NightbladeMechanics wrote: »Just give it objectives that influence the campaign and more substantial reasons to fight there, and it'd be an attractive destination and valuable asset to the Alliance War of which it's supposed to be the center.
"But people who don't own the DLC can't play there. That will imbalance the campaign scores!"
Wrong. Unless one or two factions have substantially more DLC players than another, IC's population will be no more imbalanced than overland Cyrodiil's. Looking at how active IC has been on all factions in the past (90% of Cyrodiil action was in IC after its release), the growing popularity of the game and ESO+ memberships, and the always increasing multifaction playerbase, I believe it's a safe assumption that this will not be the case.
Non-DLC players can have upper Cyrodiil in which to participate in the campaign, like usual, and DLC players can have the option to participate from there or from IC. Easy and simple.
Also, separating IC into its own campaign will cause some players who currently play in both Cyrodiil and IC to home over to the IC campaign and play in Cyrodiil much less, reducing its activity.
Aaaaand giving IC more substantial objectives and campaign relevance will draw competitive guilds to fight there (or try to), which will in turn draw predatory small groups to come fight there, which will increase the overall activity in IC and overland Cyrodiil, as groups will constantly be going back and forth vying over objectives.
I support this 100%. While the potential exists for IC to enhance Alliance War gameplay, it does not currently do so in any way and there's no evidence ZOS has the inclination to put forth the resources to do this right.
As it is now, Cyrodiil and IC offer completely different gameplay experiences.
- It does not make sense for them to share a queue or a population; no value is added.
- It does not make sense for players looking for IC gameplay to travel within Cyrodiil access IC; no value is added.
- If Cyrodiil and IC were decoupled, both Cyrodiil and IC would have a greater opportunity for balanced populations.
- A decoupled IC could be accessed instantly, providing a quick and easy PVP experience; a more accessible IC would likely be more active.
I agree with NightbladeMechanics.
Make IC matter to the overall campaign
NightbladeMechanics wrote: »Just give it objectives that influence the campaign and more substantial reasons to fight there, and it'd be an attractive destination and valuable asset to the Alliance War of which it's supposed to be the center.
"But people who don't own the DLC can't play there. That will imbalance the campaign scores!"
Wrong. Unless one or two factions have substantially more DLC players than another, IC's population will be no more imbalanced than overland Cyrodiil's. Looking at how active IC has been on all factions in the past (90% of Cyrodiil action was in IC after its release), the growing popularity of the game and ESO+ memberships, and the always increasing multifaction playerbase, I believe it's a safe assumption that this will not be the case.
Non-DLC players can have upper Cyrodiil in which to participate in the campaign, like usual, and DLC players can have the option to participate from there or from IC. Easy and simple.
Also, separating IC into its own campaign will cause some players who currently play in both Cyrodiil and IC to home over to the IC campaign and play in Cyrodiil much less, reducing its activity.
Aaaaand giving IC more substantial objectives and campaign relevance will draw competitive guilds to fight there (or try to), which will in turn draw predatory small groups to come fight there, which will increase the overall activity in IC and overland Cyrodiil, as groups will constantly be going back and forth vying over objectives.
NightbladeMechanics wrote: »I support this 100%. While the potential exists for IC to enhance Alliance War gameplay, it does not currently do so in any way and there's no evidence ZOS has the inclination to put forth the resources to do this right.
As it is now, Cyrodiil and IC offer completely different gameplay experiences.
- It does not make sense for them to share a queue or a population; no value is added.
- It does not make sense for players looking for IC gameplay to travel within Cyrodiil access IC; no value is added.
- If Cyrodiil and IC were decoupled, both Cyrodiil and IC would have a greater opportunity for balanced populations.
- A decoupled IC could be accessed instantly, providing a quick and easy PVP experience; a more accessible IC would likely be more active.
I'd rather see IC reworked to contribute to the campaigns and enhance Alliance War gameplay than sever it from the campaigns and effectively discard it...
NightbladeMechanics wrote: »I support this 100%. While the potential exists for IC to enhance Alliance War gameplay, it does not currently do so in any way and there's no evidence ZOS has the inclination to put forth the resources to do this right.
As it is now, Cyrodiil and IC offer completely different gameplay experiences.
- It does not make sense for them to share a queue or a population; no value is added.
- It does not make sense for players looking for IC gameplay to travel within Cyrodiil access IC; no value is added.
- If Cyrodiil and IC were decoupled, both Cyrodiil and IC would have a greater opportunity for balanced populations.
- A decoupled IC could be accessed instantly, providing a quick and easy PVP experience; a more accessible IC would likely be more active.
I'd rather see IC reworked to contribute to the campaigns and enhance Alliance War gameplay than sever it from the campaigns and effectively discard it...
Do you think this is a reasonable expectation? It took ZOS 1.5 years to adjust the respawn radius of Forward Camps.
Consider how poorly capture points were implemented in IC and Cyrodiil towns. The IC respawn mechanics are from the 90s.
I believe most ZOS devs are incredibly talented -- but over-worked -- so I know this must only be true because ZOS management did allocate enough resources or priority to these tasks. The same goes for all problems in Cyrodiil.
So even if ZOS was to tie together the scoring and gameplay of Cyrodiil and IC, there is good reason to believe it may be implemented poorly -- unless ZOS allocates significantly more resources to AvA development. If implemented poorly, that might make a bad situation worse.
I would rather ZOS invest in more open world content to better enable IC-style fights in Cyrodiil -- among many other things.
IMO the best thing that could happen to Cyrodiil -- but won't -- would be if ZOS spun AvA off as its own title with a dedicated team and the budget necessary to compete with other mainstream multiplayer games. I love Cyrodiil, but the direction the rest of the game is against its grain and that is ruining it.
I agree with NightbladeMechanics.
Make IC matter to the overall campaign
howdy @Katahdin ...thst sounds good, but, how would you account for IC not being accessible to all players...
I'm sure it's more than likely that IC is likely available to an equal proportion of players from each faction...but, until it becomes a part of the base game (2 more years maybe???), it doesn't quite seem fair to give it too much importance to the overall campaign...
also, nightblade mechanics had made a really good point sometime earlier about separating IC splintering PvP populations in causing a subset of players to primarily engage in only IC gameplay...
I think more options (dueling, cyrodiil, battlegrounds, IC) for PvP would be a good thing - what do you think?
NightbladeMechanics wrote: »When you distill the logic down to its very very very core, the only valid argument for severing IC and Cyrodiil is because IC is a DLC.
NightbladeMechanics wrote: »When you distill the logic down to its very very very core, the only valid argument for severing IC and Cyrodiil is because IC is a DLC.
You present your argument as if IC was intended to be part of Cyrodiil AvA scoring. It was not.
IC was intended to influence the Alliance War by drawing players from the dominant faction away from Cyrodiil. It was intended to be gated content that was only accessible by one faction at a time -- though opposition players already inside when their access was lost would have been able to remain inside, providing some PVP.
So when you boil the logic down to its core, you should see that the only reason for IC and Cyrodiil to share a population was lost when the decision was made to remove the gated element.
Designing good gameplay takes a lot time and effort. You can't just add IC districts to Cyrodiil score evaluations and call it a day. But based on its history, that's probably what ZOS would do. If that were to happen, I think it would make both IC and Cyrodiil worse.
IC is fun when it's not zergy. Haphazardly adding its districts to Cyrodiil score evalutations is inviting zergs. At a map-play level, Cyrodiil is at its worse when one or more factions has too few players to fill the map; adding more objectives via IC would exacerbate both this and the impact of so-called nightcapping.
I think it's conceivable that good gameplay could be designed to connect the two, I do not see the point. Cyrodiil has a *lot* of empty space that can be filled with IC-like environments and new kinds of objectives.
I think IC would be better if it had its own campaign score and leaderboards. I think its design is optimal for players looking for fast small-medium scale PVP. I believe these changes would make IC more interesting and a lot more popular.
Albino_Dunmer wrote: »Seems Iike the poll's mostly split atm, but it is clear from the responses that people want a change to make IC more relevant and populated, whatever that change may be.
personally id like to push in the OTHER direction: make IC seamlessly open. meaning, instead of instanced access through sewer entry locations, you should be able to ride across a bridge and no load screen get inside the city.
personally id like to push in the OTHER direction: make IC seamlessly open. meaning, instead of instanced access through sewer entry locations, you should be able to ride across a bridge and no load screen get inside the city.
(1) Gate IC based on home keep control on all servers