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Prospectus on Aristotelian Causality for Incentive in Cyrodilic Concurrence

isailandshootub17_ESO
Prospectus on Aristotelian Causality for Incentive in Cyrodilic Concurrence
or, How to gain more players (PVE'ers) for PVP

*EDIT* I am posting a summary at the very end of the article which takes only 20-40 seconds to read if you desire to skip this article.

Abstract of Principles

This prospectus assumes that incentivizing PVP in a worthwhile manner will increase participation of players in the Cyrodillic campaign. It also presumes that PVP in Cyrodil, especially in organized groups is extremely satisfying, even if one loses. Those who participate gain another level of depth to their ESO experience. The more fun players have the longer they will remain players of ESO, who may then recruit their friends to purchase and perhaps subscribe to ESO to participate. The more buyers and subscribers ESO accrues, the more money to pay staff for development and improvement of the game - particularly PVP, as the more populous aspects of the game remain the top priority for developers.

The prospectus proposes to grant new incentive for players to participate in the Cyrodil campaign by enhancing the experience bonus rewards to factions for various achievements centered primarily around emperorship and changes to PVE content in Cyrodil itself.

*If the reader is only interested in the proposed changes, they may scroll down to the section under the title, Efficient Cause

Teleology:

The general presumption of this telos or final cause is that diversity of game-play - when implemented with balance - generally improves the fun factor of any given experience. More diversity in game-play equates to a more lasting ESO experience. It produces more opportunities for experience gain for all players, and potentially more opportunities to incorporate different tactics in PVP.

It is apparent that those issues which most affect the largest population of subscribers in a game will tend to receive the most attention from design and development. It is apparent on the forums that there is consensus that issues such as lag in Cyrodil (or perhaps even implementation of the imperial city) are not as high on the priority list of developer fixes/changes/additions as issues which affect a larger portion of ESO subscribers (New PVE quests, zones, etc).

The creators understand that granting players incentive to have PVE encounters in Cyrodil, with a requirement that they participate in the campaign, should lead to more players participating in PVP and the well designed conquest system.

The developers have already implemented several features to improve concurrence of all players in Cyrodil with the Alliance skill lines, alliance gear, small stat/skill bonuses for capturing scrolls and obtaining the Imperial Throne (in word at least), and ranks of repute (i.e. "Former Emperor" and others). In addition to this ZOS has taken a large step to increase the number of players in general through the implementation of Tamriel Unlimited, which has brought back old players and added some new ones.

Formal Cause of Prospectus

Despite incentive to attract the majority of players to Cyrodil by our developers, there is still a large gap in the number of people who participate in this large aspect of ESO versus those who largely keep to the PVE zones. Therefore the prospectus attempts to find a new way to add both depth and rewards to the PVP experience.

Efficient Cause

The prospectus proposes to enhance both Cyrodil and the emperorship.

When a faction crowns an emperor, I propose that at that time (or perhaps within an hour or so), a cease-fire of sorts be implemented by the creation of an alternate Cyrodil campaign which is a PVE realm where there is no PVP interaction between players. The old campaign would persist as a pvp campaign under the normal rules. Conversely, the old campaign could become the 'peaceful' zone and the new would be PVP oriented (depending upon which the players and developers think best).

Players who participated in the campaign (who aquired 'x' number of alliance points, where x determines what % of the total bonus you receive in the PVE campaign) will have the option to 'teleport' to the new campaign where PVE xp is greatly increased (perhaps even 2x), and resource nodes grant increased yield (up to 3x). The reason the xp and resource yield needs to be so dramatically increased is in order to provide enough incentive for players who currently play only PVE to sacrifice their normal PVE time benefits in order to PVP in Cyrodil so that they may reap the benefits of the peace that comes when an emperor is crowned. If the benefits are only 10-20%, people will likely not be willing to change their entire play-style to engage in PVP in Cyrodil.

The bonuses would be higher for the victorious factions and lower for the vanquished (up to 150% of the new bonus based on alliance points for the victors, and up to 60% or more of the new bonuses for the losing factions).

This is, from an RP perspective, the primary point of having an empire in real life: to maintain a peaceful land to obtain resources to grow and thrive with greater efficiency than if there was no empire. Even conquered people of the Romans or Greeks tended to experience economic benefits in their lands (albeit not as much as the victors themselves).

Only players who participated in the campaign will be able to access the PVE Cyrodil campaign with the bonuses. Or, if anyone is to be able to participate, remove the bonuses from those who do not participate in the PVP campaign. If people absolutely refuse to PVP for incentives, I don't see harm in giving them the ability to at least experience the zone content and benefit of questing/grinding with their guild mates who do PVP. More content for all equals more playability for all in the long run, which equals more subscriptions and purchases for the developers to provide even more content.

The emperor herself/himself would remain emperor as long as that instance of the PVE campaign persists. How long should such a reign be to grant greater incentive for emperorship? Should bonuses be added for runners up? Perhaps a Prime Minister and Elder Council appointments for the top 10 which provide some benefit both to pvp and to pve groups?

*One great thing that Cyrodil PVE would provide is a chance for people from different alliances to finally group together. Perhaps this would create the opportunity for a population large enough to entail large World bosses that require several to dozens of people to defeat? Also it would permit friends leveling their low level characters, through the Cyrodil buffs, to participate in events with their higher level guildmates/friends.

Material Cause

Perhaps I am naive to think that such a change would not require much in terms of tangible asset additions to the world. I am presuming only minor changes to the interface and tool tips. The biggest changes would be the implementation of additional MOBS for grinding, instances, group dungeons - generic or unique. I wouldn't be opposed to the bonuses applying to the regular group instances such as Banished Cells or others. I would presume if this system ended up bringing more interest to Cyrodil, the developers might find their own incentive for providing more content for Cyrodil. I would personally like the xp bonuses and new dungeons/grinding mobs to persist in both the PVP and PVE instances of the Cyrodil campaign. However, if new MOBS were added to the PVP campaign, there might need to be a way to safely travel and compete in PVP: Perhaps no MOBS will occur near the roads (providing more PVP engagement for Solo/small groups). And perhaps no mobs near keeps/farms/mills.

Dialectical Inquiry and Socratic Dialogue
i.e. Questions for the Community

1. For those who currently do not enter Cyrodil regularly, what would be the minimum xp and resource harvesting % bonus in the PVE Cyrodil campaign to cause you to leave the PVE zones for a time in order to reap the benefits aforementioned? Are there any other bonuses you require? PVE regen passives perhaps? Higher gold yield? better extractions at imperial crafting stations?

2. How long should a PVE Cyrodil campaign persist after a new emperor is crowned? 1 day? 1 week? It needs to be long enough to provide enough incentive for all to reap the PVE benefits of their PVP campaign, but short enough to where they must come back on occasion to make PVP a regular thing.

3. I am a fairly casual ESO Plus player who loves PVP but doesn't have much time to advance in rank via PVE to be as competitive as I would like. I have a level 47 and a V3:
What sort of player are you? ESO Plus? several hours per day? Several VR14? No veteran ranked characters? Are you in the top ten for emperor running? Do you enter Cyrodil rarely or often? Do you enjoy PVP? Would you play more in Cyrodil if these bonuses were offered to you?

4. I have tried to offer suggestions that could only benefit the players of ESO. But I am fairly inexperienced in terms of technical details in gaming. What items have I overlooked? Would implementing such a system disenfranchise certain players? Do you perceive any game breaking issues?

5. Following up with question 4, most of my observations and suggestions are pragmatic (with exception of some aspects of its teleology) as opposed to principled. What aesthetic (virtuous [true/good/beautiful]) considerations do you offer either for or against the prospectus?

6. Should there be a limit as to how many times an emperor may be crowned within a given period of time beyond that time and effort it takes to capture the requisite keeps?

Final Exhortation concerning Participation in this Dialogue

This post is generated for the purpose of finding and implementing a way to cause people who do not presently engage in PVP regularly so to do, with the hope that more participants = improved content from the developers. Therefore, if you have several VR14 ranked characters and don't like the idea of people coming along after you to obtain your same rank in half or less the time that it took you, I understand you may feel cheated after having put in so much time to achieve your current character rank/gear/etc. As such, you may wish to post your opinion under question 5. However, I encourage you to consider the overall good which may come to PVP in general if a substantially larger portion of ESO gamers participate therein.

I would offer to you that PVP conducted against enemies who are numerically equal to you not only provides greater challenge, but a greater sense of accomplishment when you defeat them, and mental consolation if you are defeated by such. The aesthetic I would press in this argument would be that of mechanical aptitude over economy (skill over gear).

Blessings,

John Shelton

*EDIT BEGIN* There have been a few comments on the apparent ineffability of this article. Therefore I will attempt to state the idea in one concise, albeit convoluted, run-on sentence: The idea is to add a reward/incentive to participants in the Cyrodil campaign commensurate with the time they 'sacrifice' from the Alliance zones by adding an alternate Cyrodil instance which permits only PVE (erstwhile the regular PVP campaign continues), which occurs only after an Emperor is crowned, and which persists for only a brief, yet to be determined amount of time, where all said participants have the option to venture forth to said PVE Cyrodil to grind/quest with folks from any alliance, with various bonuses to player xp (up to 2x with higher/lower percents based on which alliance crowned the emperor) and resource harvesting, being determined by their alliance points, thereby increasing the number of participants in any given PVP server, recruiting those who generally abstain from PVP, while providing those who don't like to PVE - yet desire a higher rank - a means of obtaining such in an abbreviated time-frame, whereby they may spend considerably more time in PVP, which overall will produce higher player interest in all aspects of the game, all without the need of adding much in terms of assets to the game for developers, and providing them (the DEVS) with more incentive to improve the conditions in Cyrodil PVP due to the principle of giving focus to those game assets which are most utilized by the largest number of players. *EDIT END*
Edited by isailandshootub17_ESO on March 24, 2015 3:58PM
  • gard
    gard
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    LOL he said prospectus
    My wife complains that I never listen to her. (Or something like that.)
    -- I'm a one man smurf zerg!

    My ESO addons:
    Midnight - Find out when midnight is so that you can check for ww/vamp spawn.
    Goto - Adds a tab to the map pane allowing you to teleport to a friend, guildmate, or groupmate for free.
  • Phinix1
    Phinix1
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    Those be a lot of fancy words. We're not but humble CP-grinders. :p
  • isailandshootub17_ESO
    gard wrote: »
    LOL he said prospectus

    Dear Gard,

    I agree, I did indeed say prospectus (or at least I did many times as I typed it). I too, at times, LOL at such words.

    Regards,

    John
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    One has to recognize, dialectically, the PvE is that experience than which no greater experience can be conceived by ZOS. The PvE experience thus exists absolutely, the PvP experience only accidentally... even if only in the minds of ZOS.

    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • isailandshootub17_ESO
    One has to recognize, dialectically, the PvE is that experience than which no greater experience can be conceived by ZOS. The PvE experience thus exists absolutely, the PvP experience only accidentally... even if only in the minds of ZOS.

    Well Said. That is precisely why the telos intends to discover if such a conception is mutable based on player participation and volition.
  • Morduil
    Morduil
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    'When you wish to instruct, be brief; that men's minds take in quickly what you say, learn its lesson, and retain it faithfully. Every word that is unnecessary only pours over the side of a brimming mind.'

    Cicero
  • newtinmpls
    newtinmpls
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    I was in the middle of grading papers (long story) and decided to hop over to the "recent" tab to see what's new.

    Lovely paper. You need to submit this ...somewhere.. it's just a delight to read.

    I have to get back to grading so I'll just address your point #1

    1. For those who currently do not enter Cyrodil regularly, what would be the minimum xp and resource harvesting % bonus in the PVE Cyrodil campaign to cause you to leave the PVE zones for a time in order to reap the benefits aforementioned? Are there any other bonuses you require? PVE regen passives perhaps? Higher gold yield? better extractions at imperial crafting stations?

    I enter Cyrodiil most often to PvE with friends who live in another state (making the connection is fun) when we want to play characters at relatively disparate levels (since the bonus tends to mitigate such differences - at least enough for it to be fun). To give consideration of your suggested offerings requires that one HUGE thing be dealt with:

    PvP.

    This is the bane of our collective Cyrodillic experience. We aren't active in the alliance war, and generally have no interest in it. So we prefer to avoid other players. It's easy enough to ignore characters of one's own alliance (occasionally grouping with them such as for dolmens).

    Opposing factions and the trigger-happy situations created by the "red aura of doom" and the recent intermittent nature of Alliance tags on people mean that even when both "sides" would have been willing to negotiate or work around each other, sometimes one side or the other shoots off a reflex spell, and then it's pretty much all over. It's hard to stop that sort of mess in the middle.

    Recently I had an instance were we were in Cyrodiil (we were DC if I recall correctly) (and for the record we were V2, lvl 28, lvl 29 and 32) and a group of EP came by. As reconstructed afterward, one of them noted that we weren't "in fighting mode" and mentioned it in their group chat. Apparently 2 didn't notice or didn't care. One went ballistic. And since that one was a V14, she basically mopped us in less than a minute.

    I wish there was an ongoing 'surrender' function where the opposing side could still get the XP for 'subduing us' as they do when killing us (since that's got to be a huge motivation).

    Sadly, no 'waving a white flag' emote .... yet.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Mountain_Dewed
    Mountain_Dewed
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    Ideas...
  • Phinix1
    Phinix1
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    newtinmpls wrote: »
    Sadly, no 'waving a white flag' emote .... yet.

    The scenario you describe is all too common. This is the main reason I have never much cared for PVP in any game I have played. I am a long time TES fan, but even in this game which arguably has a more compelling PVP dynamic than most other titles, it remains the kind of PEOPLE that PVP inevitably attracts that turns me off.

    Attention craving, unfair-advantage-chasing, grind-to-win, pay-to-win, perpetually angry, rage-filled, aggressive, selfish twitch gamers.

    To each his own. They're just doing their thing. I just don't enjoy playing with them. The zerg ball meta, the CP grinding meta, ANYTHING to give an unfair advantage so they can feel like winners.

    It is boring, involves no skill, and provides me no incentive to babysit.

    The CP system seems to be making this worse, not better. The more ZOS allows the 24/7 grinders to pull ahead, the more these increasingly massive stat differences will render any semblance of fair and skillful competition in Cyrodiil a hopeless lost cause.

    Either they scale CP to a flat level for PVP or PVP is over. Simple as that, sad to say.
  • newtinmpls
    newtinmpls
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    I have never much cared for PVP in any game I have played. I am a long time TES fan, but even in this game which arguably has a more compelling PVP dynamic than most other titles, it remains the kind of PEOPLE that PVP inevitably attracts that turns me off.

    Attention craving, unfair-advantage-chasing, grind-to-win, pay-to-win, perpetually angry, rage-filled, aggressive, selfish twitch gamers.

    To each his own. They're just doing their thing. I just don't enjoy playing with them. The zerg ball meta, the CP grinding meta, ANYTHING to give an unfair advantage so they can feel like winners.

    It is boring, involves no skill, and provides me no incentive to babysit.

    The CP system seems to be making this worse, not better. The more ZOS allows the 24/7 grinders to pull ahead, the more these increasingly massive stat differences will render any semblance of fair and skillful competition in Cyrodiil a hopeless lost cause.

    Either they scale CP to a flat level for PVP or PVP is over. Simple as that, sad to say.

    Well .. as it is now, the only divisions are "non-vet" and "veteran", and when non-veteran folks are imported into Cyrodiil, they are given what appears to be a fairly standard boost to allow them to function "with vets". Those folks (like me) running multiple characters in multiple alliances end up being required to choose a veteran campaign when going to Cyrodiil.

    In my example above, this was the "veteran 30" we went into because we were blocked from non-vet by having other characters who had chosen it. Which means our characters (of any level) with one blob of bonus/spirit - were slam dunked into an area where V14's roamed freely.

    What if things were a little more graded?

    Tailor the "bonus" (spirit or whatever it's called) more to levels - with divisions that parallel the jump in armor construction. Those are decent enough groups to potentially allow a more level playing field.

    After the addition of Champion points, there could be further modifications per "so many" champion points.

    Just thinking out loud on how this could be more workable/playable for someone like me.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Rhazmuz
    Rhazmuz
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    Lol what kind of post formatting is this? Aint nobody got time to read that stuff
    Edited by Rhazmuz on March 23, 2015 7:29PM
    Rhazmuz - Nord DK tank
    PS4 - EU
  • Gidorick
    Gidorick
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    Awww... I twas hoping that this twert a silly post in contrast to the title.

    So much disappointment. :disappointed:
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • TheMachineKiller
    TheMachineKiller
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    Stop using dictionary words to try and make yourself sound more intelligent.
    Vehemence
    Solo Extraordinaire
      Miss Machine - AD Wolfskull - DC Ok Cool - DC Wheremigoin - DC
  • Iselin
    Iselin
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    Or..

    Create a massive dungeon with mobs that give better experience than elsewhere; where mobs drop tokens that can be traded to special vendors in the dungeon for better gear sets than are available elsewhere; where there are solo areas, group areas and even raid areas... all of them "open world" within the dungeon; where there is PVP; where you can only enter from a special tunnel in Cyrodiil if your alliance controls all the inner keeps but once inside, you can not be kicked out unless you're killed at a time when your alliance does not control the inner keeps.

    Don't call it Darkness Falls since that name is already taken. Call it The Imperial City :)

    It's all the incentive we need/
  • isailandshootub17_ESO
    Stop using dictionary words to try and make yourself sound more intelligent.

    Thanks for the insight. Just so I can avoid that in the future, what is the difference between a 'dictionary word' and say, all the other word's we're using that are found in dictionaries?

    Regards,
    John
  • isailandshootub17_ESO
    Gidorick wrote: »
    Awww... I twas hoping that this twert a silly post in contrast to the title.

    So much disappointment. :disappointed:

    I've been known to do such things. Sorry to disappoint. I used technical language from Philosophy 101 in hopes that people would click and read due to the strangeness of the post. It looks like I was partially correct. Many have clicked and not read. As another gamer skillfully wrote, "Ain't nobody got time to read that stuff."

    Regards,
    John

    *Edit* Maybe that's not entirely honest. One might have to venture into an upper level philosophy course for all of the concepts.
    Edited by isailandshootub17_ESO on March 23, 2015 10:25PM
  • Snit
    Snit
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    That's 10,000 words to say, "I want a PvE Cyrodiil."

    I used to be a PvE player like you. Then I took an arrow in the knee. It hurt, so I pulled it out and jammed it in the other guy's eyesocket. That was awesome. Now, I PvP.



    Edited by Snit on March 23, 2015 10:26PM
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • isailandshootub17_ESO
    Snit wrote: »
    That's 10,000 words to say, "I want a PvE Cyrodiil."

    A long time ago, I was a PvE player like you. Then I took an arrow in the knee. It hurt, so I pulled it out and jammed it in the other guy's eyesocket. That was awesome. Now, I PvP.

    I appreciate the anecdote. But you're quite wrong about the post. The idea is to add more PVP opportunity to those who wish to PVE less by achieving competitive ranks more quickly through xp bonuses as well as bringing in more people for pvp that normally do not. The PvP instance of Cyrodil ought never to be taken down.
  • Egonieser
    Egonieser
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    U wot m8?!1 Eye dont understand yer fancy languige!1

    Jokes aside. I do agree, however.

    Ok.. I admit, i never read it fully, but fancy terminology you're using.
    Sometimes, I dream about...cheese...

    Dermont - v16 Pompous Altmer Sorcerer (With a very arrogant face!)
    Egonieser - v16 Nord Stamina Dragonborn Wannabe
    Endoly - v16 Tiny Redguard Sharpened MaceBlade
    Egosalina - v16 Breton Cheesus Beam Specialist
    Egowen - v16 Dunmer Whipping Expert (Riding crops eluded her)
    (Yes, I had to grind all these to v16)
    Akamanakh - lvl 22 Khajiit GankBlade (Inspired by Top Cat)
    Targos Icewind - lvl 34 Imperial (Future) Jabplar
    (CP 830+)

    PC - EU
  • AssaultLemming
    AssaultLemming
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    No.
  • lathbury
    lathbury
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    I rarely pvp the reason not the lag or debatable balance but this emperor trading don't kill those enemy BS that is cyrodiil. Fix that I'll come. as a side note I think vigor being the only stam group heal and being where it is was meant to be another incentive .
  • phermitgb
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    won't comment on whether or not the language was unnecessarily obtuse, or just the right amount of obtuse, but I will try to answer at least some of your questions as it seems your intent for a better understanding of the psychology of people that tend to avoid PVP is honest and useful...

    sadly, I'm 25 minutes out from leaving work and counting every second, so I can't be quite as verbose as I might normally be inclined to be...

    regarding #1 - I don't have a percentage in mind, and I'm not even sure I necessarily need the incentive. I would generally like the % advantage to be somewhat proportional to the amount of time I spent PVP'ing, only so that I have a sense of relative investment vs return - presumably with a "cap" or "ceiling" on the amount of return so that we can minimize complaints about people advancing too quickly

    there might also be some merit in attempting to measure how much XP people *lose* in comparison to various PVE activities and basing your initial percentage incentive around that perceived loss (assuming there IS any loss)

    More importantly, you might consider *other* incentives that are not necessarily related to experience/material. Several people have responded in your thread about a distaste for PVP due to the behavior of certain PVP mentalities. Perhaps providing a *protection* against those kinds of behaviors, or some kind of backlash, in return for time spent PVPing into the PVE zone might be nice

    one possible example - spend enough time in PVP to enter the PVE experience, earn a quest that returns a token of "favor" - if you are killed without causing damage to an enemy in PVP later, you can *use* that token on whomever scored your killing blow to "mark" them with some kind of nasty debuff - something along those lines.

    regarding #2 - I have little understanding of the current time between Emperors - I'd argue that matching your "timer" to some middle range of the current time between emperors would be best - maybe 24 hours, maybe just a few hours, maybe a few days - again, I'd measure the "reset" times against whatever the currently established "norm" is for emperor turnover.

    regarding #3 - a lot of specific pvp experience questions that I have no time to answer, so I'll just generalize my response. I'm a *very* casual PVP player - I prefer PVE experience for the most part, I have only participated in a little PVP in Cyrodill, a little more in other games, but PVP is generally a far distant second interest.

    My *current* interest in ESO pvp is related to exploration of cyrodill, acquisition of skyshards, completion of pve quests (I am a fairly obsessive completionist), and lastly, actual combat against real life players. For the nature of PVP, I prefer the overall strategic component over the man-to-man battling, so I enjoy being able to see the battlefield change, and I like to see systems that reward strategic choices like feints, flanking, distractions, raiding of supply lines, and so forth.

    in order to entice me change my focus towards PVP, the things *I* would want, would be...

    stronger protections against ganking (being singled out for combat by people vastly more powerful than I) when not actively involved in faction combat (i.e. exploration, skyshards and cyrodill pve)

    stronger rewards (either strategically and/or personally-materially) for having an effect on the overall strategic situation in cyrodill (in other words - if I manage to raid something resembling a supply line, I would like some sense that my raid on that supply line had a measurable effect on the assault on that base being supplied, or whatnot)

    stronger guarantees/efforts to make individual and small scale combat more *balanced*, especially for people being auto-leveled and under-geared, and fewer champion points (not a particularly realistic request regarding the wide power differences between gear, levels, skill points, and champion points, but you asked...)

    that's about all I have time for - if I get a chance, I'll be happy to follow up with some of your other questions later - thanks for asking

    "There is no correct resolution; It's a test of character."
    James T. Kirk
  • phairdon
    phairdon
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    Tried pvp last year. Not for me. No amount of incentive could entice me to make a come back.
    Your immersion is breaking my entitlement. Buff Sorc's. Darkshroud the cremator Death by furRubeus BlackFluffy knight BladesThe Fat PantherPsijic Fungal SausageFlesheater the VileCaspian Rafferty FernsbyArchfiend Warlock PiersThe Black BishopEvil Wizard Lizard (EU)Neberra Vestige Fajeon (EU)Salanis Deathstick (EU)Blood Mage Alchemist (EU)
  • isailandshootub17_ESO
    phermitgb wrote: »
    won't comment on whether or not the language was unnecessarily obtuse, or just the right amount of obtuse, but I will try to answer at least some of your questions as it seems your intent for a better understanding of the psychology of people that tend to avoid PVP is honest and useful...

    sadly, I'm 25 minutes out from leaving work and counting every second, so I can't be quite as verbose as I might normally be inclined to be...

    regarding #1 - I don't have a percentage in mind, and I'm not even sure I necessarily need the incentive. I would generally like the % advantage to be somewhat proportional to the amount of time I spent PVP'ing, only so that I have a sense of relative investment vs return - presumably with a "cap" or "ceiling" on the amount of return so that we can minimize complaints about people advancing too quickly

    there might also be some merit in attempting to measure how much XP people *lose* in comparison to various PVE activities and basing your initial percentage incentive around that perceived loss (assuming there IS any loss)

    More importantly, you might consider *other* incentives that are not necessarily related to experience/material. Several people have responded in your thread about a distaste for PVP due to the behavior of certain PVP mentalities. Perhaps providing a *protection* against those kinds of behaviors, or some kind of backlash, in return for time spent PVPing into the PVE zone might be nice

    one possible example - spend enough time in PVP to enter the PVE experience, earn a quest that returns a token of "favor" - if you are killed without causing damage to an enemy in PVP later, you can *use* that token on whomever scored your killing blow to "mark" them with some kind of nasty debuff - something along those lines.

    regarding #2 - I have little understanding of the current time between Emperors - I'd argue that matching your "timer" to some middle range of the current time between emperors would be best - maybe 24 hours, maybe just a few hours, maybe a few days - again, I'd measure the "reset" times against whatever the currently established "norm" is for emperor turnover.

    regarding #3 - a lot of specific pvp experience questions that I have no time to answer, so I'll just generalize my response. I'm a *very* casual PVP player - I prefer PVE experience for the most part, I have only participated in a little PVP in Cyrodill, a little more in other games, but PVP is generally a far distant second interest.

    My *current* interest in ESO pvp is related to exploration of cyrodill, acquisition of skyshards, completion of pve quests (I am a fairly obsessive completionist), and lastly, actual combat against real life players. For the nature of PVP, I prefer the overall strategic component over the man-to-man battling, so I enjoy being able to see the battlefield change, and I like to see systems that reward strategic choices like feints, flanking, distractions, raiding of supply lines, and so forth.

    in order to entice me change my focus towards PVP, the things *I* would want, would be...

    stronger protections against ganking (being singled out for combat by people vastly more powerful than I) when not actively involved in faction combat (i.e. exploration, skyshards and cyrodill pve)

    stronger rewards (either strategically and/or personally-materially) for having an effect on the overall strategic situation in cyrodill (in other words - if I manage to raid something resembling a supply line, I would like some sense that my raid on that supply line had a measurable effect on the assault on that base being supplied, or whatnot)

    stronger guarantees/efforts to make individual and small scale combat more *balanced*, especially for people being auto-leveled and under-geared, and fewer champion points (not a particularly realistic request regarding the wide power differences between gear, levels, skill points, and champion points, but you asked...)

    that's about all I have time for - if I get a chance, I'll be happy to follow up with some of your other questions later - thanks for asking

    Thanks for your thoughtful response. Concerning xp *lost* from time away from PVE in the alliance zones when PVPing in Cyrodil, I find that I was able to level about 2-3 times as fast grinding/questing from level 10-20 as I could in Cyrodil. I don't think the incentive should be only to cover what is lost, but exceed it, otherwise if someone who normally doesn't participate in PVP might not leave PVE if all they will gain is identical experience. It would be nice to have an accurate measure though, of the difference in XP gain: Cyrodil vs Alliance zones.
  • Bfish22090
    Bfish22090
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    Just like you my friend, I also have a doctorate in elder scrolls online
  • Dekkameron
    Dekkameron
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    Well i didn't read it, but i gave it an awesome anyway...
    - Veteran Combat Librarian -
  • Alphashado
    Alphashado
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    So I guess

    1gr72x.jpg

    finally dropped WoW and started playing ESO.

    In any case, I THINK I agree with the OP.
    Edited by Alphashado on March 24, 2015 3:55AM
  • Soulshine
    Soulshine
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    shutterstock_17677981.jpg
    To quote a far less eloquent cliché.... you can slap lipstick on a pig and it will still.... be a pig.

  • Pendrillion
    Pendrillion
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    I don't play much in PVP. I liked what I experienced so far. When I listen to the players though I would say that most problems with incentivsing Cyrodiil is the lack of a functional technology that allows more than 10 people to participate in skirmishes without dropping server performance. But your idea to make the emperor title having some actual effewct on the game world is great.
  • Dekkameron
    Dekkameron
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    I think all replies should be done using the "complex sentence generator" http://www.csgenerator.com/
    - Veteran Combat Librarian -
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