Scyantific wrote: »This was originally planned, but got scrapped once the carebears started whining about paying for DLC only to get shut out of it (you know, ALL DLC needs to be instant gratification).
Limited players in the districts and also limit the group sizes to no more than 12 players.
Scyantific wrote: »Limited players in the districts and also limit the group sizes to no more than 12 players.
This really doesn't do anything though. All it does is push everything into zone chat and then the real winners will be PvP guilds that run 2 groups of 12 and coordinate over Teamspeak/Ventrilo/Mumble.
My suggestion: bring back the district control aspect of IC, but modify it so that it's not just a zergfest and stacking on one flag. Introduce multiple points that need to be capped before obtaining total control of the district. If a district is under alliance control THEN you can respawn inside that district. If not, you either respawn in the sewers or in a district that's neutral or under your alliance's control. The districts are small enough so that people who control the district can focus on doing story/TV content while at the same time forcing them to keep an eye out because if they lose control of the district and die to an enemy player then they don't get to respawn inside the district safe-point.
My solution is to place fixed siege in crucial chokepoints along the districts and also at spawn points.
This siege should have the capability of decimating zergs immediately, if you want to try and spawn camp and someone is there on this nuke you are in for a world of hurt.
Also it gives a level 10 something to contribute to the war.
vortexman11 wrote: »Honestly, I support Solution C, completely locking the entrance unless you own your home keeps. But I chose Solution A as it seems to be a nice balance between open access, and a lock out.
I don't like Solution B as it would pretty much create faction exclusive districts and cause people to quickly flip empty keeps then rush into its corresponding district before it's taken back. Neither do I like Solution D as that's basically putting a population cap on districts within Cyrodiil which already has a population cap, though it might help spread people out.
Solution E should be a given though. Cross faction siege that can be captured and used, placed randomly throughout the map, no argument against it, and they already spoke about doing this on one of their twitch streams.
Anyways, to expand on Solution A, I would have it set up with multiple defensive points within each district that factions can capture, similar to outposts with flags. Whether it be a broken down temple, a crumbling house, or a simple barricade of wood. These points on the map will also be where the pre-set siege would be placed. Then the faction that can capture and control these points for a long enough period of time would then lock off said district (hidden members of the other factions will still be in, but none can enter) for a set amount of time, until it then reopens.
District battles is interesting as is the keep/district relattion idea, but I would still like the districts to be open to all, and maybe just the quick travel ladders and re spawn locations sealed off if your alliance doesn't "own" it. That way it would still be possible to get there and it wouldn't be gated, but it would be a pain in the butt and good incentive to try and own as much territory as you can.
I don't think a lock mechanism is the right choice. As a completionist, I don't like being locked outside of content, and since I always end up in a campaign where nobody from my alliance (EP) cares about gaining and keeping territory, I would end up not playing.
Why not introduce player flagging for IC. Like, you flag yourself neutral, you get way less TV stones per kill but you don't get in PvP unless you attack another player first. This would help PvErs and people that suck at PvP enjoy the content without spoiling the fun for everyone.
I don't think a lock mechanism is the right choice. As a completionist, I don't like being locked outside of content, and since I always end up in a campaign where nobody from my alliance (EP) cares about gaining and keeping territory, I would end up not playing.
Why not introduce player flagging for IC. Like, you flag yourself neutral, you get way less TV stones per kill but you don't get in PvP unless you attack another player first. This would help PvErs and people that suck at PvP enjoy the content without spoiling the fun for everyone.
I've been doing PvP for the last couple weeks exclusively in the sewers and districts, and I definitely see the potential for making that a part of the PvP meta. The terrain is incredibly fun to work with. There are only 2 huge problems that I'm seeing now that are holding solid PvP back, and they are as follows
1: Half the population in Cyro doesn't want to fight, period. They only want to PvE, and with the enormous size of the IC they can pretty much have their way, minus a few incidents of Sudden Giant Enemy Zerg. This means there are way fewer fighting folk about per server to tussle with, and since the population is capped that's just how it will remain until they have the new content to farm materials and gear from.
2: There are no PvP objectives in the sewer or districts to create a meta around. No bonuses for districts, no title to fight over, heck we can't even tell if the swords on the map are from the sewers or the districts themselves. We need some way to let other PvPers know where we are (normally done by flagging keeps and resources) to get them to come do fights, and for a lot of people the fights need to be worth something.
There are loads of ways these issues can be addressed.
A popular one among PvPers is to gate access to the city. I personally dislike this because the current patch (from a PvE perspective) is entirely reliant on access to the city for the next tier of gear. Moreover, it encourages leaving the city empty, which is just a dreadful waste if you ask me. Overland Cyro is fun and we probably need some incentives to keep using it, but the Imperial City has lots of unique terrain that we shouldn't pass over.
Capturable districts are a step in the right direction, because it implies that a district could be highlighted as "under attack", which lets PvPers know where the fighting is. It also should be commensurately rewarded for a successful capture and give incentives for other factions to wrest it once more from the victors' hands. If there were some additional achievement/title/bonus for holding all six districts, that would be even more incentive to use the city. I'm sure some similar objectives could be implemented for the sewers.
Obviously one problem with that solution is that population would have the potential to be more spread out, depending on what bonuses/objectives a faction were trying to focus on. With PvEers still being coerced into the PvP zones, this presents a compounded problem, since they are actively trying to spread out. I'm worried that without that issue being addressed, PvP fighting will continue to suffer. It's not really fun to kill them even when you can find them, since they don't put up much of a fight, and I feel like that's an issue that was overlooked while designing the content.
Lava_Croft wrote: »I want to fight over district access, just like ZOS promised us.
GorraShatan wrote: »I do really like the idea of capture points in IC, but I really dislike the idea of having queues between the districts. Sorry. Maybe just a way to deny respawns or something... or deny the ladder from base.
For zergs... I dunno. I don't mind them too much, but I certainly don't enjoy them either. I just avoid them. Maybe more sweepers that are especially attracted to large groups of players?
It'd be nice to have capturable points in the sewers too, and quests to go capture them. It'd give us a reason to go to the enemy sewers.
My suggestions from another thread (that I can no longer find) went something like this:
1. Claiming Emperorship gives that faction sole access to the Imperial City for a certain period of time (I'd say 1-2 hours, tops). As soon as an Emp is crowned, the other two factions are locked out of the City. Any players of the other two factions already inside the City when this happens are given an onscreen message and are removed from area, respawning back in that faction's sewer entrance. This provides incentive for claiming Emperor - unopposed access to the Imperial City both above and below ground.
2. After the above time period has passed, the other two factions have their access to the IC unlocked, and can enter at will (ie, the situation we have now).
3. If, after 24 (or perhaps it should be lower, like 8 or 12) hours of a faction crowning an Emp another faction has not claimed Emp, once again the other two factions are locked out of IC for another 1-2 hours. Thus, incentive is provided for both trying to take the Emperorship away, and also for keeping the Emperorship instead of simply letting it fall. This option only works for the two opposing factions - so one faction couldn't abdicate, then let keeps fall only to grab Emp again to get the access.
4. Each faction should have base camp ladder access to only TWO of the above-ground districts. To get to the other four, they should have to hoof it above-ground. This would ease the insta-spawn crap. Personally, I'd like to see them split, so that instead of two adjoining districts, there are enemy districts in between.
5. I'd like to see ladder access given to the above-ground spawn locations we currently drop down from - it doesn't really make sense for it to not exist. Put three unkillable guards at the bottom of the ladder so they can't be camped by enemy players. This would make it easier for those who are only there to do the quests when they are in their faction's two zones.
Lava_Croft wrote: »I want to fight over district access, just like ZOS promised us.
Personally I think gated access is a bad idea because populations are imbalanced and just like employees farming it encourages players to only play on the faction that is winning. Only this time, it will mean that one faction will get a decisive advantage in terms of access to better gear, which then leads to further closed access for non-dominant factions.
Closing access is a bad idea.
However, one thing I have noticed is that to return to your base with stones you either have to
(A) Suicide on mobs (lose 10%)
(B) Spend ap on teleport stones (expend 10k ap per run)
Or (C) use your sewer entrance. (Risk ganks squads and potentially run extremely long distances)
One way to encourage non-mandatory competition that involves territorial control, as I suggested before, could be control over safe exits from districts
This could manifest as pipes or portals or way shrines that have faction flags and npcs which can be capped and protected and which provide a tel Var or ap bonus.
The incentive would be enough such that players in the district would compete for access, but their limited utility and reward would not attract zergs
Players who do not have control would still have the option of returning to their base by standard options.
HeroOfNone wrote: »Making the lock out temporary with emperorship is interesting, but you'd still likely run into guilds that would cap, let the zone flip, and then cap again to perpetually keep the gate locked, and would likely camp spawns in the small window it's open. I'd prefer to see the shortcuts cut off then the sewer access myself, lest we see this behavior
HeroOfNone wrote: »Making the lock out temporary with emperorship is interesting, but you'd still likely run into guilds that would cap, let the zone flip, and then cap again to perpetually keep the gate locked, and would likely camp spawns in the small window it's open. I'd prefer to see the shortcuts cut off then the sewer access myself, lest we see this behavior
Add a lockout timer for that faction that would prevent reflipping a campaign in order to keep a perpetual lock on IC.
For example:
EP claims Emperor and their two-hour IC access begins. Their lockout timer starts - meaning that their faction is unable to lock IC again for a period of time, such as six hours. They can reclaim Emperor if another faction comes along and takes it, but doing so won't then re-lock the other two factions out again.
So EP claims Emp at 7am, They now have sole access to the IC until 9am unless AD or DC come along and take Emp. At the same time, EP's lockout clock starts, and they are now unable to lock anyone out of IC again until 1pm.
At 8:30am, DC dethrones EP and takes Emp. EP are kicked out of IC and now DC have sole access until 10:30am. Their lockout clock starts, and they are no unable to lock anyone out of IC again until 2:30pm.
At 9:15am, EP dethrones DC and reclaims Emp. But their lockout clock prevents them from locking anyone out, so at this point, all three factions (including AD, who have been locked out up to this point) now have access to the city.
If nothing happens in Cyrodiil and EP retains Emperorship from this point forward, then all three factions will have access until 9:15am the next day, whereupon the EP will once again have sole access for two hours since they held onto the Emperorship.
It's certainly not a perfect solution - but it's one that will encourage folks to want to take and keep Emp, and also encourage people to dethrone.
As for spawn camping: in another thread, I already said that ZOS needs to do something about the out-of-control spawn location camping. There are quick and easy fixes, and it's disappointing they've still not implemented anything to stop this behavior.
ZOS_GinaBruno wrote: »Cyrodiil Campaign Changes
- We will be closing the Thornblade campaign on the PC/Mac North American and European megaservers with this patch, and introducing our first Imperial City gated access campaign: Axe of Belharza.
- If you have earned at least Tier 1 rewards in Thornblade at the time it is closed, you will receive them shortly after logging in.
- Anyone previously assigned to Thornblade will receive a free home campaign reassignment.
- The Axe of Belharza campaign has the same scoring methods as Thornblade:
- Resources, outposts, and Elder Scrolls will generate zero points. Ownership of keeps will generate one point per scoring cycle
- The campaign has a 7-day duration.
- Both Veteran and non-Veteran player characters may join this new campaign.
- Access to the Imperial City is gated in the Axe of Belharza campaign by owning your native six keeps.