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PVP Update, June 2015

  • Kloud
    Kloud
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    I'd also like to see if small scale arenas or dueling is In the works for the future the changes seem good and could help the lag issues but I think population could still be a problem the map is kinda oversized imo we need a 1v1 up to 10v10 arena that are interfactioned or as in you can play against your own faction or at least same guild and make a rating system I think that would get alot of players that don't like zerging or spending more time on a huge map then playing looking for small scale fights something to do.. I think Cyrodiil needs a pvp arena more options are never a bad thing imo avava cold be the main attraction but arenas should be a option In a high end mmo such as this in my opinion
    Edited by Kloud on June 16, 2015 7:39PM
  • JamilaRaj
    JamilaRaj
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    Sensible changes, but if you buff battle level, buff also NPC guards to VR14. Relatively strong guards are, among other things, reason why is the noob campaign intriguing. Buffed guards (let alone surface/delve mobs) would help vet campaigns as well.
    Edited by JamilaRaj on June 17, 2015 9:30AM
  • AhPook_Is_Here
    AhPook_Is_Here
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    Enodoc 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.
    “Whatever.”
    -Unknown American
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • Joy_Division
    Joy_Division
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    We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.

    Just boot them out. We've all had server crashed before and it's not that difficult to simply log back in. Acceptable price for an actual dynamic PvP mechanic.
  • Armitas
    Armitas
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    Approximately when can we hope to see these changes? In particular the changes to buff servers.
    Edited by Armitas on June 16, 2015 7:44PM
    Retired.
    Nord mDK
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.

    Just boot them out. We've all had server crashed before and it's not that difficult to simply log back in. Acceptable price for an actual dynamic PvP mechanic.

    Yea, as long as there is a system warning that gives people a heads up (maybe an hour in advance), I don't see it as a big problem.
    Gore-of-the-Forest Argonian Nightblade
    Wode Earthrender Breton Dragonknight
    Ceol the Last Baron Redguard Dragonknight
    Wayra High Elf Sorceress
    Erebain Salothran Dark Elf Templar
    Rituals-of-the-Forest Argonian Warden
  • Philthyorc
    Philthyorc
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    Vynn 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.



    Want feedback, my two cents;

    I agree with a good portion of the changes listed here. But I think removing former employee passive buffs is a spit in the face of people who earned it. I used vacation time to take off during a server reset, spent 14 hours straight grinding AP to get ahead of the competition and push for the Emp keeps. No one handed it to me, people don't care if you are pushing for it, your whole faction doesn't try to help you(some did, others were verbally abusive about opposing my pushing for it). Emp trading is definitely a problem, but spitting in the face of your player base is not how you go about fixing it. These passives are not ruining pvp. The only people that whine about them are people who don't take the time and put in the effort to get them. I have continued supporting ESO through my subscription because I see the room for improvement on a fun game. But taking away things that have been earned will only confirm for me that Zenimax doesn't care about loyal fans, and my subscription will end as I will not support my time and effort being dismissed.

    agreed, I've been subbed since early release, and will defintely cancel my sub as SOON as you take away my buff I put in a TON of hours to get... Not cool Zeni.
    DC Sorc Dagoth Ur Face - Former Emperor of Chillrend, RIP
  • Minno
    Minno
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    We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.

    Just boot them out. We've all had server crashed before and it's not that difficult to simply log back in. Acceptable price for an actual dynamic PvP mechanic.

    Server boot kicks all, to reward window showing stats, cutscene showing winner's faction doing epic ***, and end-game rundown.

    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Stikato
    Stikato
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    Regarding respawning at keeps not connected to transit:

    I have never understood this at all. Why should a player be rewarded for death? Why should a player have more choices to travel when dead than alive? Furthermore, if an enemy cuts off transit (i.e. surrounds) a keep, this would logically suggest that ALL respawning at that keep should stop.

    Death should have some consequence! In Cyrodiil, death actually provides benefits!

    Maybe require all respawning to be done at Wayshrines?

    Mordimus - Stam Sorc
  • Preyfar
    Preyfar
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    We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.
    Yeah, I'm okay with being booted out if it means fixes/improvements to PVP.
  • Ace_SiN
    Ace_SiN
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    We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.

    Why are you looking into something that doesn't need to be looked into? Boot us and just reset. As the above posters have stated, just give a warning before it happens. There's no need trying to find a complex solution for a simple problem. Sounds like too much time is being put into this when it could be better spent elsewhere.
    King of Beasts

  • Minno
    Minno
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    Minno wrote: »
    We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.

    Just boot them out. We've all had server crashed before and it's not that difficult to simply log back in. Acceptable price for an actual dynamic PvP mechanic.

    Server boot kicks all, to reward window showing stats, cutscene showing winner's faction doing epic ***, and end-game rundown.

    End game report should feature cadwell in NFL esque craziness. You can quit the window if it will ruin immersion.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Preyfar
    Preyfar
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    Stikato wrote: »
    Regarding respawning at keeps not connected to transit:

    I have never understood this at all. Why should a player be rewarded for death? Why should a player have more choices to travel when dead than alive? Furthermore, if an enemy cuts off transit (i.e. surrounds) a keep, this would logically suggest that ALL respawning at that keep should stop.
    This would also stop bloodporting where you see 20-30 people rush to an enemy resources, die, just to port across the map into enemy territory.

  • Preyfar
    Preyfar
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    Minno wrote: »
    End game report should feature cadwell in NFL esque craziness.
    Sadly, John Cleese has quit acting, so we'll never get new Cadwell lines unless ZOS had a ton of recorded, unreleased dialogue out there. =/
  • Minno
    Minno
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    Preyfar wrote: »
    Minno wrote: »
    End game report should feature cadwell in NFL esque craziness.
    Sadly, John Cleese has quit acting, so we'll never get new Cadwell lines unless ZOS had a ton of recorded, unreleased dialogue out there. =/

    Ill take all the original oblivion/morrowwind sound actors for up to (4) commentators lol
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • cjthibs
    cjthibs
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    Stikato wrote: »
    Regarding respawning at keeps not connected to transit:

    I have never understood this at all. Why should a player be rewarded for death? Why should a player have more choices to travel when dead than alive? Furthermore, if an enemy cuts off transit (i.e. surrounds) a keep, this would logically suggest that ALL respawning at that keep should stop.

    Death should have some consequence! In Cyrodiil, death actually provides benefits!

    Maybe require all respawning to be done at Wayshrines?

    This would be fantastic.
  • Minno
    Minno
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    cjthibs wrote: »
    Stikato wrote: »
    Regarding respawning at keeps not connected to transit:

    I have never understood this at all. Why should a player be rewarded for death? Why should a player have more choices to travel when dead than alive? Furthermore, if an enemy cuts off transit (i.e. surrounds) a keep, this would logically suggest that ALL respawning at that keep should stop.

    Death should have some consequence! In Cyrodiil, death actually provides benefits!

    Maybe require all respawning to be done at Wayshrines?

    This would be fantastic.

    Wasn't this to keep some element of dynamic pvp that forward camps provided? Their removal meant a slower pvp experience and without blood ports it seems it might be too slow (increase rage quits?)
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • TheBull
    TheBull
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    Kinda sucks losing former emp buffs :(
  • TheBull
    TheBull
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    Possible changes to purge?
    @ZOS_BrianWheeler
  • tinythinker
    tinythinker
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    Minno wrote: »
    Server boot kicks all, to reward window showing stats, cutscene showing winner's faction doing epic s***, and end-game rundown.
    Oooh, an animated scene showing the winning Alliance killing a few survivors of the other Alliances after a major battle and then pausing to look toward Imperial City before raising their tattered bloody banner as they begin to march. Or if they control all of Imperial City same kind deal but looking outward to the rest of Tamriel from the battlements.
    Edited by tinythinker on June 16, 2015 8:02PM
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  • Minno
    Minno
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    Minno wrote: »
    Server boot kicks all, to reward window showing stats, cutscene showing winner's faction doing epic s***, and end-game rundown.
    Oooh, an animated scene showing the winning Alliance killing a few survivors of the other Alliances after a major battle and then pausing to look toward Imperial City before raising their tattered bloody banner as they begin to march. Or if they control all of Imperial City same kind deal but looking outward to the rest of Tamriel from the battlements.

    61205176.jpg
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • cjthibs
    cjthibs
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    cjthibs wrote: »
    Stikato wrote: »
    Regarding respawning at keeps not connected to transit:

    I have never understood this at all. Why should a player be rewarded for death? Why should a player have more choices to travel when dead than alive? Furthermore, if an enemy cuts off transit (i.e. surrounds) a keep, this would logically suggest that ALL respawning at that keep should stop.

    Death should have some consequence! In Cyrodiil, death actually provides benefits!

    Maybe require all respawning to be done at Wayshrines?

    This would be fantastic.

    This would give cutting off transitus more of an impact while at the same time making the taking of keeps far behind enemy lines more precarious. More surprises = a good thing.

    Having people pop up in places that are not connected just seems far-fetched to me. This just seems like the logical continuation of what was started with the removal of forward camps.

    A compromise I might be in favor of is allowing spawning -ONLY- if all three resources were captured as well.
    Edited by cjthibs on June 16, 2015 8:09PM
  • silentdude
    silentdude
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    Y3g7Hw.jpg
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
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    We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.

    Why not booting out? Resetting a campaign would be a huge benefit, a 5-10 minute pvp break is a fair tradeoff.
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Saint_JiubB14_ESO
    Saint_JiubB14_ESO
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    As far as removing the PVE buffs. enjoy the waste of time.
    1: best place in the game to level/cp grind is cyrodiil, specifically delves, also those areas will now exclusively benefit for the exp boost, meaning they will be significantly more desirable. lots of active PVErs aren't going anywhere, and will still want a dominated campaign so they can get around the map and not over farm locations. (especially now with xp boost potions in the game)
    2: Last anyone heard IC was largely a PvE zone in the PvP area, including an exclusive set crafting table. and since it is supposed to have shared populations with the campaigns and require you have all your home keeps, dominated maps will be highly likely.

    Removing the buffs will help some in the short term, but after IC releases unless it has gone though a radical redesign (not that we would be told, but the E3 vid looked like it hadn't), dominated campaigns will likely become an issue again.
    You have enemies? Good. That means you've stood up for something, sometime in your life.

    Winston Churchill
  • Taonnor
    Taonnor
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    We're still looking into a way to do a "hard reset" when campaigns end that wouldn't involve booting people out of Cyrodiil.

    Deadric army from imperial city will hold / claim all keeps and objectives. Thats the initial state in cyrodiil. At end of campaign the deadric army attack as final counter.
    Guild

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  • c0rp
    c0rp
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    Not being able to spawn at an enemy keep that is NOT tied to your transit needs to implemented with all these changes. At minimum, it needs to be implemented in the campaign where the only score that matters is the elder scroll caps (chillrend I think?).

    @ZOS_BrianWheeler

    Thank you for these changes. Please consider the above.
    Edited by c0rp on June 16, 2015 8:30PM
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • Cogo
    Cogo
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    This is fantastic! All of it!

    Make a new campaign and call it "Brian Wheeler". News like this needs celebration!
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
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  • RinaldoGandolphi
    RinaldoGandolphi
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    @ZOS_BrianWheeler

    Oh wow! thank you Brian!!!!!!!!!!!!!!!!!!!!!!

    All these changes are great!!! This is a huge step in the right direction for PVP moving forward!

    thank you so much for all the work and effort you have put into this. I appreciate it.
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
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