Heresiarch wrote: »
Play on the resource campaign and take ALL OF THE RESOURCES!!!!
Soul_Demon wrote: »ZOS_BrianWheeler wrote: »Just to clarify, you will keep the Emperor Dye and "former emperor" titles.
I did not spend three days with just a couple hours sleep to get dye or titles, I did it for the passives and the satisfaction of achieving it. Working hard to see the inherit gain by dismissing something like this as a 'solution' to anything currently impacting the game play in cyro.
But, I will keep reading the 'supporters' comments to see if I have missed just what this does to help mechanics of the game that have not been addressed over time and led to abuse and exploiting. Much higher on my list of things to do, but maybe that is just me...
All the other changes seem to be directly connected to issues that impact games current state and I can clearly see where you are going with them, great job at listening to some of the concerns with PvP players in the game.
ZOS_BrianWheeler wrote: »We have talked about removing the ability to respawn in enemy controlled keeps if they are not connected to a transit line, but hasn't gotten any traction other than discussions at the moment.
All basic mechanics of keep capture, scroll capture, etc. remain the same in terms of holding a scroll in your temple or in your keeps. They still have to be CTF ran to be captured/recaptured unless they've been "in the wild" for too long of a period (as they currently operate).
ZOS_BrianWheeler wrote: »@VirtualElizabeth All campaign assignments will be wiped when this change goes through. We've done that before when we removed the initial 10 we launched with on PC\Mac last year
<<Waits for the obligatory SCOURGE~! comment>>
dont agree with the former emp removal. simple, there is no reason to take this off, NO REASON!
ITT: "former emperors" identifying themselves. Should not name and shameZOS_BrianWheeler wrote: »We have talked about removing the ability to respawn in enemy controlled keeps if they are not connected to a transit line, but hasn't gotten any traction other than discussions at the moment.
All basic mechanics of keep capture, scroll capture, etc. remain the same in terms of holding a scroll in your temple or in your keeps. They still have to be CTF ran to be captured/recaptured unless they've been "in the wild" for too long of a period (as they currently operate).
Respawn at friendly resources near your death.
ZOS_BrianWheeler wrote: »@VirtualElizabeth All campaign assignments will be wiped when this change goes through. We've done that before when we removed the initial 10 we launched with on PC\Mac last year
<<Waits for the obligatory SCOURGE~! comment>>
themizario wrote: »All the former emps are like "can I get some french cries to go with my wahburger?" The point is to balance PvP that's why the battle boost will be close to V14. People have farmed emp for the passives because it gives them an edge in PvP and PvE.
If you feel like your loosing your edge over other players then you should have a problem with a V1 being boosted to V14
Edit: if the passives aren't that good - then you should be happy with your title and be on your way
Agrippa_Invisus wrote: »
Removing the ability to spawn at disconnected keeps would also change another aspect of the Cyrodiil map.
The two gate keeps of each faction (Rayles, Warden, KC, Farragut, BB, BM) become near impossible to for any long term period of time. If enemies can only respawn at a captured Arrius, Glademist, of Faregyl, it becomes simply a matter of time before the native faction overwhelms the force camping their gates and then closes them.
Pushing for the scrolls would require a concerted organized effort most of the time, as you'd be unlikely to retain those gate keeps without babysitting them or keeping the enemy so busy (defending scroll temples for instance) that they're not attacking the gate keep.
It would also give the faction defending their scrolls much more time to rally and counter attack after any failed attempt to push the gates or take the temple.
@Agrippa_Invisus, The scenario you just described sounds exactly like how Cyrodiil dynamics should work. It should be extremely difficult to hold the gate keeps. This naturally balances the map, gives a natural equalizer to the losing faction, and prevents people from rage-quitting or skipping to a different campaign. Pushing for scrolls should require a concerted effort. Scroll caps are too frequent at the moment.
Publius_Scipio wrote: »I don't understand some of you. You keep complaining about ZOS "taking things away" from PvP and that its not a solution to all the problems, you essentially (if i am to understand correctly) say that its a "cop-out". Let's break this all down nice and simple.
ESO is a little over a year old. ZOS had ideas, developed the game, and released it. There have been many issues, headaches, the game working not in a way ZOS intended, etc. So now they are going to do things to smooth things out and (hopefully) ultimately increase the fun factor for all.
"Fixing" the game REQUIRES "taking away" what didn't work (i.e. emp farming and former emp buffs to name one).
I don't see one thing in Brian Wheeler's post that would lead to some players having an advantage over others. Sounds like much needed tweaks to PvP that leaves everyone on a level playing field. Again, it seems like some are complaining because they can't let go of former emp buffs and enjoy playing in the new era of ESO PvP.
It would be no different than ZOS coming in tomorrow and saying "we are removing the undaunted passives because we feel that will balance trials and dungeons"
AhPook_Is_Here wrote: »Don't forget guys that these changes are all due in the next major update. i.e, the one that adds Imperial City. That should give enough people an incentive to go to Cyrodiil, even if just for a short while to see what it's all about.
I hope it is sooner than that, they won't even talk about imperial city much till July according to the front page update. That's more than a year after they first announced it, and nobody is really going to be expecting the content till September-November.
Publius_Scipio wrote: »I don't understand some of you. You keep complaining about ZOS "taking things away" from PvP and that its not a solution to all the problems, you essentially (if i am to understand correctly) say that its a "cop-out". Let's break this all down nice and simple.
ESO is a little over a year old. ZOS had ideas, developed the game, and released it. There have been many issues, headaches, the game working not in a way ZOS intended, etc. So now they are going to do things to smooth things out and (hopefully) ultimately increase the fun factor for all.
"Fixing" the game REQUIRES "taking away" what didn't work (i.e. emp farming and former emp buffs to name one).
I don't see one thing in Brian Wheeler's post that would lead to some players having an advantage over others. Sounds like much needed tweaks to PvP that leaves everyone on a level playing field. Again, it seems like some are complaining because they can't let go of former emp buffs and enjoy playing in the new era of ESO PvP.
I think those of us that feel the strongest about out former emp buffs are the ones that didnt celarus or buff server farm them.
the legit emps shouldnt lose even the little bonuses we have just because a bunch of pve carebears farmed emp on celarus for trials
at the end of the day people use the two arguments, i will address them both
1. The former emp bonuses are too powerful and no one should have such an advantage
I disagree, they individually are not much, the undaunted passives are actually stronger, except perhaps the ulti cost reduction one, which is somewhat significant, it is equivalent to 1/3 of the potentates or dragonguard set bonus. Not dismissable but not a huge advantage. However a whole group of former emperors does have a pretty significant advantage, due to having that much more ultimate to dump consistently.
2. The former emp bonuses are so weak you wont miss them then
I disagree, some players have crafted long standing builds and setups incorporating those bonuses into them. This would be akin to basing a setup min/max around say picking a certain racial bonus set or getting rank 9 undaunted, and then losing either one of those.
So to put this all into perspective how I feel.
I got emp legitimately, and now am going to lose my passives I earned. Whether they are too powerful or meager, it is still a net loss for doing nothing wrong (in fact i did it right, considering i was an emperor)
It would be no different than ZOS coming in tomorrow and saying "we are removing the undaunted passives because we feel that will balance trials and dungeons"
if the shoe was on the other foot, these casuals being snarky in this thread would be in an absolute uproar (instead of just sounding like a bunch of crybabies that could never get emp, now feeling like they are sticking it to those who were)
The title, the dye and the achievement aren't enough?Kinda sucks losing former emp buffs
I'm wondering if it's because they don't have any way of knowing who earned it vs. who didn't. I like that they are doing this but I would like to see them give all of the former emperors something in recognition of their status that wouldn't affect other players. How about some crown store credits? If I had that achievement and the were talking about removing it, I could probably be bought out with some extra crowns.
After reading this I am torn. I love hearing what you are actively investigating for lag, etc, so that is good news. However there are some things I am concerned about.
-No PvE buffs then mean no PvEr's to fight in Cyrodiil. Computer's population is already extremely low, and this lowers it further. Need some reason for them to come play again.
-The no travel option to me is the biggest issue however. With the current state of PvP, and I am not joking, the first 30 minutes is always the group going to the few active campaigns and trying to find the most fun fights WITHOUT LAG.
If I can not travel out of a campaign on a Saturday when its a laggy mess, I know myself and 80% of Decibel will simply go play something else. This will be a major issue as fighting with lag every 10-15 minutes really hurts the flow of a team.
-Lastly is the Emp passives. I would very much like them to stay personally. If you farmed it, honestly, who cares? Mechanic was bad, but so were/are CP grinds, duping, bots farming mats, and all the other issues so far. If you farmed emp, you are likely a bad player anyways so you will still die. This seems to be more of a PR stunt and appealing to the casual (I understand, a fish has to swim though) and is kind of a punishment to players who have PvP'd. Its a buff you earn with passives, just like mages and fighters guild, legermaine (sp) and many others.
I am mostly excited that you guys are fulfilling your promise and are now back to working on PvP and PC. Just hope some of this feedback is taken into consideration, even though I know this is likely locked in.