The problem with IC are the primitive capture/hold and respawn mechanics. They are straight from the 90s. Quake mods were better designed. (qwtf canal zone, anyone?)
I'm sure everyone at ZOS recognizes this too.
The problem with IC are the primitive capture/hold and respawn mechanics. They are straight from the 90s. Quake mods were better designed. (qwtf canal zone, anyone?)
I'm sure everyone at ZOS recognizes this too.
Thats why I said get rid of the capture BS and take it back to how it first was.
The problem with IC are the primitive capture/hold and respawn mechanics. They are straight from the 90s. Quake mods were better designed. (qwtf canal zone, anyone?)
I'm sure everyone at ZOS recognizes this too.
Thats why I said get rid of the capture BS and take it back to how it first was.
Or, they could actually try and invest the resources necessary to implement modern mechanics and gameplay.
It was actually arboretum where the 3 bases were right there next to each other and there was a mini king of the hill type battle in front of AD spawn where all 3 factions tried to hold it while AD stood in their base sniping lol. Die and instant respawn and jump right back into the fight 5 seconds later.
On PS4 the Arena was epic. Its where I went to test new builds and spent most of my time. Zos ruined a great thing. Im pretty sure they don't play their game nearly enough to understand it.
On PS4 the Arena was epic. Its where I went to test new builds and spent most of my time. Zos ruined a great thing. Im pretty sure they don't play their game nearly enough to understand it.
I don't know how familiar you are with all the different players - but, ran into 'dubious cannabis' last night in IC...brought back a lot of good memories fighting against and alongside a lot of different players...
seemed whomever the emp was at the time would always come down late at night to party there...
play all factions, but i used to love taking my DC stamblade and torment folks on the EP platforms from atop the cages with my bow...
good times...
Look at it this way: When I most recently checked a few days ago, NA TF had approx 6500 players homed on it who had earned AP since the last campaign reset.
There are probably small clusters of a few CS public servers operated by individuals with more active players.
Despite what the pollyannas will tell you, at a commercial level, ESO AvA is a dead game. It's that way because ZOS made the decision to put it on life support in 2014 to focus on other areas of the game. So most players left.
ZOS devs aren't idiots. They can do *much* better -- even if just by copying standard mechanics from other games. It chooses not to invest the money to do so.
My hope is that Battlegrounds is successful enough to revive interest in IC and Cyrodiil so that ZOS may consider actively developing AvA again.
adriant1978 wrote: »As someone who is pretty bad at PvP, and prepared to admit as such, the quick respawn mechanics of the original IC were a godsend compared to the Cyrodiil Horse Simulator.
I really like the idea of the Arena actually being an Arena. . . instant respawns, faction winner determined in one hour increments so players can dip in and out. gankers would be happy as they could gank players trying to leave the arena combat
Orsinium and Thieves Guild patches mostly, yeah.NightbladeMechanics wrote: »I remember the Arboretum death matches, but those were later. Thieves Guild time period maybe?
I like the flags, but i like the old deathmatch. If the spawn bases were moved to the back of each district, i can see how we could have both.
Revive counter multiplied by recent deaths, up to say 1 minute.
Flag capture reduces revive time by 50 percent?
Alternatively you could make each district different.
Id invest more time in layinf out options, but will only fall on deaf ears.