These are solid points, which I believe most people will agree with. I like the idea of having different kinds of siege ammo, although we may end up spending more AP compared to repair kits on single engines, and it would make the coldfire seige more dear if you can't repair the "ammo". I remember when I didn't have inventory and before plus bags, sometimes cyrodiil had nightmare levels of item bloat. I would have to resort to sending mail with siege equipment to my friends so they could return them and I could stash them in the mail, plus entering cyrodiil with basically no items except the absolute requirements. My bank at the time was full of stacks of craftables so it more or less meant I didn't get to have any alternative gear sets or other random items in my characters inventory at basically any time.Some feedback from an ESO PvP newb and 15 year Asset Control PvP vet going all the way back to Shadowbane and Anarchy Online... in case you want more people to pvp in this game and not complain about it.
1. Improve and flesh out the tutorial far more. Remove the "I don't need training" dialog option for example, which anyone who has played an MMO can take as a common and unwanted tutorial skip option, and so won't start the quest but think they have. This happened to me and I ran around aimlessly, needlessly for awhile. Replace with some other dialog.
Using siege engines is simple. PLACING them, and knowing where to place and use them is trickier. This aspect should be fleshed out far more in the tutorial. In general, the tutorial needs lots more meat in it. For example, have a nonfunctional keep with sample engines and a tour of the keeps and various structures, maybe even fake enemies. Needs lots of work given the complexity of the overall system. Steep learning curve and not much guidance in the tutorial.
2. Streamline inventory bloat. Simplify various repair kits into one generic kit that works on engines, walls and doors. I almost left the zone before even starting when I saw all the various needless complexity in various doodads, most that don't stack. Can only imagine what nonsubscribers (who might -become- subscribers) without the craft bag think when they see all the needless, unstacking categories. If I weren't a subscriber would have left the zone instantly, never to return.
On that note, streamline the siege engines. Sell -one- type of each engine and then allow players to customize or "load" them with different stuff. Several ways to do this. Allow them to STACK, maybe 5 or so to prevent spam (although I can't figure out why things like this don't stack in a game this old to start with), but the lack of stacking almost made me leave before even starting.
Oh just wait until you realize how good mount stamina is3. Go ahead and tell people that they are at a severe disadvantage and will be ganked due to trailing behind if they don't have a trained up mount, even with speed buff. Fix this by equalizing all mount speeds in Cyro or have newer players leave and never come back when they realize the distances and how slow they ride and how long to get anywhere, even with the speed buff. Players shouldn't have to wait 60 freaking days to be able to keep up in the pvp zone.
You lost me here. The choke points aren't for gankers, they're for zergs. I don't think you've been there long enough to understand the map and terrain dynamics, I won't even poison your mind much, but I would advise you to hold your judgement until you have a feeling for the zone.4. Clean up at least 50% or more of the terrain chokepoints on the map. It's way overdone and extremely annoying in the zone. Believe me, people will still find plenty of places to gank without your huge helping hand in this department.
I've never felt this way, what makes you say they are too big? I don't think you will say that after you have a 40v40v40 in one and every inch of it is crawling with enemies and siege danger.5. The keeps are way outsized big. Scale them down significantly. This is a fantasy game, not a medieval war simulation.
The current shrines are fine, I very strongly disagree with you about this. The only problem which you already noticed is that it's balanced for max mounts; this alienates new players. I don't see any reason why every character shouldn't have a max mount in cyrodiil, it would be more balanced and hurt no one. I would not like to see travel times reduced even farther than what they are with wayshrines and outposts.6. Add more fast travel mechanisms to the game mode and map. Some type of summoning, or allow "travel to player" within reason. The immense travel times were cool, or at least tolerable in 2000 at the inception of MMOs, they aren't now. Spending 50% of your time riding is not a recipe for good pvp that people will stick with, especially busy people with jobs who have limited playtime. Kids still in school may be fine with it... but then again they don't have as much money to spend in your crown store, do they?
I don't really disagree with the general idea of this either. You'll find a lot of people will freak out because they feel they deserve to have random statistical advantages in competitive play. Personally, I find chess to be a much better example of a truly competitive game. It wouldn't be if you started with even 1 extra pawn, and it wouldn't be popular in competition either, if such a rule existed. Therefor, I am strongly in favor of everyone having the same statistics, and whatever gear set they choose upon entering the zone. If we left all of the customization mechanics in place, but essentially gave everyone their ultimate desire, then better players wouldn't lose to worse ones, and it would be balanced.7. I died numerous times and got the kill blow on lots of folks, which is part of the fun. What is -not- fun is seeing absurd amounts of monster set damage pop up in the deathscreen of the supposed "no CP equalizer" zone when I haven't been playing long enough to have that stuff. Disallow monster sets in the no CP campaigns. On that note, and this will draw lots of flames from the assinchair crowd always seeking unfair advantage, if you REALLY want a successful pvp zone that people like to play, STANDARDIZE lots of the gear, consumes, in a single campaign. Then skill and not gear will win, which is what lots of casual adult pvpers who haven't played the game a year would --subscribe- for. It's within the spirit of your One Tamriel experiment, why not have a zone like that. Much easier to balance for that as well.
I think the siege engines don't stack because they have a "life" bar.
Princess_Asgari wrote: »I am also one for not giving everyone the same mount speed, cp, stats etc when it comes to pvp .. PVP is all about the time you put into the game and gear you choose with what race.
Princess_Asgari wrote: »I hate the i deserve it now attitude most players have now.
Princess_Asgari wrote: »I am also one for not giving everyone the same mount speed, cp, stats etc when it comes to pvp .. PVP is all about the time you put into the game and gear you choose with what race.
Of course, because mere "assinchair time" which is all mount training is, should give people an unfair advantage in pvp. Advantages of mere assinchair time, that is -not- skill or selection, as you mistakenly claim above, but a plain -time gate-, such is a big reason only a small portion of players PvP in MMOs, PvP in this one, and a huge reason why people go to zones like Cyro in games, then leave and never come back... or move on to other games (console) that don't reward assinchair time so heavily.Princess_Asgari wrote: »I hate the i deserve it now attitude most players have now.
Good for you. No one expressed that attitude, I certainly didn't.
IcyDeadPeople wrote: »What exactly is asset control PVP?
Some feedback from an ESO PvP newb and 15 year Asset Control PvP vet going all the way back to Shadowbane and Anarchy Online... in case you want more people to pvp in this game and not complain about it.
1. Improve and flesh out the tutorial far more. Remove the "I don't need training" dialog option for example, which anyone who has played an MMO can take as a common and unwanted tutorial skip option, and so won't start the quest but think they have. This happened to me and I ran around aimlessly, needlessly for awhile. Replace with some other dialog.
Using siege engines is simple. PLACING them, and knowing where to place and use them is trickier. This aspect should be fleshed out far more in the tutorial. In general, the tutorial needs lots more meat in it. For example, have a nonfunctional keep with sample engines and a tour of the keeps and various structures, maybe even fake enemies. Needs lots of work given the complexity of the overall system. Steep learning curve and not much guidance in the tutorial.
2. Streamline inventory bloat. Simplify various repair kits into one generic kit that works on engines, walls and doors. I almost left the zone before even starting when I saw all the various needless complexity in various doodads, most that don't stack. Can only imagine what nonsubscribers (who might -become- subscribers) without the craft bag think when they see all the needless, unstacking categories. If I weren't a subscriber would have left the zone instantly, never to return.
On that note, streamline the siege engines. Sell -one- type of each engine and then allow players to customize or "load" them with different stuff. Several ways to do this. Allow them to STACK, maybe 5 or so to prevent spam (although I can't figure out why things like this don't stack in a game this old to start with), but the lack of stacking almost made me leave before even starting.
3. Go ahead and tell people that they are at a severe disadvantage and will be ganked due to trailing behind if they don't have a trained up mount, even with speed buff. Fix this by equalizing all mount speeds in Cyro or have newer players leave and never come back when they realize the distances and how slow they ride and how long to get anywhere, even with the speed buff. Players shouldn't have to wait 60 freaking days to be able to keep up in the pvp zone.
4. Clean up at least 50% or more of the terrain chokepoints on the map. It's way overdone and extremely annoying in the zone. Believe me, people will still find plenty of places to gank without your huge helping hand in this department.
5. The keeps are way outsized big. Scale them down significantly. This is a fantasy game, not a medieval war simulation.
6. Add more fast travel mechanisms to the game mode and map. Some type of summoning, or allow "travel to player" within reason. The immense travel times were cool, or at least tolerable in 2000 at the inception of MMOs, they aren't now. Spending 50% of your time riding is not a recipe for good pvp that people will stick with, especially busy people with jobs who have limited playtime. Kids still in school may be fine with it... but then again they don't have as much money to spend in your crown store, do they?
7. I died numerous times and got the kill blow on lots of folks, which is part of the fun. What is -not- fun is seeing absurd amounts of monster set damage pop up in the deathscreen of the supposed "no CP equalizer" zone when I haven't been playing long enough to have that stuff. Disallow monster sets in the no CP campaigns. On that note, and this will draw lots of flames from the assinchair crowd always seeking unfair advantage, if you REALLY want a successful pvp zone that people like to play, STANDARDIZE lots of the gear, consumes, in a single campaign. Then skill and not gear will win, which is what lots of casual adult pvpers who haven't played the game a year would --subscribe- for. It's within the spirit of your One Tamriel experiment, why not have a zone like that. Much easier to balance for that as well.
It's a great foundation for a pvp system, but needs lots of polish and streamlining to bring in more people who feel the playing field is level.
Oh, finally, with your 4x4x4 upcoming system, make it too complex and it -will- flop. Go back and check out the very basic arena maps from games like Guild Wars One that were hugely successful, and don't go down the route of a bunch of fancy maps and complicated scripts. You want working people with limited time to feel they can hop in and get fast, random fights, not complicated "stand on the buttons to fight for the switch that opens the gate that drops the bomb that releases the monster" overscripted BS that I've seen fail in many fail games. Add complexity later, start simple.
I'll be back to Cyrodiil once I've trained up my horse for another MONTH or so... if I haven't gotten bored of waiting and flipped the unsubscribe switch by then that is.
Princess_Asgari wrote: »I am also one for not giving everyone the same mount speed, cp, stats etc when it comes to pvp .. PVP is all about the time you put into the game and gear you choose with what race.
As far as chokepoints, the map now has a very mazelike feel to it because of so many unnecessary hills, bridges and structures. It is a pet peeve of mine in games when I feel I am being run through a terrain maze instead of moving through a world, in pve or pvp. I believe many feel the same way, and this has been a peeve of mine with Bethesda games all the way back, that seems to have carried over into ZOS. Maybe same people designing the mazes. Surely there is some balance between a flat plain with minimal terrain (which worked very well in other PVP asset games, and the maze now.