I will support this idea if the neutral players can be killed by any alliance...
They just give reduced AP maybe, but still kill-able...
ZOS should create a Crown Store item that gives characters all the PvE Cyrodiil achievements and skyshards without setting foot in Cyrodiil.
VodkaVixen1979 wrote: »Hahahaha... I love all the PvP folks talking about going in groups, but head over to any proxy det or viscous death forum and they will smack talk about staying away from other players... L2P on your own, etc. This is a virtual re-creation of the real world where the top 1% think it is perfect like it is because hey, the view looks fine from up top!
Blame ZOS for mixing the two and wreaking the current havoc you see before you...
Septimus_Magna wrote: »Only if there's a way to disable pve in the pve zones.
I think this might be a practical fix to the problem everyone has when trying to get the PvE content in Cyrodiil done. But already I can also see this could be abused, so I'll do my best to address that too.
I recognize that Cyrodiil is the big large, "Don't Go Here If You Don't Want To Die" zone that is mainly for the Alliance War PvP aspect of the game. Players go there to play against other players. Yes that's all well and good. But Zenimax had the idea to also include PvE content within Cyrodiil. Now unless you're one of those god-like Vet16 players who can handle unwelcome interruptions during a Delve, Quest, or Dolmen, the majority of us left don't care to be ganked while in the middle of a boss fight. And then are forced to travel all the way back to start over again, that is, if we're not ganked on the way.
One possible way is to add another feature to the Campaign menu. To enter one as a Neutral Character.
In this instance, your character is now untouchable by enemy faction PvPlayers and they themselves are untouchable by you. You are now free to roam about the cabin and do your questing.
However, being invincible can be abused in a PvP area. An idea I just thought of was to act as a spy for your guild/faction. Perhaps you enter your guild's campaign as a Neutral player and then go off to an enemy Keep to get a read on their defenses and movements. Suddenly your guild knows exactly where and what the enemy players are at and are doing. To fix this, Keeps can have a no-go zone applied to a certain radius around them. If a Neutral player decided to get a bit too close, then you'll end up just like if you decided to wade into Slaughter fish infested waters. A very, very hard hitting arrow to the knee.
This way PvP players can't be taken advantage of, and players who just want to get the Cyrodiil PvE content done won't be harassed.
AKSb16_ESO2 wrote: »Just make one PVE campaign, problem solved.
I had a suggestion a bit like this; it would involve ZOS input, but the idea was to set a toggle switch that would set your "enemy glow" to yellow (instead of the standard red). To discourage the people who would kill you solely because you were an easy target (we'll call them "griefers"), they would get no AP for the kill. (To avoid exploits, anyone with the toggle on would not be able to initiate PvP attacks, only defend. Cannot change toggle state while in Cyrodiil.)
It brings to mind the idea I had a while back; it was basically an "I am not a threat" flag, a way of indicating to 'enemy' players that you had no interest in fighting them. The idea is that it would turn the 'enemy glow' of your character from red to yellow (like what happens to mobs in certain quest places once you finish the quest there). The enemies would still be able to kill you, but they would know that you had no intention of killing them. (As a way of avoiding people exploiting the system and getting the jump on an enemy, a player who flagged themself yellow would be unable to initiate PvP combat.)
AKSb16_ESO2 wrote: »Just make one PVE campaign, problem solved.
Just make one open world PvP instance, problem solved.