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.
ZOS_BrianWheeler 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.
Joy_Division wrote: »ZOS_BrianWheeler 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.
[*] 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.
Joy_Division wrote: »ZOS_BrianWheeler 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.
Yeah, I'm okay with being booted out if it means fixes/improvements to PVP.ZOS_BrianWheeler 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.
ZOS_BrianWheeler 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.
Joy_Division wrote: »ZOS_BrianWheeler 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.
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.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.
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?
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.
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.Server boot kicks all, to reward window showing stats, cutscene showing winner's faction doing epic s***, and end-game rundown.
tinythinker wrote: »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.Server boot kicks all, to reward window showing stats, cutscene showing winner's faction doing epic s***, and end-game rundown.
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.
ZOS_BrianWheeler 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.
ZOS_BrianWheeler 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.