guesting too.
If people did not jump around, all campaigns would be active, there would be no legit reason for guesting anywhere. If you have friends on another campaign, you could set your home there after waiting the cooldown and pay the price. Stay there and play with them. Jumping home should be an option for such cases and not a "we're losing here, we're not going to try and fight back but we're going to jump somewhere else where we're winning--until the losing sides there decide to do the same and hence repeat the cycle again and again and again...". This is what is happening now.
It is also due to the guesting system that once you're fighting happily on your campaign, an ecosystem that you know and play for eg the past month, suddenly 100 players you've never seen before show up and flip everything on the map, zerging everything on their path, only to vanish immediately afterwards. That should not happen.
Get rid of it entirely and campaigns will be what they should be. Your home that you're fighting for and not a zone where you can farm AP until you get some resistance and jump to the next.
rich_nicholsonb16_ESO wrote: »Ok it seems the ppl who want this to happen are mainly from the US where it seems that the pvp servers are in a mess while the ppl who are mainly against this are from Europe where the servers are in an ok state ( the top 4 are normally locked in the evenings ).
Why don't you change the US servers to test this out?
If the EU are forced in this change it might be a huge mistake as like I said our servers are not in a bad shape ( apart from the lag ).
I wouldn't mind if the lower populated servers got axed and to give us a choice between long and short duration servers but just don't axe the ones that are ok.
One thing I am wondering, considering the EU server has Auriel's Bow, Bloodthorn and Dawnbreaker locked most weekends at peak times. What are you expecting for the single 30day campaign that most players will want to play in?
Wont that forever be locked because of the massive populations on that one campaign?
Fuzzylumpkins wrote: »Is there going to be a way to turn experience gain off in the non-vet campaigns so players do not level out of it? If not it is already a fruitless effort.
The queue system needs to cap out the total slots based on how many of the enemy faction are playing. If DC has 30 people playing, then EP or AD should not be able to have 2x the numbers of DC...
SilverBeard wrote: »The real problem is overpowered vampires with emperor passives in legendary gear that can single handedly wipe out entire raids. Group a bunch of these together and they can clear an entire campaign. Balanced? No. Fun? No. Demoralizing? Yes. People are leaving AvA in droves because of this.