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Armchair PVP Developer

Dyride
Dyride
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@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @Wrobel @ZOS_BrianWheeler

Apologies in advance when if this gets out of hand, but I wanted to segregate highlight the PVP community's requests for Armchair Developer time from the other PVE and immersion-related suggestions.

Suggestions for Cyrodiil:
  • Incentivize spreading out populations thru the quest structure for capture resources/keeps and scouting missions. This could mean having another quest giver that gives timed quests to reach and capture objectives but that encourages focus towards less obvious objectives.
  • Incentives for visiting landmarks and points of interest to encourage fighting away from keeps.
  • Removing AOE caps. Or at least a technical explanation of why large groups shouldn't receive FULL damage.

PVP objectives in Imperial City.
  1. Make each districts have a waypoint for each faction so that if your waypoint is captured, you have to respawn in your sewers then zone back in. Possibly make it so only one waypoint can be captured in a district at a time so at least 2 factions are respawning simultaneously.
  2. A PVE combat indicator in Imperial City which gives a disadvantage to larger groups. I've suggested this before, but it would work similar to the "crossed swords" but indicate PVE activity for groups larger than 3 people. Size of the group would effect how specific the indicator is, for a group of 4-6 only have two Districts light up after you are killing mobs there. For groups 6-12, identify the actual district they have recently been fighting in. For groups 12+, identify the rough quadrant they were fighting soon after combat.

Basic Combat changes:
  • Mount while in combat but start with low stamina. Because healers are people too (See following video from 0:24 til 2 min mark).
https://www.youtube.com/watch?v=p4fgeBKRTb8&feature=youtu.be&t=24s


V Є H Є M Є И C Є
    Ḍ̼̭͔yride

    Revenge of the Bear

    ØMNI
    Solongandthanksforallthef
    Revenge of the Hist
    Revenge of the Deer


    Remember the Great Burn of of the Blackwater War!


    #FreeArgonia
    • KenaPKK
      KenaPKK
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      I have to disagree with your suggestions for PvE combat indicators in IC. While I do believe that these should have been implemented forever ago, your suggestions for indicators would be too vague. If IC PvP were revitalized, many or all of the districts would be lit up most or all of the time, not really giving us any useful information. Just add a gray sword to the crossed sword symbols when PvE combat is happening, or put the single faction's sword on the map or something in my opinion. Adding special icons for combat versus a world boss, flag boss, or Molag Bal would be great too. I suspect that putting the symbol right on the location of PvE combat won't matter because either the combat will be large and long-lasting enough that people seeking it will just see the big fight anyway, or the combat will be short lived enough that the players engaged in combat will move on quickly, leaving those seeking them to hunt them down anyway.

      Oh, and make the flag bosses actual threats to groups. :lol:

      Also, add capturable objectives to both the districts and sewers pleeeeease ZoS. Just adding objectives to the districts will leave the sewers deserted, and just adding objectives to the sewers will relegate the districts to fast travel lanes from one area of the sewers to those farther away -- i.e. people would just pass through as quickly as they could without interacting with anything up top.

      Otherwise I completely 100% agree with these suggestions. ZoS needs to do this. Great post overall.

      As a last note, I believe it is important to highlight how significant the rewards for doing quests or visiting points of interest in Cyrodiil need to be to attract PvPers' attention. The objective quests that we already have went completely ignored even before AP from kills was increased -- these quests basically don't exist anymore with the current 250 and 750 AP rewards. These need to be reworked so that large portions of players in the faction get the same quest, so that the enemy factions know what objectives are targeted by enemies' quests BEFORE combat even starts over the objectives, and so that the rewards exceed 2k AP on completion and give an AP or stat buff for a half hour or so after completing the quest.

      As for healers and their mount problems......I didn't even know templars were allowed to have horses. :no_mouth:

      Those are my opinions. Great ideas, Dyride. Thanks for this post!

      #FinishIC
      #ThereArePvPquests?
      #HealerLivesMatter
      Edited by KenaPKK on March 20, 2016 8:06PM
      Kena
      Former Class Rep
      Former Legend GM
      Beta player
    • Dyride
      Dyride
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      @KenaPKK Yeah you have a point about the PVE indicators, and this feature could be difficult to implement.

      The "Armchair Developer" thread appears to be for having the discussion of what features are desired and what are the difficulties involved.

      E.G. We know ZOS can't implement capes because they explained how the engine can't handle it fluidly. That doesn't stop people from continuing to ask.

      The PVP community has made several simple requests in the past and deserves that same sort of communication.
      V Є H Є M Є И C Є
        Ḍ̼̭͔yride

        Revenge of the Bear

        ØMNI
        Solongandthanksforallthef
        Revenge of the Hist
        Revenge of the Deer


        Remember the Great Burn of of the Blackwater War!


        #FreeArgonia
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