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 !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
mike.gaziotisb16_ESO wrote: »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.
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 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.
Um, no.
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