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Suggestions for instanced PVP content

Xandryah
Xandryah
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Brian, you could decrease the number of big keeps to conquer in Cyrodiil to (let's say) 3 per faction. These 6 keeps would provide the big-scale-battles that some like so much and also would contribute to have less performance-issues (maybe). Conquering a keep could be made a bit more tricky and complicated, so that will require players to split into two or three larger groups to accomplish different "jobs" in order to conquer the whole keep. Players would be required to play rather organized and preferably with a leader or two for coordination.

At the same time in Cyrodiil, you could create instanced special "warzones" (caves/dungeons/ruins, mazes, open-space) with several objectives (escort, protect, gather, collect, reach, conquer, destroy, kill... etc..) , which would have a direct impact on one of the 6 enemy-keeps specifically and consequently on the probably ongoing large-scale effort of the other players to conquer that specific keep.

To enter (queue) these special "warzones" a player must enter a "safe" area, which would be situated in deep "enemy" territory (far from home-keeps) only accessible by the player's faction. This safe area would also function as "waiting-room" for queued players. There could be some facilities there too for shopping etc...while waiting for the match-invite to pop.

By winning these "warzones" the specific keep would get stacks of some sort of debuff, which would facilitate the whole conquest. Or it could grant some NPC to help or a free respawn-tent or some other temporary debuff for the big group in their intent to take over the keep. In case there is no battle there, winning a warzones might just give AP or the debuffs/buffs would go to waste.
The defending team would get buffs for their keep in case of a win.

Along with these 'special' warzones, there could be other warzones too that would be accessible via Groupfinder while playing PVE-content in Tamriel, which would not have a direct impact on Cyrodiils war, but indirectly as they should yield AP currency or tokens.

Also , the gear for PvP should be clear and not random inside a case...This would give a much more sense of gratification and accomplishment and reward, when playing PVP content.

Please, try to convince Eric Wroebel to introduce stat-caps, less critical chance, global cooldowns, a better targeting system (lock) and other improvements (other post) which would benefit PVP.

Thank you for reading and good luck with your work :)

Marco
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