OtakuAime14 wrote: »By your logic, why even have levels or achievements at all? I mean if it's all just for fun... You shouldn't need levels and achievements as rewards. You got the fun of playing the game.
Removing former emperor passives is the only part of this I do not agree with.
I just checked and it is currently free if you wait until the end of the campaign...
the zos motto is if you can't fix it, remove it.
Former Former Emperor (single player objective)
Former Forward Camps (fast transit and pace of play)
Former Mercenary contracts (population)
Former Ground Oil (lag/congestion of groups)
Former Oil Catapult no purge
Former 100% heal debuff
Torchbugs
You had a bunch of mechanics that worked and allows small groups and large to impact Cyrodiil, removed them do to feedback from 'players', and wonder why the game struggles to perform at the level it used to and why play has turned into tho zergs seiging eachother.
Please add more skills/passives for the alliance war trees. I think at 45 or 50 a unique group buff / ultimate, or a marker on the map would be nice.
Individual Players should only be able to get Emperor ONCE per campaign duration. Once dethroned that's that should be it.
This would mean players will need good teamwork and communication and actually have to work together to actually keep the emperor status rather than just the person who plays alot and has the most points keeps getting the buff over and over and over....
OtakuAime14 wrote: »I cannot believe what I'm reading.
You are basically removing all incentive to PVP in your game
ZOS_BrianWheeler wrote: »Here’s a general update on what we are doing to alleviate some of the pain points in Cyrodiil. This includes systems/mechanics that promote poor sportsmanship, and undesirable reliances, and Cyrodiil-related performance problems that many of you are seeing, especially in Veteran campaigns. Please note that this summarizes our current thinking, but we may change this plan as events warrant.
As I’m sure many of you have noticed, there are far fewer performance problems in non-Veteran campaigns. We have been investigating why non-Veteran campaigns perform better than their Veteran counterparts, and are starting to make some changes based on what we have found. As some of you already know, what we’re seeing is this: there is a point where if too many players are too close together and perform too many AoE and other instant-cast types of spells that server performance starts to degrade. As lower level characters don’t have many of these types of spells, non-Veteran campaigns generally don’t run into this trouble.
As such, the combat team is currently making adjustments to line-of-sight checks for area-of-effect abilities that have been causing the majority of server congestion in Cyrodiil. This has resulted in us taking a close look at higher level abilities/items to root out line-of-sight checks and other potential client-to-server message overflow issues.
There are also many other issues that will be addressed in the near future, some of which are related to players exploiting PvP buffs, social systems, and the Emperor system. Many of these issues came to use via direct feedback from players – thank you so much for your help, everyone who has taken the time to give us well documented feedback. It makes our jobs far easier.
With all this in mind, a multi-pronged change is coming to campaigns, the Emperor system, and campaign assignment that will be a major adjustment. The goal of this change is to address population imbalance issues, the reliance on “buff servers,” and Emperor farming. Read below for an explanation of the changes you can expect to see coming to Cyrodiil in our next major update.
- Jump-to-Friend: Social jumping into Cyrodiil or any PVP space is being disabled. This has long been the way to get around the Guest/Home campaign assignment. With this change, we’re closing that loophole as it's detrimental to the overall PVP experience and integrity of the campaign system.
- PVP Bonuses: Keep, Elder Scroll, and the Emperorship bonuses (passive buffs) will apply only in PVP spaces. This change will effectively do away with the concept of “buff servers.” Originally, we wanted these bonuses to provide a game-wide benefit, but we’ve seen this design become detrimental to the PVP experience due to alliances having "buff servers."
- Emperor Buffs/Skill Line: The "Former Emperor" buffs are being removed from the game. With this new system, you will only get Emperor buffs while your character is actively Emperor. Also, you will be granted the Emperor skill line and abilities upon earning Emperorship, without the need to spend ability points. All players that have spent points in the Emperor skill line will be refunded those skill points.
- Low Population Campaigns/Underscoring Alliances: Players participating in a low-population campaign or as part of an underscoring alliance will now gain 20% more AP within the campaign they're earning that bonus for, instead of 10%. Population polling has also been sped up to apply the underdog/low-population bonuses more often; however, this also means they have the opportunity to expire faster.
- Guest Campaign Reassignment: The cooldown on Guest Campaign reassignment will be increased to 4 days from 3.
- Home Campaign Reassignment: The cooldown on Home Campaign reassignment has been changed to 12 hours from 3 days, but the cost to switch will be 150,000 AP instead of 15,000. Also, switching home campaigns at the end of a campaign period will now cost 100 AP instead of 5,000 AP.
- Battle Leveling: The Battle Leveling system has been updated to include Veteran Ranks. Players that opt into Battle Leveling will be roughly equivalent in power to a VR14 player in moderate-quality gear.
- Elder Scrolls & Gates: A fix is in the works that will prevent enemy player characters from getting through the Elder Scroll Gates while the gates are closed. (Gate jumpers beware. Your days are numbered.) Also, a new protective barrier will now surround the Elder Scrolls while in their temples, if the Elder Scroll Gates are closed. This barrier will drop if the gate opens.
That’s not all—the combat team has been hard at work tweaking numbers on abilities and items, too. Expect to see more details about those changes in future patch notes…considering these aren’t patch notes.
Last but certainly not least, we have some changes coming for each of the campaigns. We will be making some scoring adjustments to the campaigns in order to provide 4 different campaign styles, each with with different scoring parameters. In all cases the keep transit system, keep bonuses, scroll bonuses, emperorship crowning/deposing, and leaderboards will remain the same except for the scoring and duration changes noted below:
- Azura: Ownership of keeps, resources, Elder Scrolls, and outposts will generate 1 point each per scoring cycle and last 30 days.
- Blackwater Blade: Ownership of keeps, resources, Elder Scrolls, and outposts will generate 1 point each per scoring cycle and last 5 days. (Non-Veterans only.)
- Chillrend: Keeps, outposts, and resources will generate zero points. Ownership of Elder Scrolls will generate 1 point per scoring cycle and last 7 days.
- Haderus: Keeps, outposts, and Elder Scrolls will generate zero points. Ownership of resources will generate 1 point per scoring cycle and last 7 days.
- Thornblade: Resources, outposts, and Elder Scrolls will generate zero points. Ownership of keeps will generate 1 point per scoring cycle and last 7 days.
- Versidue-Shae (Console Only): Ownership of keeps, resources, Elder Scrolls, and outposts will generate 1 point each per scoring cycle and last 5 days. (Non-Veterans only.)
All campaigns noted above will be ended when the patch with these changes is live, and start at a score of 0. We have not yet determined if we will reset all objectives to their starting alliances. We will communicate this in the associated patch notes.
As always, these changes are subject to change based on feedback and testing, but this is the direction we’re going with PVP and Cyrodiil. Hopefully this post shows we are dedicated to delivering a solid PVP experience, and we thank you again for your loyalty to the war in Cyrodiil and your feedback!
We’ll see you on the battlefield!
I don't understand though, how is it apparently "abused". Yes people campaign hop - but I still don't see why this is a problem? If I am playing on TB and it turns into a laggy messy where the only fights are train vs train, I'm going to move elsewhere. Remove the ability to move elsewhere and I am going to log out. How is this a good thing?
Lol your response about the travel to player issue shows how much you don't understand its implications. The people that don't want it are the ones who hate when their faction stacks in the same campaign, not the ones who want that to happen. We do not want to be stuck in campaigns where we have either no one to fight, or have only lag to fight. And inevitably, there are lots of people who will be stuck with that once these changes are implemented, because they sure as hell aren't going to fix pop balance and lag by then.
Can there be an reset of your chars from the campains, so you can make a coise who to put were?
ZOS_BrianWheeler wrote: »When we fire up the campaign changes, we will wipe your current home\guest assignments.
The Former Emp buffs cause behavior inimical to the long-term growth of PvP. Removing them sucks for those players who stayed up for two days straight to achieve it, but it's frankly more important that ZOS do everything they can think of to improve the experience for everyone. And the vast majority of everyone is not former emps, or future former emps.
VirtualElizabeth wrote: »
Will this mean I won't have to assign a character to a campaign that was in one before? Shes in an opposing faction and I no longer want her in any campaign. Oh please, oh please make it so!
ZOS_BrianWheeler wrote: »We have discussed the ability to remove your home and guest assignment entirely, but won't make it in for this update. It has been a highly requested feature and we will work to get it in the future.
http://forums.elderscrollsonline.com/en/discussion/comment/1893349/#Comment_1893349
When we fire up the campaign changes, we will wipe your current home\guest assignments.
http://forums.elderscrollsonline.com/en/discussion/comment/1893414/#Comment_1893414
Many AE abilities have 2 LOS checks at the beginning and end of casting by default. Since many of these are instant cast, there's no need for one of those checks, which halves the amount of messages sent back and forth between the client and server. The LOS checks are still needed to ensure you can't PBAE through walls and physics objects that would block the effects from going "through them".
http://forums.elderscrollsonline.com/en/discussion/comment/1893576/#Comment_1893576
Just to clarify, you will keep the Emperor Dye and "former emperor" titles.
http://forums.elderscrollsonline.com/en/discussion/comment/1894078/#Comment_1894078
We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.
They only need a group and a team for the keep taking they amass the AP bygoing to delves get AP bonus and fix walls and doors or killing friends from other factions who use the travel to player loophole.OtakuAime14 wrote: »Becoming emperor is an objective and it takes a team. I can't take keeps and resources by myself. I got emperor by rallying my friends and guild mates and all of us working together to take Cyrodiil.
Reducing possible spawn locations = Reducing possible fights on the map = Increasing mindless zerging = Reduce fun.Hey @ZOS_BrianWheeler, thanks for sharing the details of PvP changes, your post has a lot of great solutions to current problems. I'd like to echo @Erlex' comment, though, about the importance of restricting the ability to resurrect at keeps that are severed from the transit network.
I assume you mean "friendly controlled keeps that are not connected to a transit line". I'm really concerned how this idea has "not gotten any traction". It makes no sense to be able to respawn at a keep your alliance cannot transit to, as it completely sabotages the strategic importance of the travel network. As long as death remains a free and useful means of fast travel "blood porting" will remain a valid Cyrodiil strategy. I don't see how this creates satisfying gameplay.
The design of the transit system clearly implies that you have thought about these issues. You don't want players to be able to teleport into keeps that are actively under siege, or deep within enemy territory. So ... don't let them!
I really don't see how there is even a possible counter-argument to this.
so... what are you doing to encourage solo and small group pvp?
It looks like very little or nothing.
The Former Emp buffs cause behavior inimical to the long-term growth of PvP. Removing them sucks for those players who stayed up for two days straight to achieve it, but it's frankly more important that ZOS do everything they can think of to improve the experience for everyone. And the vast majority of everyone is not former emps, or future former emps.
Reducing possible spawn locations = Reducing possible fights on the map = Increasing mindless zerging = Reduce fun.
How is zerging from alessia to sejanus fun? Right it isnt. But since there are no camps anymore, its the easiest way to find a fight in which your death doesnt mean 5 minutes horse simulator.
The change would make taking keeps in the back meaningless. You pretty much have to go to the next keep because its unlikely that you will be able to defend a keep if there is no way for you or your allies to respawn. So even more mindless zerging to the next keep with even less strategy involved.
I guess you could trollsiege 1-2 enemy homekeeps and cut off like 5-6 other keeps from portline so the entire faction has to respawn at the base (what a great tactic... NOT).
I do understand that it might break your immersion but for the sake of being able to have multiple fights on the map I am very fine with breaking your immersion.
Ignoring all questions about small group pvp it appears.
Heresiarch wrote: »
Is there anything you see in these changes that could help small groups, Feng?
That's a funny thing, because I though it was free currently as well, and yet Brian says:
Also, switching home campaigns at the end of a campaign period will now cost 100 AP instead of 5,000 AP.