Yeah. i don't know about the rest of EP. But i intentionally ignored you all, trying to get the map un-red and a bit more PvP there. few hours later logged back in and the map was red again. all for naught.
There is one campaign with gated access. Didn't seem to help much.
Sorry, but i don't think gated access is a solution. We had that in Warhammer Online, for one of the zones, and it's just crap. The real solution is to fix the incentives for being in Cyrodiil vs the new incentives for being in IC. This gated access thing is just an annoying band aid.
Sorry, but i don't think gated access is a solution. We had that in Warhammer Online, for one of the zones, and it's just crap. The real solution is to fix the incentives for being in Cyrodiil vs the new incentives for being in IC. This gated access thing is just an annoying band aid.
ZOS_BrianWheeler wrote: »We are planning on introducing a Campaign or two that have Gated Imperial City access and we are looking into other things to add into Cyrodiil for pulling people back into the warzone.
If you give people the choice, they well ofcourse pick the ungated one everytime imho. Path of least resistance.
ZOS_BrianWheeler wrote: »We are planning on introducing a Campaign or two that have Gated Imperial City access and we are looking into other things to add into Cyrodiil for pulling people back into the warzone.
Ehm... So you plan to have campaigns with gated access and campaigns without? Will this work?
I mean if we have these situation i will set my home campaign to gated access campaign and my guest campaign to open access. If i want to farm equip i go into the open access campaign. So why should i go into IC on a gated access campaign?
This feels strange. I think the best is all gated or nothing gated.
ZOS_BrianWheeler wrote: »Gated access on more campaigns is something we are discussing along with closing campaigns to compress population. We are also talking about removing Alliance restrictions in terms of only allowing players to have 1 alliance tied to campaigns along with the ability to "unassign" yourself. Several of these changes are tied to campaign population and performance issues however, which plan on addressing in incremental patches.
We are also talking about removing Alliance restrictions in terms of only allowing players to have 1 alliance tied to campaigns along with the ability to "unassign" yourself
@Taonnor
Personally what i would do to motivate Cyrodiil PvP.
1. Add back in Cyrodiil buffs applying in PvE. Used to be i was always interested in what was happening in Cyrodiil if i was in PvE or PvP Cyrodiil was important. now it's not, if i'm in PvE i don't give a flying **** what's happening in Cyrodiil, it doesn't matter anymore. That's a problem.
The reason they got rid of those buffs was to try and get rid of buff servers and that failed, so re-add them.
Sorry but...NO just NO. You wanna PvE and not help the faction? NO BUFFS FOR JOO!
2. upgrade the AP store. for obvious reasons. Yes, very much so yes!! I think this alone would make things a lot better. Vr16 gear with good AP cost. I'm tired of getting one random piece of gear from a set I don't need and will never wear from reward bags. Which btw are not coming at the pace they used to. It's like they upped the amount of AP needed to get one.
3. change Cyrodiil topside to 1.6 with minor adjustments and give IC it's own "curse" to lower damage and what not. because of the TTK Cyrodiil is just not that exciting anymore. Not sure what excitement has to do with how long it takes to kill another player. I've been out there, and it doesn't seem that bad with the right gear and build.Maybe a little tougher, but I'm still using VR15 stuff for now.
just a few things i would like and think would make Cyrodiil fun again.
ZOS_BrianWheeler wrote: »Gated access on more campaigns is something we are discussing along with closing campaigns to compress population. We are also talking about removing Alliance restrictions in terms of only allowing players to have 1 alliance tied to campaigns along with the ability to "unassign" yourself. Several of these changes are tied to campaign population and performance issues however, which plan on addressing in incremental patches.
This is what leads to more spies
This is what leads to more spies
This is what leads to more spies
Joy_Division wrote: »I don't think gated access will necessarily fix things.
- Even if you convince ZoS to gate all the campaigns, something they are not going to do because a lot of their customer base rioted over their original intention to do so, this is easily circumvented by guest / group que to jump to a map where access is available and the do not have to fight it.
- How many rage posts you think ZoS if you make it so you can't release in IC when access isn't available (one of the more popular gated suggestions) and put them into a 5 minute loading screen when they get zerged, one-shotted, their skills lock out, or one of the many other fun ways to die?
- Open access isn't necessarily a bad thing because it does allow people to pick fights in the IC. If I go to the Memorial District or the enemy sewers, I am assured of a constant stream of enemy player I can always fight at just about any time. A lot of the PvP that happens in the IC will not happen with gated access, because people wither won't be there (jumped to another server, never got in, were kicked out when died, etc) which defeats the intended purpose of a PvP zone.
What I would do:
- There have always been too many campaigns and too many players. Get rid of the two dead NA campaigns, increase population caps slightly (to preempt que complaints) because with people instanced in the IC it looks like the server can handle it.
- You do not just earn trophies / TV stones from nuking PvE mobs. With every AP you gain, you get a chance for an IC goody. The better an enemy alliance is doing in the campaign, the higher the chance/multiplier for this happening (i.e. it's an underdog balancing mechanism).
- Access to the sewers is always open, but a series of incentives will encourage people to PvP so that they will only want to go to the IC when their faction is doing well: PvP buffs should be much more pronounced in the IC sewers, severing the transit line from home base to sewers (e.g. AD would need a link to either Alessia or Roe) confers a penalty to players in the IC, better drop rate for IC goodies. Note: Bonuses are only active in a contested campaign.
- The IC is not just a place to farm gear. It has PvP objectives.
- Districts have some stationary, some mobile, some randomly appearing objectives that simulate the FPS games that are tried and true. Successful control yields TV stones, trophies, AP, and contributes to Campaign scoring.
- Sewers also have objectives in the form of castle/resource flags to represent control. An alliance that had all of "its" sewers under control would receive a TV stone multiplier and player bonuses fighting anywhere in the IC, An alliance that controlled all of an enemy sewers receives a temporary battle buff and can transit outside the enemy faction's sewers from the IC.
Now we don't have to PvE to gear up, what goes on in the IC actually affects the campaign, players will much rather fight in the IC under the "gated" people keep asking for, and there are reasons to go into the IC after Orsinium is released.
ZOS_BrianWheeler wrote: »We are also talking about removing Alliance restrictions in terms of only allowing players to have 1 alliance tied to campaigns along with the ability to "unassign" yourself.