Q:MMORPG.com: What's going on in terms of server performance improvements? How's that stuff coming?
Brian: - Rich and I were out there almost every night. He's playing more on Azura Star and I'm playing more on Trueflame. So we can literally compare and contrast the two types of gameplay. The thing about Azura Star is no CP, so the skill set is a little bit different. You have to be much more wary of your resource pools. But in Trueflame, because it allows CP, you can just dump a bunch of points in Magician, so I mean that's the thing that not only we look at performance wise, but that's the thing Eric and his team look at, is that the game that we want? Do we want to have "unlimited" pools? It is nice, but what it does is it lends itself to fights that never stop, and a lot of people have commented that that gets tiresome, which is why in Battlegrounds, you've got nice, quick, 15 minute fights, so it's not that big of a worry.
NightbladeMechanics wrote: »That last bit stands out to me. "Nice, quick 15 minute fights" in battlegrounds? Are they timed? How do you score teams if not everyone dies? Is this an average match duration from internal testing? Are battlegrounds being designed with CP restrictions?
All poignant questions that I'm interested in asking.
MMORPG.com: Are there any updates coming to Cyrodiil?
Brian: We're always doing tweaks. We just did the 1500 AP and 6000 AP thing, besides Blackwood Mine, which we fixed. To see if that changes player behavior, movement. We're looking at modifying their behaviors in terms of giving different rewards. Right now the 1500 AP and 6000 per keep thing, that is leading up to something we'll discuss when the time comes. But we didn't want to increase the values of those, because we wanted to have people try to spread out and try to take the objectives that are already there. A lot of feedback has been, "Give us more objectives to take." But you guys aren't taking the ones that are already there. And the feedback for that is that they're not worth anything. At that point, we said, "Let's make them the same value as a player kill." If it's a mine or a farm or a lumber mill, it's 1500 points, because a level 50 player is 1500 points. And you can take a mine solo. There is, of course, the timer for the thing to actually flip when you sit on a flag. We're looking at either adjusting that or looking at other values.
MMORPG.com: So people aren't trading.
Brian: Right. We know that that's going to occur, because of the path of least resistance to get AP, but on the other hand the question has been for a long time, "Why don't you make them worth more AP?" Well, now you know why! It's more of a matter of giving them what they want, but also showing and stating, "We know this is going to cause this behavior. But we are also prepared to do other changes to see how we can curb that behavior." Things like making, not necessarily things like making the flag flip slower, but if you notice when you flip a flag all the way, there's still a time delay before it actually flips. We may extend that wait period. We may add some form of non flip buff/debuff thing. There's always things when you're looking at to continually add to Cyrodiil or Imperial City.
NightbladeMechanics wrote: »That last bit stands out to me. "Nice, quick 15 minute fights" in battlegrounds? Are they timed? How do you score teams if not everyone dies? Is this an average match duration from internal testing? Are battlegrounds being designed with CP restrictions?
All poignant questions that I'm interested in asking.
MMORPG.com: What about something like unlocking a world boss for your faction?
Brian: There's that. There's a possibility of adding a Murderball out there. So, there's things that we can add, that we're still going through the phases of design reviews. The Cyrodiil experience that we have is pretty good. When you play in an active Trueflame, or an active Azura's, or an active Blackwater Blade, it's hoppin'. People stay there a lot. It's one of the key stats about ESO. When a lot of people get into PvP, they love it. They just stay in there.
NightbladeMechanics wrote: »That last bit stands out to me. "Nice, quick 15 minute fights" in battlegrounds? Are they timed? How do you score teams if not everyone dies? Is this an average match duration from internal testing? Are battlegrounds being designed with CP restrictions?
All poignant questions that I'm interested in asking.
NightbladeMechanics wrote: »That last bit stands out to me. "Nice, quick 15 minute fights" in battlegrounds? Are they timed? How do you score teams if not everyone dies? Is this an average match duration from internal testing? Are battlegrounds being designed with CP restrictions?
All poignant questions that I'm interested in asking.
You time a match, allow for untimed overtime if objectives are being contested and take the best performance. This should prevent teams stacking too much tankiness or healing over effective damage and stop people playing to not lose instead of playing to win.
NightbladeMechanics wrote: »That last bit stands out to me. "Nice, quick 15 minute fights" in battlegrounds? Are they timed? How do you score teams if not everyone dies? Is this an average match duration from internal testing? Are battlegrounds being designed with CP restrictions?
All poignant questions that I'm interested in asking.
If you read the full article, you'd have your answer : medals
Insightful:MMORPG.com: Are there any updates coming to Cyrodiil?
Brian: We're always doing tweaks. We just did the 1500 AP and 6000 AP thing, besides Blackwood Mine, which we fixed. To see if that changes player behavior, movement. We're looking at modifying their behaviors in terms of giving different rewards. Right now the 1500 AP and 6000 per keep thing, that is leading up to something we'll discuss when the time comes. But we didn't want to increase the values of those, because we wanted to have people try to spread out and try to take the objectives that are already there. A lot of feedback has been, "Give us more objectives to take." But you guys aren't taking the ones that are already there. And the feedback for that is that they're not worth anything. At that point, we said, "Let's make them the same value as a player kill." If it's a mine or a farm or a lumber mill, it's 1500 points, because a level 50 player is 1500 points. And you can take a mine solo. There is, of course, the timer for the thing to actually flip when you sit on a flag. We're looking at either adjusting that or looking at other values.
MMORPG.com: So people aren't trading.
Brian: Right. We know that that's going to occur, because of the path of least resistance to get AP, but on the other hand the question has been for a long time, "Why don't you make them worth more AP?" Well, now you know why! It's more of a matter of giving them what they want, but also showing and stating, "We know this is going to cause this behavior. But we are also prepared to do other changes to see how we can curb that behavior." Things like making, not necessarily things like making the flag flip slower, but if you notice when you flip a flag all the way, there's still a time delay before it actually flips. We may extend that wait period. We may add some form of non flip buff/debuff thing. There's always things when you're looking at to continually add to Cyrodiil or Imperial City.
Brian:A lot of feedback has been, "Give us more objectives to take." But you guys aren't taking the ones that are already there. And the feedback for that is that they're not worth anything. At that point, we said, "Let's make them the same value as a player kill." If it's a mine or a farm or a lumber mill, it's 1500 points, because a level 50 player is 1500 points.
Brian:A lot of feedback has been, "Give us more objectives to take." But you guys aren't taking the ones that are already there. And the feedback for that is that they're not worth anything. At that point, we said, "Let's make them the same value as a player kill." If it's a mine or a farm or a lumber mill, it's 1500 points, because a level 50 player is 1500 points.
Thanks Rin!
I do wish to see battlegrounds have a 30 minute duration roughly. I'm worried there might be a 20 minute que similar to the dungeon finder que .
Am i the only one concerned that in nonCP you still have unlimited pools the only difference being that everyone has to wear the same 3 itemsets?
Am i the only one concerned that in nonCP you still have unlimited pools the only difference being that everyone has to wear the same 3 itemsets?
There is also more problems on no-cp: CPs promoting small-scale more for some classes (like Shadow Ward for dk/templar). Or insta-gib builds exists too, and if you can insta-gib enemy and run away you just don't need to think about your sustain.
No-CP is not better nor worse than CP, it just different. Personaly, I like to play on both coz pvp feels less boring when you play with different rules.
NightbladeMechanics wrote: »That last bit stands out to me. "Nice, quick 15 minute fights" in battlegrounds? Are they timed? How do you score teams if not everyone dies? Is this an average match duration from internal testing? Are battlegrounds being designed with CP restrictions?
All poignant questions that I'm interested in asking.
Thanks Rin!
I do wish to see battlegrounds have a 30 minute duration roughly. I'm worried there might be a 20 minute que similar to the dungeon finder que .
30 minutes is pretty long for a single high-intensity battle. Even emp keep fights tend to have ebb and flow where you have mini breaks. 15 sounds pretty good for a start -- and they can always make duration part of future battleground scenarios.
Am i the only one concerned that in nonCP you still have unlimited pools the only difference being that everyone has to wear the same 3 itemsets?
There is also more problems on no-cp: CPs promoting small-scale more for some classes (like Shadow Ward for dk/templar). Or insta-gib builds exists too, and if you can insta-gib enemy and run away you just don't need to think about your sustain.
No-CP is not better nor worse than CP, it just different. Personaly, I like to play on both coz pvp feels less boring when you play with different rules.
I solo about 30 to 50% of my playtime.
Soloing on nonCP without utilizing stealth has to be the most miserable gameplayexperience i´ve made in eso so far.
As a result i´m eagerly awaiting this events end.
Thanks Rin!
I do wish to see battlegrounds have a 30 minute duration roughly. I'm worried there might be a 20 minute que similar to the dungeon finder que .
30 minutes is pretty long for a single high-intensity battle. Even emp keep fights tend to have ebb and flow where you have mini breaks. 15 sounds pretty good for a start -- and they can always make duration part of future battleground scenarios.
I only mentioned that for if there is a random que and if that que exceeds the game duration. From the article is sounded like it was more or less instant so I'm OK with that 15 min duration.
Thanks Rin!
I do wish to see battlegrounds have a 30 minute duration roughly. I'm worried there might be a 20 minute que similar to the dungeon finder que .
30 minutes is pretty long for a single high-intensity battle. Even emp keep fights tend to have ebb and flow where you have mini breaks. 15 sounds pretty good for a start -- and they can always make duration part of future battleground scenarios.
I only mentioned that for if there is a random que and if that que exceeds the game duration. From the article is sounded like it was more or less instant so I'm OK with that 15 min duration.
Well, it remains to be seen what the queues are like. Since it's not assigning people based on role, hopefully it won't have the issues the dungeon finder does.
It will also be interesting to see if this prompts more people to have alternate specs so they can form more functional groups on the fly.
NightbladeMechanics wrote: »That last bit stands out to me. "Nice, quick 15 minute fights" in battlegrounds? Are they timed? How do you score teams if not everyone dies? Is this an average match duration from internal testing? Are battlegrounds being designed with CP restrictions?
All poignant questions that I'm interested in asking.
I'm glad there is a time limit. Because otherwise, people would go in there with tanks using guard and nobody would ever die. With a timer, and hopefuly a system based on the amount of damage done in case it reaches the time limit, it will force people to spec with damage.
Am i the only one concerned that in nonCP you still have unlimited pools the only difference being that everyone has to wear the same 3 itemsets?
There is also more problems on no-cp: CPs promoting small-scale more for some classes (like Shadow Ward for dk/templar). Or insta-gib builds exists too, and if you can insta-gib enemy and run away you just don't need to think about your sustain.
No-CP is not better nor worse than CP, it just different. Personaly, I like to play on both coz pvp feels less boring when you play with different rules.
I solo about 30 to 50% of my playtime.
Soloing on nonCP without utilizing stealth has to be the most miserable gameplayexperience i´ve made in eso so far.
As a result i´m eagerly awaiting this events end.
I have to agree. As much as NoCP group play has been really enjoyable for me, soloing in noCP without streak or cloak or shadow image is nearly impossible in most scenarios.
Am i the only one concerned that in nonCP you still have unlimited pools the only difference being that everyone has to wear the same 3 itemsets?
There is also more problems on no-cp: CPs promoting small-scale more for some classes (like Shadow Ward for dk/templar). Or insta-gib builds exists too, and if you can insta-gib enemy and run away you just don't need to think about your sustain.
No-CP is not better nor worse than CP, it just different. Personaly, I like to play on both coz pvp feels less boring when you play with different rules.
I solo about 30 to 50% of my playtime.
Soloing on nonCP without utilizing stealth has to be the most miserable gameplayexperience i´ve made in eso so far.
As a result i´m eagerly awaiting this events end.
Am i the only one concerned that in nonCP you still have unlimited pools the only difference being that everyone has to wear the same 3 itemsets?
There is also more problems on no-cp: CPs promoting small-scale more for some classes (like Shadow Ward for dk/templar). Or insta-gib builds exists too, and if you can insta-gib enemy and run away you just don't need to think about your sustain.
No-CP is not better nor worse than CP, it just different. Personaly, I like to play on both coz pvp feels less boring when you play with different rules.
I solo about 30 to 50% of my playtime.
Soloing on nonCP without utilizing stealth has to be the most miserable gameplayexperience i´ve made in eso so far.
As a result i´m eagerly awaiting this events end.
I have to agree. As much as NoCP group play has been really enjoyable for me, soloing in noCP without streak or cloak or shadow image is nearly impossible in most scenarios.