Hi all. For those of you who don't know me, I go by Kena. Long story short, I love the Imperial City DLC and want to see it become a completed PvP expansion. I've spent a ton of time PvPing there and believe I have a well-formed opinion on its development. Following are my thoughts on the direction that ZOS should take it.
"All your tel var are belong to me!" - Kena 2015
Primary Goals:
- foster fast paced, small scale PvP
- create varied and interesting fights
- minimize downtime between PvP engagements
- contribute to the Cyrodiil Alliance War without overshadowing Cyrodiil objectives or demanding attention from Cyrodiil groups aiming to win the campaign
- discourage accumulation of large groups
- discourage night capping
Methods to Achieve Goals:
- place many objectives relatively close to each other
- high number of objectives makes it difficult for a night cap crew to hold many objectives against a small resistance moving elsewhere in the DLC unless the night cap crew splits up, at which point they become vulnerable to getting rekt
- close proximity of objectives gives players a choice of multiple logical next targets to move on to following battles or objective captures, minimizing PvE time running between objectives and fights
- place objectives outside of the usual lanes of travel
- locate fights in interesting locales that players may not visit often
- make groups go slightly out of their way to reach nearby objectives
- implement a significantly shorter campaign point score evaluation period than is present in Cyrodiil open world; decrease points awarded per objective per evaluation period to compensate
- incentivizes hitting the objective, capturing it, and moving on to assault other objectives instead of passively defending for points
- 20 minutes? 10 minutes? Not sure where this should fall to encourage fighting over objectives without overworking the servers
- avoids encouraging groups to stick to resources
- prevents capturing IC objectives from becoming as pointless as capturing resources
- must be careful not to make IC objectives more valuable than Cyrodiil objectives; keep them less valuable so that large Cyrodiil groups don't have much of a reason to come to IC
- scaling tel var farm bonus for every objective that your faction owns in IC + valuable items at the tel var vendor
- clearing mobs becomes valuable as opposed to running through them with Rapids on
- monetary incentive for players who don't care about winning the campaign scales with number of objectives owned, giving them a reason to fight over them
- Hakeijo, gold upgrade mats, and PvP consumables for sale at tel var vendor at prices comparable but slightly higher than general guild store market price
- PvP objective flags -- not boss objectives -- CAN NOT GIVE AP TICKS
- This won't be a popular point because nuuuu y u take mah ticks, but if these objectives give ticks, every AP farming zerg in Cyrodiil will spend some time trying to farm these. That is the last thing we need in IC.
- Leave the ticks to boss fights that have respawn timers. This will create inconsistency that will deter the AP farm zergs.
District Objectives:
- 2+ objectives per district
- zergs will accumulate on flag if there is only one objective per district
- more objectives = more incentive to spread out
- players may respawn in the district in which they die if they own at least half of that district's objectives
- players can fight over respawn rights without having to own every objective in the district, allowing fights to go back and forth
- encourages running from objective to objective to attack and defend instead of sitting on one to defend
- players have a respawn timer like with forward camps
- can't have zombie hordes poring off the flags
- scale the roaming district bosses to fight groups of 12-16 or more, and award the members of the killing faction within that district an offensive tick that scales off of enemy deaths to the boss and to allies in that district during the fight
- gives players an AP reward for engaging in drawn out PvP combat with these big bosses spewing AoE mechanics all over the place
- will make for some crazy fights, hilarious wipes, and juicy ticks
Sewer Objectives:
- no respawning at sewer objectives
- all other characteristics are the same as District objectives
- each objective in the dead end areas just outside of center gives a buff where you earn 1 AP for every 5 tel var that you collect for each of these objectives that your faction owns
- venturing into a dead end imposes risk on the group attacking the objective
- also leaves defenders with little chance of escape should they lose
- PvPers will scramble to control these. Some will look to grind. Others will look to kill players and earn AP for the tel var they take. Regardless, they will definitely look to attack and defend these objectives.
- Notice that there are 4 on my map below. Yes, one objective will always have 2 of them. Envy breeds conflict and discourages the factions from just leaving each other with 1 special objective each.
- the fact that 2 of these objectives are on the EP wing of the sewers is irrelevant because proximity to the sewer bases has little bearing on combat advantage, if any
- the objective marked as "PvE objective" is the zombie group fight
- scale world bosses to fight groups of 3-6, and award members of the killing faction who were in immediate combat with the boss a Minor Expedition buff for 5 minutes as well as an offensive tick for enemy deaths in the fight
- the bosses should be somewhat dangerous in case enemy players come into the room during the fight, or choose to attack the group attempting the boss
- the Minor Expedition buff will be quick to pick up for speedy travel around the sewers when combined with Rapids
- scale the travelling flag bosses to fight groups of 10-12, and award members of the killing faction who were in immediate combat with the boss an offensive tick for enemy deaths in the fight as well as a 15 minute Minor Expedition buff
- Please buff these bosses....I can solo them all, and I know several other people who can as well. These need to be real threats that you either spend time killing or sneak past.
- Minor Expedition provided for movement around the sewers
- moving source of a tick = moving combat objective to look for fights over
- Molag Bal -- the big man himself -- NO TICK -- instead, Mr. Bal calls off his daedric army such that no mobs or bosses within IC aggro against members of the killing faction for 15 minutes unless attacked first
- yellow aura around mobs, like on those neutral zombies in Wayrest or ICP
- players would be able to flow through IC without worrying about mobs aggroing on them, a huge quality of life buff to movement
- easier movement --> easier capture of objective flags
- escaping from players would also be made interesting, as you could run past mobs while the mobs aggro on them
- with the buff having a duration longer than Molag Bal's respawn rate, multiple factions can have the buff simultaneously
- if Molag Bal gives an AP tick, groups will just gravitate toward center and end up zerging down there unintentionally because center is where the greatest possible AP gains would be
- also shouldn't be an overall AP buff because large AP farming zerg groups will just camp center, killing Molag Bal and farming any enemy players who try to pass through or fight back
Ok I lied -- I only have one pitchur
Blue star: PvP objective flag (except for Molag Bal. He gets to be a blue star too, woops!)
Blue star with circle: PvP objective flag that's more valuable than the other objectives
Red dot: world boss
Black arrow: district ladder
These are some great suggestions. I particularly like the ideas for implementing objectives in the sewers, and the 15 minute mob neutrality from defeating the Simulacrum is a great idea. In the Districts, is there a benefit for being in control of an entire district, or only for being in control of each objective?
As you say, you only have one "pitchur". Here's another one, thus making "pitchurs" technically accurate, showing potential locations for District objectives
All of the potential capture point locations are marked on the map with a flag icon. Most interior objectives are on the upper level of the respective buildings. Exterior objective locations which would require a bit of landscaping have proposed "fences" drawn on in red and "barricades" in blue. I have also moved the existing capture points that are currently on PTS (marked by a banner icon) to the top of the steps to the Palace District, so there is less of an impact on people who are in stealth to avoid the Daedra, and to separate them more from the "Daedra-controlled" areas in the rest of the district. This would also provide a more interesting capture location, due to the new steps that lead up to that platform from the sides. That gives three attack angles for the capture point if it was moved to the top of the steps.. Finally, for orientation, the alliance rally points are marked on the map with coloured banners.
Hi all. For those of you who don't know me, I go by Kena. Long story short, I love the Imperial City DLC and want to see it become a completed PvP expansion. I've spent a ton of time PvPing there and believe I have a well-formed opinion on its development. Following are my thoughts on the direction that ZOS should take it.
"All your tel var are belong to me!" - Kena 2015
Primary Goals:
- foster fast paced, small scale PvP
- create varied and interesting fights
- minimize downtime between PvP engagements
- contribute to the Cyrodiil Alliance War without overshadowing Cyrodiil objectives or demanding attention from Cyrodiil groups aiming to win the campaign
- discourage accumulation of large groups
- discourage night capping
Methods to Achieve Goals:
- place many objectives relatively close to each other
- high number of objectives makes it difficult for a night cap crew to hold many objectives against a small resistance moving elsewhere in the DLC unless the night cap crew splits up, at which point they become vulnerable to getting rekt
- close proximity of objectives gives players a choice of multiple logical next targets to move on to following battles or objective captures, minimizing PvE time running between objectives and fights
- place objectives outside of the usual lanes of travel
- locate fights in interesting locales that players may not visit often
- make groups go slightly out of their way to reach nearby objectives
- implement a significantly shorter campaign point score evaluation period than is present in Cyrodiil open world; decrease points awarded per objective per evaluation period to compensate
- incentivizes hitting the objective, capturing it, and moving on to assault other objectives instead of passively defending for points
- 20 minutes? 10 minutes? Not sure where this should fall to encourage fighting over objectives without overworking the servers
- avoids encouraging groups to stick to resources
- prevents capturing IC objectives from becoming as pointless as capturing resources
- must be careful not to make IC objectives more valuable than Cyrodiil objectives; keep them less valuable so that large Cyrodiil groups don't have much of a reason to come to IC
- scaling tel var farm bonus for every objective that your faction owns in IC + valuable items at the tel var vendor
- clearing mobs becomes valuable as opposed to running through them with Rapids on
- monetary incentive for players who don't care about winning the campaign scales with number of objectives owned, giving them a reason to fight over them
- Hakeijo, gold upgrade mats, and PvP consumables for sale at tel var vendor at prices comparable but slightly higher than general guild store market price
- PvP objective flags -- not boss objectives -- CAN NOT GIVE AP TICKS
- This won't be a popular point because nuuuu y u take mah ticks, but if these objectives give ticks, every AP farming zerg in Cyrodiil will spend some time trying to farm these. That is the last thing we need in IC.
- Leave the ticks to boss fights that have respawn timers. This will create inconsistency that will deter the AP farm zergs.
District Objectives:
- 2+ objectives per district
- zergs will accumulate on flag if there is only one objective per district
- more objectives = more incentive to spread out
- players may respawn in the district in which they die if they own at least half of that district's objectives
- players can fight over respawn rights without having to own every objective in the district, allowing fights to go back and forth
- encourages running from objective to objective to attack and defend instead of sitting on one to defend
- players have a respawn timer like with forward camps
- can't have zombie hordes poring off the flags
- scale the roaming district bosses to fight groups of 12-16 or more, and award the members of the killing faction within that district an offensive tick that scales off of enemy deaths to the boss and to allies in that district during the fight
- gives players an AP reward for engaging in drawn out PvP combat with these big bosses spewing AoE mechanics all over the place
- will make for some crazy fights, hilarious wipes, and juicy ticks
Sewer Objectives:
- no respawning at sewer objectives
- all other characteristics are the same as District objectives
- each objective in the dead end areas just outside of center gives a buff where you earn 1 AP for every 5 tel var that you collect for each of these objectives that your faction owns
- venturing into a dead end imposes risk on the group attacking the objective
- also leaves defenders with little chance of escape should they lose
- PvPers will scramble to control these. Some will look to grind. Others will look to kill players and earn AP for the tel var they take. Regardless, they will definitely look to attack and defend these objectives.
- Notice that there are 4 on my map below. Yes, one objective will always have 2 of them. Envy breeds conflict and discourages the factions from just leaving each other with 1 special objective each.
- the fact that 2 of these objectives are on the EP wing of the sewers is irrelevant because proximity to the sewer bases has little bearing on combat advantage, if any
- the objective marked as "PvE objective" is the zombie group fight
- scale world bosses to fight groups of 3-6, and award members of the killing faction who were in immediate combat with the boss a Minor Expedition buff for 5 minutes as well as an offensive tick for enemy deaths in the fight
- the bosses should be somewhat dangerous in case enemy players come into the room during the fight, or choose to attack the group attempting the boss
- the Minor Expedition buff will be quick to pick up for speedy travel around the sewers when combined with Rapids
- scale the travelling flag bosses to fight groups of 10-12, and award members of the killing faction who were in immediate combat with the boss an offensive tick for enemy deaths in the fight as well as a 15 minute Minor Expedition buff
- Please buff these bosses....I can solo them all, and I know several other people who can as well. These need to be real threats that you either spend time killing or sneak past.
- Minor Expedition provided for movement around the sewers
- moving source of a tick = moving combat objective to look for fights over
- Molag Bal -- the big man himself -- NO TICK -- instead, Mr. Bal calls off his daedric army such that no mobs or bosses within IC aggro against members of the killing faction for 15 minutes unless attacked first
- yellow aura around mobs, like on those neutral zombies in Wayrest or ICP
- players would be able to flow through IC without worrying about mobs aggroing on them, a huge quality of life buff to movement
- easier movement --> easier capture of objective flags
- escaping from players would also be made interesting, as you could run past mobs while the mobs aggro on them
- with the buff having a duration longer than Molag Bal's respawn rate, multiple factions can have the buff simultaneously
- if Molag Bal gives an AP tick, groups will just gravitate toward center and end up zerging down there unintentionally because center is where the greatest possible AP gains would be
- also shouldn't be an overall AP buff because large AP farming zerg groups will just camp center, killing Molag Bal and farming any enemy players who try to pass through or fight back
Ok I lied -- I only have one pitchur
Blue star: PvP objective flag (except for Molag Bal. He gets to be a blue star too, woops!)
Blue star with circle: PvP objective flag that's more valuable than the other objectives
Red dot: world boss
Black arrow: district ladder
Amazing, I love it.
Dam @KenaPKK this is awesome and hope @ZOS looks at this .
@ZOS_GinaBruno can you should @ZOS_BrianWheeler This its something am sure he will appreciate and love to implement.
jasonthorpeb14_ESO wrote: »These changes would really bring IC to life. I 100% support this. ZOS take note. This is how you promote small scale pvp with out killing Cyro
I wonder how many times we most do this before they look and respond to the thread .lolThis..is good.
Very nice write-up Kena, I can only imagine how different this game would be if PvP content came as complete as this proposal. Let's hope this doesn't fall on deaf ears, and someone actually takes it to heart. I stole Qaevir's dev nuke post for this.@ZOS_GinaBruno @ZOS_BrianWheeler @Wrobel @ZOS_RichLambert @ZOS_MattFiror @ZOS_JessicaFolsom
@ZOS_AndyC @ZOS_Abdu @ZOS_AidanF @ZOS_AJ @ZOS_AjanJ @ZOS_BPerry @ZOS_BasileA @ZOS_BillMueller @ZOS_BobE @ZOS_BoydBeasley @ZOS_ChesterN @ZOS_CaitlinR @ZOS_CatK @ZOS_CharlieH @ZOS_Dan @ZOS_DanDunham @ZOS_DavidGee @ZOS_DavidH @ZOS_DavidP @ZOS_EdLynch @ZOS_EmilyM @ZOS_Emma @ZOS_EugeneB @ZOS_EveP @ZOS_FelixP @ZOS_Finn @ZOS_GabrielleA @ZOS_GaryA @ZOS_Gideon
@ZOS_Heather @ZOS_HeatherB @ZOS_HugoP @ZOS_JoBurba @ZOS_JamesO @ZOS_JanS @ZOS_JaredR @ZOS_JasonB @ZOS_KaiSchober @ZOS_KaleyR @ZOS_Karli @ZOS_Katarina @ZOS_Kelly @ZOS_LenaicR @ZOS_LeroyW @ZOS_LodieA @ZOS_LonnyL @ZOS_LucasA @ZOS_MaxG @ZOS_MaggieS @ZOS_NickKonkle @ZOS_NinaM @ZOS_Olivier @ZOS_PaulSage @ZOS_QuinnC @ZOS_RobertCordero @ZOS_RebeccaE
This..is good.
Very nice write-up Kena, I can only imagine how different this game would be if PvP content came as complete as this proposal. Let's hope this doesn't fall on deaf ears, and someone actually takes it to heart. I stole Qaevir's dev nuke post for this.@ZOS_GinaBruno @ZOS_BrianWheeler @Wrobel @ZOS_RichLambert @ZOS_MattFiror @ZOS_JessicaFolsom
@ZOS_AndyC @ZOS_Abdu @ZOS_AidanF @ZOS_AJ @ZOS_AjanJ @ZOS_BPerry @ZOS_BasileA @ZOS_BillMueller @ZOS_BobE @ZOS_BoydBeasley @ZOS_ChesterN @ZOS_CaitlinR @ZOS_CatK @ZOS_CharlieH @ZOS_Dan @ZOS_DanDunham @ZOS_DavidGee @ZOS_DavidH @ZOS_DavidP @ZOS_EdLynch @ZOS_EmilyM @ZOS_Emma @ZOS_EugeneB @ZOS_EveP @ZOS_FelixP @ZOS_Finn @ZOS_GabrielleA @ZOS_GaryA @ZOS_Gideon
@ZOS_Heather @ZOS_HeatherB @ZOS_HugoP @ZOS_JoBurba @ZOS_JamesO @ZOS_JanS @ZOS_JaredR @ZOS_JasonB @ZOS_KaiSchober @ZOS_KaleyR @ZOS_Karli @ZOS_Katarina @ZOS_Kelly @ZOS_LenaicR @ZOS_LeroyW @ZOS_LodieA @ZOS_LonnyL @ZOS_LucasA @ZOS_MaxG @ZOS_MaggieS @ZOS_NickKonkle @ZOS_NinaM @ZOS_Olivier @ZOS_PaulSage @ZOS_QuinnC @ZOS_RobertCordero @ZOS_RebeccaE
It will also be a good place to introduce PVErs to PVP.its more forgiving then over top and in my opinion more rewarding for both sides.This..is good.
Very nice write-up Kena, I can only imagine how different this game would be if PvP content came as complete as this proposal. Let's hope this doesn't fall on deaf ears, and someone actually takes it to heart. I stole Qaevir's dev nuke post for this.@ZOS_GinaBruno @ZOS_BrianWheeler @Wrobel @ZOS_RichLambert @ZOS_MattFiror @ZOS_JessicaFolsom
@ZOS_AndyC @ZOS_Abdu @ZOS_AidanF @ZOS_AJ @ZOS_AjanJ @ZOS_BPerry @ZOS_BasileA @ZOS_BillMueller @ZOS_BobE @ZOS_BoydBeasley @ZOS_ChesterN @ZOS_CaitlinR @ZOS_CatK @ZOS_CharlieH @ZOS_Dan @ZOS_DanDunham @ZOS_DavidGee @ZOS_DavidH @ZOS_DavidP @ZOS_EdLynch @ZOS_EmilyM @ZOS_Emma @ZOS_EugeneB @ZOS_EveP @ZOS_FelixP @ZOS_Finn @ZOS_GabrielleA @ZOS_GaryA @ZOS_Gideon
@ZOS_Heather @ZOS_HeatherB @ZOS_HugoP @ZOS_JoBurba @ZOS_JamesO @ZOS_JanS @ZOS_JaredR @ZOS_JasonB @ZOS_KaiSchober @ZOS_KaleyR @ZOS_Karli @ZOS_Katarina @ZOS_Kelly @ZOS_LenaicR @ZOS_LeroyW @ZOS_LodieA @ZOS_LonnyL @ZOS_LucasA @ZOS_MaxG @ZOS_MaggieS @ZOS_NickKonkle @ZOS_NinaM @ZOS_Olivier @ZOS_PaulSage @ZOS_QuinnC @ZOS_RobertCordero @ZOS_RebeccaE
Thanks Lone. lol I worked hard on this instead of sleeping. Can you imagine how freakin fun it would be to PvP in a place like that??
It will also be a good place to introduce PVErs to PVP.its more forgiving then over top and in my opinion more rewarding for both sides.This..is good.
Very nice write-up Kena, I can only imagine how different this game would be if PvP content came as complete as this proposal. Let's hope this doesn't fall on deaf ears, and someone actually takes it to heart. I stole Qaevir's dev nuke post for this.@ZOS_GinaBruno @ZOS_BrianWheeler @Wrobel @ZOS_RichLambert @ZOS_MattFiror @ZOS_JessicaFolsom
@ZOS_AndyC @ZOS_Abdu @ZOS_AidanF @ZOS_AJ @ZOS_AjanJ @ZOS_BPerry @ZOS_BasileA @ZOS_BillMueller @ZOS_BobE @ZOS_BoydBeasley @ZOS_ChesterN @ZOS_CaitlinR @ZOS_CatK @ZOS_CharlieH @ZOS_Dan @ZOS_DanDunham @ZOS_DavidGee @ZOS_DavidH @ZOS_DavidP @ZOS_EdLynch @ZOS_EmilyM @ZOS_Emma @ZOS_EugeneB @ZOS_EveP @ZOS_FelixP @ZOS_Finn @ZOS_GabrielleA @ZOS_GaryA @ZOS_Gideon
@ZOS_Heather @ZOS_HeatherB @ZOS_HugoP @ZOS_JoBurba @ZOS_JamesO @ZOS_JanS @ZOS_JaredR @ZOS_JasonB @ZOS_KaiSchober @ZOS_KaleyR @ZOS_Karli @ZOS_Katarina @ZOS_Kelly @ZOS_LenaicR @ZOS_LeroyW @ZOS_LodieA @ZOS_LonnyL @ZOS_LucasA @ZOS_MaxG @ZOS_MaggieS @ZOS_NickKonkle @ZOS_NinaM @ZOS_Olivier @ZOS_PaulSage @ZOS_QuinnC @ZOS_RobertCordero @ZOS_RebeccaE
Thanks Lone. lol I worked hard on this instead of sleeping. Can you imagine how freakin fun it would be to PvP in a place like that??
If you're interested (I never played it, but I read the datamined info), the district capture that we have now on PTS is very different from what that would have been. In that version, there was the possibility for the Daedra to capture a district, and you had to go into a small Coldharbour location to be able to take it for your alliance. But at the same time, that version only had three capturable districts, whereas now, we have all six.Nice post. I skimmed quickly to get to the eye-candy map but I'll read it all around lunchtime!
Side note: Though rumor mill states IC was originally constructed as the pvp update we longed for. Some of the heads of Tamreil Foundry played that version as well as some players I heard through some friends. But this was scrapped to be a pve grindfest.
I'm not sure how that version looked like, but why not just add elements from that in balanced increments?
If you're interested (I never played it, but I read the datamined info), the district capture that we have now on PTS is very different from what that would have been. In that version, there was the possibility for the Daedra to capture a district, and you had to go into a small Coldharbour location to be able to take it for your alliance. But at the same time, that version only had three capturable districts, whereas now, we have all six.Nice post. I skimmed quickly to get to the eye-candy map but I'll read it all around lunchtime!
Side note: Though rumor mill states IC was originally constructed as the pvp update we longed for. Some of the heads of Tamreil Foundry played that version as well as some players I heard through some friends. But this was scrapped to be a pve grindfest.
I'm not sure how that version looked like, but why not just add elements from that in balanced increments?
It's nothing more than words and maps, unfortunately, but the best starting point for "what could have been" is here: https://forums.elderscrollsonline.com/en-GB/discussion/195416/discussion-imperial-city-what-we-think-we-know-by-dominoid/p1Link to that info?If you're interested (I never played it, but I read the datamined info), the district capture that we have now on PTS is very different from what that would have been. In that version, there was the possibility for the Daedra to capture a district, and you had to go into a small Coldharbour location to be able to take it for your alliance. But at the same time, that version only had three capturable districts, whereas now, we have all six.Nice post. I skimmed quickly to get to the eye-candy map but I'll read it all around lunchtime!
Side note: Though rumor mill states IC was originally constructed as the pvp update we longed for. Some of the heads of Tamreil Foundry played that version as well as some players I heard through some friends. But this was scrapped to be a pve grindfest.
I'm not sure how that version looked like, but why not just add elements from that in balanced increments?
We have any video sources?
Pvping in coldharbor sounds clutch-as-***.
It's nothing more than words and maps, unfortunately, but the best starting point for "what could have been" is here: https://forums.elderscrollsonline.com/en-GB/discussion/195416/discussion-imperial-city-what-we-think-we-know-by-dominoid/p1Link to that info?If you're interested (I never played it, but I read the datamined info), the district capture that we have now on PTS is very different from what that would have been. In that version, there was the possibility for the Daedra to capture a district, and you had to go into a small Coldharbour location to be able to take it for your alliance. But at the same time, that version only had three capturable districts, whereas now, we have all six.Nice post. I skimmed quickly to get to the eye-candy map but I'll read it all around lunchtime!
Side note: Though rumor mill states IC was originally constructed as the pvp update we longed for. Some of the heads of Tamreil Foundry played that version as well as some players I heard through some friends. But this was scrapped to be a pve grindfest.
I'm not sure how that version looked like, but why not just add elements from that in balanced increments?
We have any video sources?
Pvping in coldharbor sounds clutch-as-***.
It's nothing more than words and maps, unfortunately, but the best starting point for "what could have been" is here: https://forums.elderscrollsonline.com/en-GB/discussion/195416/discussion-imperial-city-what-we-think-we-know-by-dominoid/p1Link to that info?If you're interested (I never played it, but I read the datamined info), the district capture that we have now on PTS is very different from what that would have been. In that version, there was the possibility for the Daedra to capture a district, and you had to go into a small Coldharbour location to be able to take it for your alliance. But at the same time, that version only had three capturable districts, whereas now, we have all six.Nice post. I skimmed quickly to get to the eye-candy map but I'll read it all around lunchtime!
Side note: Though rumor mill states IC was originally constructed as the pvp update we longed for. Some of the heads of Tamreil Foundry played that version as well as some players I heard through some friends. But this was scrapped to be a pve grindfest.
I'm not sure how that version looked like, but why not just add elements from that in balanced increments?
We have any video sources?
Pvping in coldharbor sounds clutch-as-***.
Oooo. Sewer center was initially thought of as one giant pvp arena with separate faction safe zones?!
Hey Hey Guys, @KenaPKK is my GM. I talk to him in TS. You can be jealous.
In all seriousness... Blown away, this is a fantastic system and super well thought out. I am like a proud momma hen.