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 CauseTeleology:
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 Dialoguei.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*