Aoe_Barbecue wrote: »I haven't seen Entropy Rising in months ... unless they are a PvE guild now or something?
Dleatherus wrote: »Alright, so ESO officially announced it's first ESO Guild Summit
ZOS are flying out 20 of us from the player community from NA and EU next week - we arrive on Tuesday Sep 30th, will have the summit over 2 days, Oct 1st and 2nd, and they fly us out on Oct 3rd
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The summit itself is two full days of:
There will be a total of 4-5 roundtables each day, with a catered lunch break in between.
The roundtables will generally be a mix of presentation and open discussion with representatives from a specific development team, such as crafting, PVP, and gameplay systems.
Additionally we'll be going out for dinner and drinks every night and so there will be additional opportunity to have 'off the record' discussions
Most of you who know me either from in game or here on the forums know that I am passionate about the PvP side of the game
I am not sure how well represented the PvP side of the community will be, so I offer to set aside any differences you might have with me, which faction you are in, and either post well thought out suggestions here in this thread, or message them to me privately here on the forums
Please note that I will be prioritizing with the points made in this post :
http://forums.elderscrollsonline.com/discussion/130273/open-letter-from-the-noore-to-zenimax-addressing-unresolved-issues-driving-players-from-the-game/p1
... (including AoE, unbreakable cc and forward camps) so if you have suggestions to add to those points that aren't already covered in that post, pass them along to me please
The Guild Summit will have no NDA and so I will report back to you the players, any relevant PvP info/answers I get upon my return (probably over the following weekend)
ty
D.
AlienDiplomat wrote: »frosth.darkomenb16_ESO wrote: »The people invited don't matter, the ideas they bring with them do.[/b]
Community polls and elections are an absolute mistake. Nothing more than a popularity contest and the elected person won't bring anything the company didn't already gather from the "campaign".
Which is precisely why a more professional and constructive option, not to mention a more effective PR strategy, would have been to have a PUBLIC contest where people sent in their best suggestions on a range of specific topics, and the community voted on the IDEAS, not the people.
AvA and Imperial City
Brian Wheeler is up next with the PvP team who handles content and rules in PvP zones including keeps, objectives, alliance points, etc… He would especially like to remind folks that his team does not handle abilities, items, general gameplay, or PvE related issues. He and his team follow the forums closely and has, in the past, both made changes and reverted made changes based on player feedback.
Coming up in Update 5
Minimum rank requirement to purchase Forward Camps
Buffs will be local to the campaign only for PvP only, they are still considering how to handle buffs for PvE
Anti-tunneling boundaries and ways to block exploits where players wiggle through terrain objects and get underneath the world.
Future Updates
Oil pot adjustments, they are aware of the ways that pots are currently used and adjustments will be made to enforce a minimum pour distance or some other control.
Elder Scroll bonus changes
Population imbalance adjustments
Crashes both client and server-side
Spirit of the game “antics”, spies, trolls, guesting issues
Imperial City
The city is basically just a PvE zone with PvP.
The sewers – super large public dungeon
Districts – contain capture locations with PvE events
Difficulty is tuned for 1-2 players at high level
Each campaign has their own Imperial City
All 3 sides will potentially have access at the same time.
Access is gated by controlling your 6 home keeps – making defending and home security more important.
The population cap is shared between Cyrodiil and the Imperial City, so as one side floods into the city, their power in Cyrodiil itself will wane allowing other alliances to retake less defended objectives.
What’s Inside the City?
Districts: Temple, Elven Gardens, Market, Arena
New armor sets + the new Xivkyn crafting style
6 new 8 hour Buffs from the Divines – these are similar to Mundus Stone buffs, but temporary. They are AoE beneficial, so if you have a buff it will affect all your nearby allies as well.
Lots of enemies to kill, get money, exp, loot.
White Gold Tower itself will not be initially accessible.
At this point, Brian showed a live gameplay demo running through some of the areas of the sewers and the city itself. Sewer respawn point is a “safe zone”, you drop off a ledge into the water below to join the action. Anchor pinions in city districts have 3 sigils which control it. Deactivating a pinion Sigil involves a brief sojourn into Coldharbour to defeat some of Molag Bal’s minions. Each of the pinion Sigils have a beam indicating their current control status, to capture the entire district your alliance needs to control all 3 Sigils. When the anchor control switches from Molag Bal to one of the player alliances the anchor is replaced with a small war-camp belonging to the controlling alliance, and players are able to respawn in the controlled district on a “safe” elevated platform.
The arena district contains a wave-event similar to Dragonstar Arena, but with certain alternative mechanics because it is a public and PvP-open event. Rewards from the arena event are awarded to the group that earns the kill on the final boss, so PvP can certainly play a role in earning these rewards.
AvA Questions
Can resources be made more strategically valuable?
They have discussed this internally in terms of having the resources have a bigger impact on the strength of the keeps that they are associated with.
Will Emperorship ever be a reflection of true “leadership” rather than pure rankings?
This was discussed pre-launch, but the best call for launch ended up being to go with the leaderboard based option.
Separating siege items in Cyrodiil from the potion/food quickslot menu?
Brian will bring it up with the UI folks.
Possibility of increasing the radius of defense ticks?
This varies on a keep-by-keep basis based on where the resources are next to them. The areas would need to be “re-painted” which could be problematic if the larger areas collide with the defense areas of the resource nodes.
Forward Camps, their role in Cyrodiil, how they are being changed?
They are nerfing them first, and possibly removing them later.
Alliance Point progression and their role in character development. How will AvA contribute to character depth, additional skills, gear in the future.
Basically, there are no plans currently to expand the role of AP and AvA progression.
What is the incentive to owning all the Imperial City districts, are there large end bosses of the districts or in the sewers?
There’s not a huge incentive to owning the IC districts at the moment other than having access to the respawn point. They are looking into options of how to better reward the alliance that controls each district. Access to crafting set stations and other amenities might be access gated.
Player motivation for participating in the Imperial City vs. Cyrodiil proper? What rewards are there for players? What about alliance ranks after 24?
They are looking into expanding the alliance skill lines to include additional abilities as well as possible alliance rank dependent tiers of gear, but there is some concern that this approach would be too elitist favoring hardcore PvPers too much.
Will they add new ways to level up quickly to PvP?
XP has been tweaked up for player kills to 4x monster kills, the daily kill quest was changed because of the way players were gaming the system. All of the experience you can gain within the Imperial City is set to a high multiplier.
Do siege weapons work in the IC/Sewers?
No, these are for mainland Cyrodiil only.
Exploitation, emperor farming, lag, disconnects, and crashes in Cyrodiil have frustrated a lot of players into quitting the game. How are you working to address these issues and handle them quickly as they emerge in the future?
A lot of time when we (ZOS) see those behaviors they try to take private (not public) action to correct them. Hopefully improved channels of communication with player groups can help identify these problems faster in the future.
Possibility of dynamic population locks to try to keep the three sides more even?
They have talked about doing some stuff like that but no plans are currently in place.
Improving the single-player PvP experience, ganking supply lines, checking out quest hubs, dungeons, etc.. How do you plan to address this, and how do you see the Imperial City affecting this.
There aren’t any specific plans to add single-player only content at this time, but hopefully they can address that player group in the future.
LonePirate wrote: »It's mildly interesting that there was a White Gold Tower achievement that was released in Update 3 and subsequently removed. Now they are saying the Tower won't be available until at least Update 7 (assuming the Imperial City is being targeted for Update 6). That's half a year, if not more, and it will still be riddled with bugs if past history is any indication.