Okay so besides extra content (Imperial City) and change's to Cyrodiil (Damage, Shields, Heals) a lot needs to change and needs to be added into PvP.
Firstly Groups/Guilds
1. I would firstly like to suggest that group size should come with Buffs and Consequences. The smaller the group is the more advantage's you get due to your size and the larger the group is the more they are diminished. I would suggest that smaller groups get AP bonus's due to their size in conjunction with how many people they kill. This would promote less zerging. Not only should small groups get bonuses but large groups get severe diminished AP due to their size.
2. Another Suggestion: Group size should effect Ultimate Gain. Again, smaller size groups gains ulti a normal/faster rate and larger group sizes should gain ulti at a normal/slow rate. Some sort of mechanic like the Worm Cult Set (Reduce Magicka costs for up to 12 group members by 5.0%) When wearing the 5 piece but you would have this due to group size!
3. Other bonuses dependant on group size could include increased spell/weapon damage, increased resource gain or even increased maxed resources.
4. AP should be diminished in high density populated. We think AP Tick ranges at resources/keeps. People will purposely leave so they could find could AP gain somewhere else which wuld actively spread out groups from 'farming' the same areas.
Again these will promote less larger groups!
Improved Guild UI/Features.
1. A Setting where you can present what guild you are in i,e mine would present as Chunky-Nurse : K Hole. You would choose a guild you represent which would 'beef up' competition between guilds by representing who you are.
2. When taking a keep/outpost (not resource) the guild is represent in 'scroll pick up' like an announcement (trueflame) K Hole has claimed keep Alessia. Thus representing guilds more. No one has no idea who you are fighting unless you know a person on the opposite faction to tell you so. Keep Claiming is FIRST COME FIRST SERVED and serves no true representation to what people are actively doing on the map. I want to know who I am fighting by name!
3. Some sort of leader-board related rank system for campaigns in representation of guilds.
4. HERES COMES A BIG ONE - GROUP SIZES REDUCED TO ATLEAST 18-20
Cyrodiil Map Mechanics.
1. Something new needs to be added into Cyrodiil. Mechanically. For the map. Something as small as an Imperial Sewers style Boss inside keeps/outposts.
- 3rd Flag
- More Agressive Guards
- Larger Groups of Guards who Patrol inside
- A skill that works against larger numbers than cannot work for epopel with large numbers!
3. The more enemy players at en empty keep has the potential to sound some sort of alarm for more guards to attack/guards to siege.some sort of resistance mechanic..... )why should a small man group and a 24 man group face the same mechanics ? In PvE group sizes come across different situations. 4 Man Vet Dungeons, 12 Man trials....Why should PvP be any different? Why should a 5 man Group be presented with the same mechanics as a 24 man group?
The basic trend of this thread is to enhance Guild Competitiveness and distribute and deter dense areas of players in particular areas. This would stop 'farming' and make PvP more competitive.
Just to add these are not exactly what I want just options to present to the players of Cyrodiil. Please constructively add your thoughts and idea's ! I'm happy for people to punch hole's in idea's why some of these suggestions might not work and potential repercussions of these actions!
Thanks Peeps - Chunky!
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