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[Proposal] Alliance War guild extensions

Legedric
Legedric
✭✭✭✭✭
Hey guys,

although this thread may go the same, unnoticed route to Nirvana as this and that thread before and @ZOS_BrianWheeler being pretty much not reacting to anything on these forums, I will try to make some proposals for ESO Alliance War again.

Today I want to write down some ideas for guild systems in Cyrodiil.

Disclaimer:
- These are only proposals based on my experiences in other games and my individual expectations
- Not everyone will share my opinion or my views
- Keep your "They should fix lag/performance before adding stuff" - I know this is an issue but I doubt they will ever fix it entirely so we may as well wait until hell freezes over

Goals:
- Create more identification for guilds with a single campaign (less campaign hopping)
- Generate a stronger relationship between the player and the (main) guild they are fighting for
- Create a meaning for keep claims

Current situation:
- Guilds have no meaning in ESO Alliance Wars
- Keep claims provide nothing for guilds

Idea #1 - Let players chose a main guild for Cyrodiil and create a guild account for AP
Sounds pretty simple, right?
So what I thought about is adding a system to ESO where every player may choose a main guild (out of his up to 5 general guilds) he wants to fight for.

This main guild will earn every AP you get while fighting in ESO's Alliance War on a guild account, let's call it "Guild Alliance Points" (GAP).
The GAP won't reduce the players AP, they are just "there" so every guild member that's choosing a main guild will contribute to the guild's overall GAP.

Idea #2 - A guild has to choose a home campaign
Just like players do, guilds have to select a home campaign and ONLY AP earned on the guild's home campaign count for the GAP account.
Furthermore, a guild may only claim keeps on their home campaign, nowhere else!

Idea #3 - Introduce a daily GAP tax for keep claims
To create a better identification with your keep, every guild claiming a keep has to pay a daily tax from their GAP account to hold the claim for the specific keep. If the GAP account gets down to zero, the guild looses the claim and the keep will get "unclaimed" and downgraded to its base level again.

Idea #4 - Add special merchants to claimed keeps
To benefit from claiming a keep and paying GAP taxes, the keep has to offer something for the guild claiming and paying for it, right?
- A special siege vendor will offer the usual stuff at a 20% discount
- Elite PvP vendors will get moved to claimed keeps only! Yes, I want the players to buy the elite AP stuff only inside claimed keeps
- The claiming guild, will earn 5% of the AP players spend on gear inside their claimed keeps

Idea #5 - Implement an alert system to keep guards
Dark Age of Camelot (DAoC) had it already in 2001.
As soon as a keep guard of a claimed keep dies (attacking it is not enough!) it will send a message to the guild chat like this:
Scouts spotted XXXXXattacking keep Warden.

XXXXX is an indicator of the attacker's strength - some examples:
"someone" (1-4 players)
"a serious threat" (5-12 players)
"a large group" (13-24 players)
"a strong army" (25+ players)

So I want to keep this kinda vague and not too obvious so they shouldn't give out exact numbers.

This way a guild is able to organize defenses to defend the keep they paid for and probably want to keep.
You want to stealth attack a keep? Tank the guards, don't kill them until you want it!

Idea #6 - Keep upgrade system
A guild will be able to upgrade their claimed keep in 3 levels (well, 4 if you count the base level) by spending their GAP

Base level:
- GAP upgrade costs: none
- GAP tax is on its lowest base level
- The guild's name will be displayed as a "title" on every guard (so below the guard's name)

Level 1:
- GAP upgrade costs: low
- GAP tax increases by 25% from base level
- Guards, walls and doors get 10% more HP
- Guard alert system active (alerts delayed by 1 minute)
- Siege vendor discount active
- Elite PvP gear vendor active

Level 2:
- GAP upgrade costs: moderate
- GAP tax increases by 25% from level 1
- Guard alert system without delay
- Guards of the surrounding resources get linked to the alert system
- Elite PvP gear vendor sales providing a 5% tax for the claiming guild

Level 3:
- GAP upgrade costs: high
- GAP tax increases by 25% from level 2
- Add a "Keep Lord"* to the base flag of the keep

* Keep Lords will be tough guards using special abilities to defend the keep. The overall toughness of these keep lords will be on a similar level as Imperial City sewer bosses are (with reduced damage!). They will reset as soon as they get dragged out of the flag room (so no dragging them and ninja-capture).
So they will pump out some moderate damage (50% as high as the sewer bosses should be ok) and have a decent amount of HP. Make sure to bring a tank and some heal if you want to capture a level 3 keep - no, a 2 man group with oil and some siege may not be enough.

##########################################################

Ok that's it for now.

I expect not everyone to agree to these ideas and keep in mind: That's only what I thought of may be fun, rewarding and may add some actual guild play to Alliance War in ESO.
All numbers and the mechanics behind the Keep Upgrade System are only examples of course, so keep that in mind while you pepare your flames.

Many of these ideas are not new, I didn't reinvent the wheel doing this and neither should ZOS.
Many of the described mechanics are already known from games like Dark Age of Camelot or Warhammer Online, which were developed by Mythic Entertainment (in various company compositions) and we all know, at least @ZOS_MattFiror, @ZOS_KaiSchober and probably some others I am not quite familar with, already worked for these projects, too.

So it's nothing new and some people at ZOS already know how theses systems work out and provide fun, guild play and some diversity to an Alliance War system.

Best regards,

Legedric
Legedric the Flamedancer ► - Redguard Dragon Knight
Legedric the Stormdancer ► - Altmer Sorcerer
Legedric the Sundancer ► - Altmer Templar

EU | DRUCKWELLE - Retter des Kaiserreiches
  • Etaniel
    Etaniel
    ✭✭✭✭✭
    ✭✭
    Legedric wrote: »
    Hey guys,

    although this thread may go the same, unnoticed route to Nirvana as this and that thread before and @ZOS_BrianWheeler being pretty much not reacting to anything on these forums, I will try to make some proposals for ESO Alliance War again.

    Today I want to write down some ideas for guild systems in Cyrodiil.

    Disclaimer:
    - These are only proposals based on my experiences in other games and my individual expectations
    - Not everyone will share my opinion or my views
    - Keep your "They should fix lag/performance before adding stuff" - I know this is an issue but I doubt they will ever fix it entirely so we may as well wait until hell freezes over

    Goals:
    - Create more identification for guilds with a single campaign (less campaign hopping)
    - Generate a stronger relationship between the player and the (main) guild they are fighting for
    - Create a meaning for keep claims

    Current situation:
    - Guilds have no meaning in ESO Alliance Wars
    - Keep claims provide nothing for guilds

    Idea #1 - Let players chose a main guild for Cyrodiil and create a guild account for AP
    Sounds pretty simple, right?
    So what I thought about is adding a system to ESO where every player may choose a main guild (out of his up to 5 general guilds) he wants to fight for.

    This main guild will earn every AP you get while fighting in ESO's Alliance War on a guild account, let's call it "Guild Alliance Points" (GAP).
    The GAP won't reduce the players AP, they are just "there" so every guild member that's choosing a main guild will contribute to the guild's overall GAP.

    Idea #2 - A guild has to choose a home campaign
    Just like players do, guilds have to select a home campaign and ONLY AP earned on the guild's home campaign count for the GAP account.
    Furthermore, a guild may only claim keeps on their home campaign, nowhere else!

    Idea #3 - Introduce a daily GAP tax for keep claims
    To create a better identification with your keep, every guild claiming a keep has to pay a daily tax from their GAP account to hold the claim for the specific keep. If the GAP account gets down to zero, the guild looses the claim and the keep will get "unclaimed" and downgraded to its base level again.

    Idea #4 - Add special merchants to claimed keeps
    To benefit from claiming a keep and paying GAP taxes, the keep has to offer something for the guild claiming and paying for it, right?
    - A special siege vendor will offer the usual stuff at a 20% discount
    - Elite PvP vendors will get moved to claimed keeps only! Yes, I want the players to buy the elite AP stuff only inside claimed keeps
    - The claiming guild, will earn 5% of the AP players spend on gear inside their claimed keeps

    Idea #5 - Implement an alert system to keep guards
    Dark Age of Camelot (DAoC) had it already in 2001.
    As soon as a keep guard of a claimed keep dies (attacking it is not enough!) it will send a message to the guild chat like this:
    Scouts spotted XXXXXattacking keep Warden.

    XXXXX is an indicator of the attacker's strength - some examples:
    "someone" (1-4 players)
    "a serious threat" (5-12 players)
    "a large group" (13-24 players)
    "a strong army" (25+ players)

    So I want to keep this kinda vague and not too obvious so they shouldn't give out exact numbers.

    This way a guild is able to organize defenses to defend the keep they paid for and probably want to keep.
    You want to stealth attack a keep? Tank the guards, don't kill them until you want it!

    Idea #6 - Keep upgrade system
    A guild will be able to upgrade their claimed keep in 3 levels (well, 4 if you count the base level) by spending their GAP

    Base level:
    - GAP upgrade costs: none
    - GAP tax is on its lowest base level
    - The guild's name will be displayed as a "title" on every guard (so below the guard's name)

    Level 1:
    - GAP upgrade costs: low
    - GAP tax increases by 25% from base level
    - Guards, walls and doors get 10% more HP
    - Guard alert system active (alerts delayed by 1 minute)
    - Siege vendor discount active
    - Elite PvP gear vendor active

    Level 2:
    - GAP upgrade costs: moderate
    - GAP tax increases by 25% from level 1
    - Guard alert system without delay
    - Guards of the surrounding resources get linked to the alert system
    - Elite PvP gear vendor sales providing a 5% tax for the claiming guild

    Level 3:
    - GAP upgrade costs: high
    - GAP tax increases by 25% from level 2
    - Add a "Keep Lord"* to the base flag of the keep

    * Keep Lords will be tough guards using special abilities to defend the keep. The overall toughness of these keep lords will be on a similar level as Imperial City sewer bosses are (with reduced damage!). They will reset as soon as they get dragged out of the flag room (so no dragging them and ninja-capture).
    So they will pump out some moderate damage (50% as high as the sewer bosses should be ok) and have a decent amount of HP. Make sure to bring a tank and some heal if you want to capture a level 3 keep - no, a 2 man group with oil and some siege may not be enough.

    ##########################################################

    Ok that's it for now.

    I expect not everyone to agree to these ideas and keep in mind: That's only what I thought of may be fun, rewarding and may add some actual guild play to Alliance War in ESO.
    All numbers and the mechanics behind the Keep Upgrade System are only examples of course, so keep that in mind while you pepare your flames.

    Many of these ideas are not new, I didn't reinvent the wheel doing this and neither should ZOS.
    Many of the described mechanics are already known from games like Dark Age of Camelot or Warhammer Online, which were developed by Mythic Entertainment (in various company compositions) and we all know, at least @ZOS_MattFiror, @ZOS_KaiSchober and probably some others I am not quite familar with, already worked for these projects, too.

    So it's nothing new and some people at ZOS already know how theses systems work out and provide fun, guild play and some diversity to an Alliance War system.

    Best regards,

    Legedric
    I always thought keep claiming ni this game was useless, this would be a good way to change that. Also add guild banners to the keep, not just tabards !

    And yes this would make keeps an actual challenge if you add a lord to them. I like the ideas (I played DAoC as well)
    Noricum | Kitesquad

    Youtube

    AR 41 DC DK

  • IxSTALKERxI
    IxSTALKERxI
    ✭✭✭✭✭
    ✭✭
    Great Ideas! Great post. Would be nice to have systems like this in place to give more guild pride and greater incentives to defend keeps. :)
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • Ishammael
    Ishammael
    ✭✭✭✭✭
    ✭✭
    Sounds good to me.
  • Maulkin
    Maulkin
    ✭✭✭✭✭
    ✭✭✭
    I really really like the base of these ideas :)

    One problem I have is with the guild alert system. Tanking the 3 roaming guards (or making them chase and resetting them) while the rest of the guild attacks the keep is dead easy. You could still do it with 4 people and bring the keep to 50% before any alerts go out (1 person tanks the guards, 3 people x 3-4 stone trebs each = 10+ sieges and the keep is flagged in just over a minute without the guild receiving any alerts, easy).

    You want people to invest in those upgrades so you don't want the alert system to be so easy to bypass. I would recommend instead that you receive updates when the wall health drops below certain point...
    • Level 1: 70%
    • Level 2: 80%
    • Level 3: 90%

    ... or so something along those lines, the values can be adjusted. Like the current add-ons it would then tell you "Alessia under siege by X Ebonheart sieges". That obviously is only visible by the guild and if they don't act on it, it's wasted.

    Another suggestion would be for the the upgrades to increase the damage of friendly siege within the keep radius. Say by 5%, 7.5%, 10% respectively. Thus making it easier to ward off intruders.
    Edited by Maulkin on October 16, 2015 12:59PM
    EU | PC | AD
  • _Chaos
    _Chaos
    ✭✭✭✭✭
    so much awesome in one thread, wheres a /lurk from @ZOS_BrianWheeler when you need one.

    PS. Towns controlled by guilds that give certain bonuses as well
    'Chaos
  • Pazz_
    Pazz_
    ✭✭✭
    Awesome post!

    Love this idea!

    Would be so good to have this implemented into the game!
  • Legedric
    Legedric
    ✭✭✭✭✭
    I really really like the base of these ideas :)

    One problem I have is with the guild alert system. Tanking the 3 roaming guards (or making them chase and resetting them) while the rest of the guild attacks the keep is dead easy. You could still do it with 4 people and bring the keep to 50% before any alerts go out (1 person tanks the guards, 3 people x 3-4 stone trebs each = 10+ sieges and the keep is flagged in just over a minute without the guild receiving any alerts, easy).

    You want people to invest in those upgrades so you don't want the alert system to be so easy to bypass. I would recommend instead that you receive updates when the wall health drops below certain point...
    • Level 1: 70%
    • Level 2: 80%
    • Level 3: 90%

    ... or so something along those lines, the values can be adjusted. Like the current add-ons it would then tell you "Alessia under siege by X Ebonheart sieges". That obviously is only visible by the guild and if they don't act on it, it's wasted.

    Another suggestion would be for the the upgrades to increase the damage of friendly siege within the keep radius. Say by 5%, 7.5%, 10% respectively. Thus making it easier to ward off intruders.

    Yep, sounds great, too.

    Let's hope at least anyone of the devs or @ZOS_GinaBruno and @ZOS_JessicaFolsom are /lurking here...
    Legedric the Flamedancer ► - Redguard Dragon Knight
    Legedric the Stormdancer ► - Altmer Sorcerer
    Legedric the Sundancer ► - Altmer Templar

    EU | DRUCKWELLE - Retter des Kaiserreiches
  • Keiryan
    Keiryan
    ✭✭✭
    I also hope someone takes note of this..

    I think it would be nice to see Keeps become upgraded and harder to take.. making the siege last longer then 5 minutes so taking one actually becomes worth-while again. Maybe even using all of the open land in Cyrodiil to add roaming World Bosses that gave benefits to those areas or factions. One thing I think would be interesting (and most people will disagree but whatever) is to close down instant travel .. maybe even just outside of your first 3 home keeps.. and then actually introducing supply lines. Controlling different objectives would make it quicker for you to travel along those lines and then it would set up more interesting fights. You could have multiple lines between keeps just so it wasn't super obvious. Another interesting thing on that note would be to make horse travel faster on actual roads. All those ideas would make anti-cavalry caltrops actually useful.
    Keiryan / Yuluka / Keir Jong-Un
    Glorious Leader of North DC and The K-Hole
  • Medivh50
    Medivh50
    ✭✭✭
    This would be great! Keep responding to the thread to keep it at the top.
    Stam Sorc ~ Ride Simpletree
    Pet Sorc ~ Scrupulous Simpletree
    Mag Warden ~ Sinister Simpletree
    Necro ~ Mystic Simpletree

    "I used to be an adventurer like you. Then I took an arrow in the knee."
    —Every single guard, everywhere.
  • _Chaos
    _Chaos
    ✭✭✭✭✭
    Medivh50 wrote: »
    This would be great! Keep responding to the thread to keep it at the top.

    Didn't you know it's a bannable offense to simply bump a thread in these forums.



    Bump
    'Chaos
  • Asmael
    Asmael
    ✭✭✭✭✭
    ✭✭
    I was thinking of adding banners floating above keeps with the guild's colors, but that's even better...

    /signed
    PC EU - Zahraji of the Void, aka "Kitty", the fluffiest salmon genocider in town.
    Poke @AsmaeI (last letter is uppercase "i") on PC EU or Asmael#9325 on Discord and receive a meow today.
  • Medivh50
    Medivh50
    ✭✭✭
    The road idea is something that I really liked in WoW. I wish this mechanic was implemented in other MMOs. Especially, ones with this kind of zerging pvp style.
    Stam Sorc ~ Ride Simpletree
    Pet Sorc ~ Scrupulous Simpletree
    Mag Warden ~ Sinister Simpletree
    Necro ~ Mystic Simpletree

    "I used to be an adventurer like you. Then I took an arrow in the knee."
    —Every single guard, everywhere.
  • apostate9
    apostate9
    ✭✭✭✭✭
    Legedric wrote: »
    Hey guys,

    although this thread may go the same, unnoticed route to Nirvana as this and that thread before and @ZOS_BrianWheeler being pretty much not reacting to anything on these forums, I will try to make some proposals for ESO Alliance War again.

    Today I want to write down some ideas for guild systems in Cyrodiil.

    Disclaimer:
    - These are only proposals based on my experiences in other games and my individual expectations
    - Not everyone will share my opinion or my views
    - Keep your "They should fix lag/performance before adding stuff" - I know this is an issue but I doubt they will ever fix it entirely so we may as well wait until hell freezes over

    Goals:
    - Create more identification for guilds with a single campaign (less campaign hopping)
    - Generate a stronger relationship between the player and the (main) guild they are fighting for
    - Create a meaning for keep claims

    Current situation:
    - Guilds have no meaning in ESO Alliance Wars
    - Keep claims provide nothing for guilds

    Idea #1 - Let players chose a main guild for Cyrodiil and create a guild account for AP
    Sounds pretty simple, right?
    So what I thought about is adding a system to ESO where every player may choose a main guild (out of his up to 5 general guilds) he wants to fight for.

    This main guild will earn every AP you get while fighting in ESO's Alliance War on a guild account, let's call it "Guild Alliance Points" (GAP).
    The GAP won't reduce the players AP, they are just "there" so every guild member that's choosing a main guild will contribute to the guild's overall GAP.

    Idea #2 - A guild has to choose a home campaign
    Just like players do, guilds have to select a home campaign and ONLY AP earned on the guild's home campaign count for the GAP account.
    Furthermore, a guild may only claim keeps on their home campaign, nowhere else!

    Idea #3 - Introduce a daily GAP tax for keep claims
    To create a better identification with your keep, every guild claiming a keep has to pay a daily tax from their GAP account to hold the claim for the specific keep. If the GAP account gets down to zero, the guild looses the claim and the keep will get "unclaimed" and downgraded to its base level again.

    Idea #4 - Add special merchants to claimed keeps
    To benefit from claiming a keep and paying GAP taxes, the keep has to offer something for the guild claiming and paying for it, right?
    - A special siege vendor will offer the usual stuff at a 20% discount
    - Elite PvP vendors will get moved to claimed keeps only! Yes, I want the players to buy the elite AP stuff only inside claimed keeps
    - The claiming guild, will earn 5% of the AP players spend on gear inside their claimed keeps

    Idea #5 - Implement an alert system to keep guards
    Dark Age of Camelot (DAoC) had it already in 2001.
    As soon as a keep guard of a claimed keep dies (attacking it is not enough!) it will send a message to the guild chat like this:
    Scouts spotted XXXXXattacking keep Warden.

    XXXXX is an indicator of the attacker's strength - some examples:
    "someone" (1-4 players)
    "a serious threat" (5-12 players)
    "a large group" (13-24 players)
    "a strong army" (25+ players)

    So I want to keep this kinda vague and not too obvious so they shouldn't give out exact numbers.

    This way a guild is able to organize defenses to defend the keep they paid for and probably want to keep.
    You want to stealth attack a keep? Tank the guards, don't kill them until you want it!

    Idea #6 - Keep upgrade system
    A guild will be able to upgrade their claimed keep in 3 levels (well, 4 if you count the base level) by spending their GAP

    Base level:
    - GAP upgrade costs: none
    - GAP tax is on its lowest base level
    - The guild's name will be displayed as a "title" on every guard (so below the guard's name)

    Level 1:
    - GAP upgrade costs: low
    - GAP tax increases by 25% from base level
    - Guards, walls and doors get 10% more HP
    - Guard alert system active (alerts delayed by 1 minute)
    - Siege vendor discount active
    - Elite PvP gear vendor active

    Level 2:
    - GAP upgrade costs: moderate
    - GAP tax increases by 25% from level 1
    - Guard alert system without delay
    - Guards of the surrounding resources get linked to the alert system
    - Elite PvP gear vendor sales providing a 5% tax for the claiming guild

    Level 3:
    - GAP upgrade costs: high
    - GAP tax increases by 25% from level 2
    - Add a "Keep Lord"* to the base flag of the keep

    * Keep Lords will be tough guards using special abilities to defend the keep. The overall toughness of these keep lords will be on a similar level as Imperial City sewer bosses are (with reduced damage!). They will reset as soon as they get dragged out of the flag room (so no dragging them and ninja-capture).
    So they will pump out some moderate damage (50% as high as the sewer bosses should be ok) and have a decent amount of HP. Make sure to bring a tank and some heal if you want to capture a level 3 keep - no, a 2 man group with oil and some siege may not be enough.

    ##########################################################

    Ok that's it for now.

    I expect not everyone to agree to these ideas and keep in mind: That's only what I thought of may be fun, rewarding and may add some actual guild play to Alliance War in ESO.
    All numbers and the mechanics behind the Keep Upgrade System are only examples of course, so keep that in mind while you pepare your flames.

    Many of these ideas are not new, I didn't reinvent the wheel doing this and neither should ZOS.
    Many of the described mechanics are already known from games like Dark Age of Camelot or Warhammer Online, which were developed by Mythic Entertainment (in various company compositions) and we all know, at least @ZOS_MattFiror, @ZOS_KaiSchober and probably some others I am not quite familar with, already worked for these projects, too.

    So it's nothing new and some people at ZOS already know how theses systems work out and provide fun, guild play and some diversity to an Alliance War system.

    Best regards,

    Legedric

    I like it.
  • Medivh50
    Medivh50
    ✭✭✭
    I must admit, after reading this post and then going into Cyrodiil; it seems really dead and void of life. With a PvP area as big as Cyrodiil there needs to more things to do in it. Like previous poster said, mini bosses, upgrade-able areas, etc. Rift, which is another MMO, had a real cool mechanic that made zone areas fun to be in while traveling. Kind of like the Dolmen in the game but they can have some affect on the area, keep, zone, players. This could bring PVE player into the fold and make them feel like they are helping out their alliance without having to get involved in too much pvp.

    PvP in ESO is the main draw. I feel pvp is pretty good but there are things that they can improve upon. This is one of those areas. Another, even before adding these ideas, is to fix the lag, frame rate issues. GW2 has zerging just like ESO and they do not have issues.
    Stam Sorc ~ Ride Simpletree
    Pet Sorc ~ Scrupulous Simpletree
    Mag Warden ~ Sinister Simpletree
    Necro ~ Mystic Simpletree

    "I used to be an adventurer like you. Then I took an arrow in the knee."
    —Every single guard, everywhere.
  • Legedric
    Legedric
    ✭✭✭✭✭
    Sorry but no!

    We don't need more PvE in Cyrodiil, we need meaningful PvP objectives, rewards for PvP (there are NONE right now after IC DLC) and not some other PvE boss, delve, dolmen or whatever that contributes nothing to PvP but crowd the queues and generate whining and rage of PvE players that get torn apart by PvP players/gankers while they try to do their stuff in our loved PvP environment.

    We already have enough of that right now, even too much if you ask me with IC bein a huge PvE zone with PvP enabled.


    I already made another thread
    about rewards and especially gear progression in PvP, go give it a read and if ZOS would implement something like this, it would most likely lead to more people doing PvP because they finally get rewarded for the gameplay style they love and not for being forced into mind numbing and repetative PvE grinding.
    Legedric the Flamedancer ► - Redguard Dragon Knight
    Legedric the Stormdancer ► - Altmer Sorcerer
    Legedric the Sundancer ► - Altmer Templar

    EU | DRUCKWELLE - Retter des Kaiserreiches
  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    Nice ideas. We definitely need something in PvP because IC didnt bring anything to the world PvP.
    Because I can!
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    I like it. The warning system from resources sounds redundant though, since resources already act as a warning system if someone is dumb enough to take them before sieging the keep. I would also make it based off wall health as someone suggested rather than guards.
  • Maidenname
    Maidenname
    ✭✭✭
    I like OP thread and ideas as well. I wonder how difficult it is for ZOS to implement Guild Tag on players. The whole idea is One Guild Loyalty and that brings to a One Alliance Loyalty as well. If a tabard matters as much to display that Guild's success in capturing keep, having a Guild tag makes and create the sense of pride roaming in Tamriel cities and towns and Cyrodiil as well. Most players may not recognizes well known players but they will sure noticed a famous Guild name when the player has that tag on him. Isn't this system available in many other MMO games as well?
    He who knows others is intelligent; he who understands himself is enlightened;
    He who is able to conquer others has force, but he who is able to control himself is mighty.

    *** Beta player
  • Sotha_Sil
    Sotha_Sil
    ✭✭✭✭✭
    Great ideas. And really doable.
    Edited by Sotha_Sil on October 20, 2015 1:35PM
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • Maidenname
    Maidenname
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    Keiryan wrote: »
    I also hope someone takes note of this..

    I think it would be nice to see Keeps become upgraded and harder to take.. making the siege last longer then 5 minutes so taking one actually becomes worth-while again. Maybe even using all of the open land in Cyrodiil to add roaming World Bosses that gave benefits to those areas or factions. One thing I think would be interesting (and most people will disagree but whatever) is to close down instant travel .. maybe even just outside of your first 3 home keeps.. and then actually introducing supply lines. Controlling different objectives would make it quicker for you to travel along those lines and then it would set up more interesting fights. You could have multiple lines between keeps just so it wasn't super obvious. Another interesting thing on that note would be to make horse travel faster on actual roads. All those ideas would make anti-cavalry caltrops actually useful.

    I somehow skipped this but...this is AWESOME idea.... Like it! Like. It! Banner boss that even drop Coldharbor ballista. Make it spawn near keeps...makes taking keeps or defending a bonus or a double jeopardy!
    He who knows others is intelligent; he who understands himself is enlightened;
    He who is able to conquer others has force, but he who is able to control himself is mighty.

    *** Beta player
  • Keiryan
    Keiryan
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    I'm going to keep posting ideas in hopes that someone takes note of this. Hopefully the devs do work on a DLC that is in its entirety a PvP DLC. Most of the hardcore PvPers (myself included) have played this game since launch and want it to continue to do well. I think ZoS probably takes for granted that there is little else around for game choices right now, cause if there was anything better, most PvPers would have bounced by now. At least do us a solid and start to show your appreciation by doing a Cyrodiil Overhaul and give us a new and exciting take on the same map we've been rolling over the past year and a half. PvP systems have gone completely overlooked.. the best example is the fact that once a character obtains Alliance Rank 50 he no longers gains AP. There is literally, no point to PvP once you reach 50. That alone is an issue that needs to be addressed and speaks wildly about how ZoS has forgotten that PvPers actually play here. Someone @name whoever needs to be named to get these posts read.
    Keiryan / Yuluka / Keir Jong-Un
    Glorious Leader of North DC and The K-Hole
  • MaximillianDiE
    MaximillianDiE
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    Fabulous idea. I too played DAOC (and Warhammer) and this would breathe new life into pvp.

    As a primarily and pretty much exclusive pvper I would also like to suggest two further things:

    1. Extend the Alliance War skills past level 10 or add the passives from Undaunted into it so those of us who don't pve don't have to grind the tedious pve dailies for what are some pretty essential passives; and

    2. Let us buy the monster gear for AP. It can be a million a piece - I really don't care but don't force pvp'rs to pve. That way we can grind AP and the carebears can continue to grind dungeons.
    Maximillian Die Caesar - DC - [K-Hole] Retired
    Maximillian AD [[DiE]
    Retired
  • Cogo
    Cogo
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    Um, no.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Legedric
    Legedric
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    Cogo wrote: »
    Um, no.

    Most valuable posting ever in this thread...

    Any chance you'd share your thoughts about the "why"?
    Legedric the Flamedancer ► - Redguard Dragon Knight
    Legedric the Stormdancer ► - Altmer Sorcerer
    Legedric the Sundancer ► - Altmer Templar

    EU | DRUCKWELLE - Retter des Kaiserreiches
  • Legedric
    Legedric
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    Well, I think I will give up on making proposals like this... ZOS doesn't even bother reacting to any of the many constructive proposals many of us create within this area of the forums these days.

    Let's hope they do at least work on "something"... not only new crafting styles for AP...
    Edited by Legedric on November 2, 2015 2:57PM
    Legedric the Flamedancer ► - Redguard Dragon Knight
    Legedric the Stormdancer ► - Altmer Sorcerer
    Legedric the Sundancer ► - Altmer Templar

    EU | DRUCKWELLE - Retter des Kaiserreiches
  • Vivecc
    Vivecc
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    nice ideas - but.......
    do you ever thought about the "time needed to overtake a keep"?
    - they can just flip in less than 5 mins from being under siege to the flip.

    therefore to make any good use of your proposals there should be Kind of a timer,
    e.g. "AD will lay siege to brk in 2h" that would give the guild possessing brk time to react and muster a defence

    in addition i would like to see more diffrent objectives to fight about...small villages, guardtowers, woodcuttercamps, or better make the bridges and milegates REAL strategic bottlenecks to be flagged and with gates that can be installed and closed by the controlling alliance.and had to be rammed down /sieged to grant acces for others - or sabotaged

    enjoy
    pc/eu
  • Lord-Stien
    Lord-Stien
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    Legedric wrote: »
    Hey guys,

    although this thread may go the same, unnoticed route to Nirvana as this and that thread before and @ZOS_BrianWheeler being pretty much not reacting to anything on these forums, I will try to make some proposals for ESO Alliance War again.

    Today I want to write down some ideas for guild systems in Cyrodiil.

    Disclaimer:
    - These are only proposals based on my experiences in other games and my individual expectations
    - Not everyone will share my opinion or my views
    - Keep your "They should fix lag/performance before adding stuff" - I know this is an issue but I doubt they will ever fix it entirely so we may as well wait until hell freezes over

    Goals:
    - Create more identification for guilds with a single campaign (less campaign hopping)
    - Generate a stronger relationship between the player and the (main) guild they are fighting for
    - Create a meaning for keep claims

    Current situation:
    - Guilds have no meaning in ESO Alliance Wars
    - Keep claims provide nothing for guilds

    Idea #1 - Let players chose a main guild for Cyrodiil and create a guild account for AP
    Sounds pretty simple, right?
    So what I thought about is adding a system to ESO where every player may choose a main guild (out of his up to 5 general guilds) he wants to fight for.

    This main guild will earn every AP you get while fighting in ESO's Alliance War on a guild account, let's call it "Guild Alliance Points" (GAP).
    The GAP won't reduce the players AP, they are just "there" so every guild member that's choosing a main guild will contribute to the guild's overall GAP.

    Idea #2 - A guild has to choose a home campaign
    Just like players do, guilds have to select a home campaign and ONLY AP earned on the guild's home campaign count for the GAP account.
    Furthermore, a guild may only claim keeps on their home campaign, nowhere else!

    Idea #3 - Introduce a daily GAP tax for keep claims
    To create a better identification with your keep, every guild claiming a keep has to pay a daily tax from their GAP account to hold the claim for the specific keep. If the GAP account gets down to zero, the guild looses the claim and the keep will get "unclaimed" and downgraded to its base level again.

    Idea #4 - Add special merchants to claimed keeps
    To benefit from claiming a keep and paying GAP taxes, the keep has to offer something for the guild claiming and paying for it, right?
    - A special siege vendor will offer the usual stuff at a 20% discount
    - Elite PvP vendors will get moved to claimed keeps only! Yes, I want the players to buy the elite AP stuff only inside claimed keeps
    - The claiming guild, will earn 5% of the AP players spend on gear inside their claimed keeps

    Idea #5 - Implement an alert system to keep guards
    Dark Age of Camelot (DAoC) had it already in 2001.
    As soon as a keep guard of a claimed keep dies (attacking it is not enough!) it will send a message to the guild chat like this:
    Scouts spotted XXXXXattacking keep Warden.

    XXXXX is an indicator of the attacker's strength - some examples:
    "someone" (1-4 players)
    "a serious threat" (5-12 players)
    "a large group" (13-24 players)
    "a strong army" (25+ players)

    So I want to keep this kinda vague and not too obvious so they shouldn't give out exact numbers.

    This way a guild is able to organize defenses to defend the keep they paid for and probably want to keep.
    You want to stealth attack a keep? Tank the guards, don't kill them until you want it!

    Idea #6 - Keep upgrade system
    A guild will be able to upgrade their claimed keep in 3 levels (well, 4 if you count the base level) by spending their GAP

    Base level:
    - GAP upgrade costs: none
    - GAP tax is on its lowest base level
    - The guild's name will be displayed as a "title" on every guard (so below the guard's name)

    Level 1:
    - GAP upgrade costs: low
    - GAP tax increases by 25% from base level
    - Guards, walls and doors get 10% more HP
    - Guard alert system active (alerts delayed by 1 minute)
    - Siege vendor discount active
    - Elite PvP gear vendor active

    Level 2:
    - GAP upgrade costs: moderate
    - GAP tax increases by 25% from level 1
    - Guard alert system without delay
    - Guards of the surrounding resources get linked to the alert system
    - Elite PvP gear vendor sales providing a 5% tax for the claiming guild

    Level 3:
    - GAP upgrade costs: high
    - GAP tax increases by 25% from level 2
    - Add a "Keep Lord"* to the base flag of the keep

    * Keep Lords will be tough guards using special abilities to defend the keep. The overall toughness of these keep lords will be on a similar level as Imperial City sewer bosses are (with reduced damage!). They will reset as soon as they get dragged out of the flag room (so no dragging them and ninja-capture).
    So they will pump out some moderate damage (50% as high as the sewer bosses should be ok) and have a decent amount of HP. Make sure to bring a tank and some heal if you want to capture a level 3 keep - no, a 2 man group with oil and some siege may not be enough.

    ##########################################################

    Ok that's it for now.

    I expect not everyone to agree to these ideas and keep in mind: That's only what I thought of may be fun, rewarding and may add some actual guild play to Alliance War in ESO.
    All numbers and the mechanics behind the Keep Upgrade System are only examples of course, so keep that in mind while you pepare your flames.

    Many of these ideas are not new, I didn't reinvent the wheel doing this and neither should ZOS.
    Many of the described mechanics are already known from games like Dark Age of Camelot or Warhammer Online, which were developed by Mythic Entertainment (in various company compositions) and we all know, at least @ZOS_MattFiror, @ZOS_KaiSchober and probably some others I am not quite familar with, already worked for these projects, too.

    So it's nothing new and some people at ZOS already know how theses systems work out and provide fun, guild play and some diversity to an Alliance War system.

    Best regards,

    Legedric


    ummmm hells the the yes ?

    Sometimes the real enemy are the one who moderate it.

    BannHammer

    PVP Officer

    Alliance Cord

    When in doubt, frag out

    Heart of Daggerfall-=Iron Legion=- Founding Member



    The one and only LordSteindeath
  • Armitas
    Armitas
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    ✭✭✭✭
    That would be exciting.
    Retired.
    Nord mDK
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