I see what you did there, damnit.ZOS_BrianWheeler wrote: »We have no plans for Battlegrounds or Arenas at this time with "flag matches" or death-match mechanics, however our play-tests of a certain zone that resides in the center of Cyrodiil has scratched a very specific itch...
What does this mean the itch you speak of! talking In riddles or maby I'm dumb probably the latter xDZOS_BrianWheeler wrote: »We have no plans for Battlegrounds or Arenas at this time with "flag matches" or death-match mechanics, however our play-tests of a certain zone that resides in the center of Cyrodiil has scratched a very specific itch...
[snip]
Ummm...like wow, I mean like really really wow. No buff servers...different campaigns will require different strategies. There is going to be a ton of conversation about all of this but as a dedicated PvP'r all I can say right now is "Thank You".
Was going to comment on this (the respawn at non-transitus connected keep), but it looks like you already kinda have it under control.ZOS_BrianWheeler wrote: »Forward camps are still needing some UI tweaks and heavy testing before being brought back and in case anyone needs a refresher, they'd come back with a smaller respawn radius (keep sized), can only respawn within the radius if you die in the radius, and would have a global cooldown on when you can respawn at ANY
ZOS_BrianWheeler wrote: »We have no plans for Battlegrounds or Arenas at this time with "flag matches" or death-match mechanics, however our play-tests of a certain zone that resides in the center of Cyrodiil has scratched a very specific itch...
What about a simple duel function.
Like a trade invite you invite people to a duel..
This would make many people very happy
Dagoth_Rac wrote: »"What are these PvP buffs you keep speaking of?"
-Every DC Player ON THE NORTH AMERICAN SERVER
@ZOS_BrianWheeler
Have you guys thought about a global limit on how many forward camps can be active at any given moment? Like 2 per alliance for example? (I'd prefer one per alliance) And a cooldown limiting how often they can be deployed?
timidobserver wrote: »Good stuff though I expect to see fewer people's in PvP now that pvers have no reason to participate. Pvers defending their buffs accounts for at least 50% of the activity on some servers.
Did someone say itch?ZOS_BrianWheeler wrote: »however our play-tests of a certain zone that resides in the center of Cyrodiil has scratched a very specific itch...
Amazing changesZOS_BrianWheeler wrote: »
- 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.
Merlin13KAGL wrote: »Was going to comment on this (the respawn at non-transitus connected keep), but it looks like you already kinda have it under control.ZOS_BrianWheeler wrote: »Forward camps are still needing some UI tweaks and heavy testing before being brought back and in case anyone needs a refresher, they'd come back with a smaller respawn radius (keep sized), can only respawn within the radius if you die in the radius, and would have a global cooldown on when you can respawn at ANY
My thinking was that if you died in the relative vicinity, you should be able to rez at any owned keep within that vicinity, so long as:I don't think it's unreasonable to rez at a keep that has not yet been overrun, transitus attached or not. The transitus cutoff, in itself, would prevent bloodporting (you could only get near, not to the keep in question) but it wouldn't completely penalize you if you were already legitimately in the area.
- It's actually owned by your faction.
- It's above 50% health.
- You died in the immediate area or were already present in the immediate area.
Lets transitus cutoff have value (as it should), lets being in the right place to defend not lose value. Provides no benefit for dying pointlessly.
The other aspect is the travel-to-player issue that some are concerned over. It's argued that people used this to find fights (which may be true to an extent.) With this no longer an option for anyone, the individuals that are also hopping, in efforts to equally try to find you, will no longer be hopping.
Short version: If you're locked into a campaign, you're not leaving it (without incurring major AP cost), so it seems more reasonable that there will be fights available in your own back yard. This should be further helped by the fact that people are going to join similarly goaled campaigns (regarding what provides points).
Granted, it's going to take a few rounds to level out (people trying different campaign styles), but the justification for the need to travel to a friend should cease to be an issue at all.
Realistically, it will be one less item in the trollbox...I mean, toolbox.
...people get discouraged pretty quick by the poor act of sportmanship of gate camping and leave to another campaign. Then a new "buff" or "one sided campaign" is made. Such as what happened on Azura's Star 1month and a half ago.
Applying the same importance to an Elder Scroll as to a Resource would basically make capturing Elder Scrolls pointless. In the campaign where Keeps and Scrolls are both worth 0, what's the point in capturing Keeps?
I think people should stop sticking the label "casuals" on others like it's a bad thing to play a video game in moderation. That's almost like arguing who has the bigger "no life."
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.
.
Lol,
You realize the spamming zerg ball you run is creating the lag you complain about, right? New system will likely keep players grounded to their chosen campaign, which means you can't continually run to campaigns you outnumber for easy wins. The one thing guild leaders will need to do is work on communication among each other to make sure they end up on the right campaigns together.
And I don't know what you are talking about in regards to your last comment. The proposed changes to Emp seem more like a deterrence to casuals not an appeal. An appeal to casuals would be dumbing content down and making it easier to obtain Emp...you'll see more competition now to obtain Emp in order for a player to maintain his Emp powers which means casuals probably don't have a good shot at it now (which they shouldn't, imo).
My "zergball" is constantly running smaller groups than essentially all our competition. Roughly 2 times a week we will go over that. No clue what group you run with or if you are a solo player, but Deci avoids lag at any cost.
And no, this is catering to the people that think the emperor passive is the reason they are losing, when it really has nothing to do with it. I am all for helping the health of the game though.https://www.youtube.com/watch?v=HoU5jqjdrmU
Here is a video of you guys running 24...and you + VE are lagging the game out
This is exactly what a lot of us want to avoid when we leave servers...Because that type of gameplay lags the servers
That was a time, setup to do that
And the lag came from BRK keep fight. This is exactly what a lot of us want to avoid when we leave servers.
Stop running a 24 man zerg ball..and you'll avoid it a lot easier.
We don't typically run a 24 man ball.
<<Insert DAOC comment>>
But you do run 24 man zerg balls do you not?
You usually run what? 16? Again that will cause lag
Just zerg balling general will cause lag.
Darklord_Tiberius wrote: »Oh and @ZOS_BrianWheeler when will the spamming of Caltrops be over? Do you at ZOS not find it ridiculous that people use this skill not for tactical advantage most of the time, but purely for the sake of proc'ing set bonuses? Why cant damage procs only be applied to single target attacks light/heavy and skills and exclude DoTs?
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.
And that is why it's being changed. The whole concept was the Emperor played a critical role for his/her faction (this would ideally be someone who is online a lot and actually contributing to Cyrodiil being AvA type of action...not a min/max'er who is solo farming or repairing walls just to grab a few extra % in stats).
New system will help factions because hopefully Emperor will actually be around long enough to actually contribute to his/her faction. It really sucks when your faction's Emperor is finally crowned then runs off to do 1vX videos or logs out for the night.
I'm the Former Emperor and I'm in rage after such news!ZOS_BrianWheeler wrote: »
- 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.
Darklord_Tiberius wrote: »Oh and @ZOS_BrianWheeler when will the spamming of Caltrops be over? Do you at ZOS not find it ridiculous that people use this skill not for tactical advantage most of the time, but purely for the sake of proc'ing set bonuses? Why cant damage procs only be applied to single target attacks light/heavy and skills and exclude DoTs?
Considering that there's a set that works off I dots proccing, I'd just change caltrops to not proc so many things. The vast array of things it can proc is what's making it overpowered right now.