Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
NightbladeMechanics wrote: »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.
We won't get any changes with that kind of attitude. ZOS does listen.
I miss the mobs having twice as much health and hitting twice as hard. It used to be so fun fighting players in close proximity to the bigger groups, because if they got agro'd it was gonna be game over for one of you. Now the whole city is on par with running into someone in Cracked Wood Cave.
Anywho I like the idea of districts and sewers, and we all know it shouldI miss the mobs having twice as much health and hitting twice as hard. It used to be so fun fighting players in close proximity to the bigger groups, because if they got agro'd it was gonna be game over for one of you. Now the whole city is on par with running into someone in Cracked Wood Cave.
I think this is a by product of power creep and one tamriel. I wish the npcs fought a little smarter personally all over tamriel. Allowing npcs to do a little more countering would go a long ways.
Anywho I like the idea of districts and sewers, and we all know it shouldI miss the mobs having twice as much health and hitting twice as hard. It used to be so fun fighting players in close proximity to the bigger groups, because if they got agro'd it was gonna be game over for one of you. Now the whole city is on par with running into someone in Cracked Wood Cave.
I think this is a by product of power creep and one tamriel. I wish the npcs fought a little smarter personally all over tamriel. Allowing npcs to do a little more countering would go a long ways.
However if imperial city had more player base, it might not matter as much. Imperial city can quickly get over populated. One 24 man group can flip the map very quickly and quickly wards off opposing factions. Having its own leaderboard would help with this. Based on the small scale i could see this being divided into shorter campaigns. I could see 2 day campaigns being great, or even as short as 4 hr campaigns. Divide this into 3 timeframes in the day for 3 different prime times with a few hours in between.
If we wantt to get really dynamic, do a 7 day campaign built on the 4 hr blocks. Each 4 hr day yields a reward based on the winner. Placement at the end of the 7 day campaign gives rewards based on 1st, 2nd, 3rd place, and individual contributions. Having daily and weekly rewards keep people playing on losing teams.
We would need a reason for people to camp out certain districts or seek out others. A reason to complete the circle in one full color. Use the same cyrodil concepts, or create new ones. Give 10min boost to specific stats when a flag is captured, only one or two bonuses can be active at one time.
I got a million ideas.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
NightbladeMechanics wrote: »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
I'd vote to revert that district's flag to the old unrestricted respawn points up on those towers, and let the scoring and brawl extend over the whole district. The main fight would naturally move across the whole place over time, like a living thing, and smaller skirmishes would happen all around. Sounds fun....in small doses for me. But clearly a lot of people would just live there! Lol
adriant1978 wrote: »NightbladeMechanics wrote: »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
I'd vote to revert that district's flag to the old unrestricted respawn points up on those towers, and let the scoring and brawl extend over the whole district. The main fight would naturally move across the whole place over time, like a living thing, and smaller skirmishes would happen all around. Sounds fun....in small doses for me. But clearly a lot of people would just live there! Lol
Not everything needs to be competitive with a score and a winner. Perish the thought that the game should have ever offered anything which allowed the less skilled to just jump in and have fun, without constantly being reminded what scrubs they are.
NightbladeMechanics wrote: »It would be a never ending brawl totaling deaths and kills from everyone in each faction with no rewards or individual player breakdown, therefore it's not competitive and does not reflect on any individual's performance at all. The score is simply something to look at and a fun metric to measure activity in the area. If you don't care for it, don't look at it. I couldn't care less either way
adriant1978 wrote: »NightbladeMechanics wrote: »It would be a never ending brawl totaling deaths and kills from everyone in each faction with no rewards or individual player breakdown, therefore it's not competitive and does not reflect on any individual's performance at all. The score is simply something to look at and a fun metric to measure activity in the area. If you don't care for it, don't look at it. I couldn't care less either way
And if you think certain competitive players wouldn't start whispering "get out, you're hurting our score" (putting it politely) to those they deemed to be dying too often, well I have a White Gold Tower to sell you.
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.
I never really enjoyed district pvp, way too many mobs everywhere, idiotic respawns which make for neverending and meaningless fights.
The sewers feel much better, even though there are too many mobs there as well. There should be a clear path allowing you to reach the center without having to deal with daedras and dedicated farm rooms where stone farmers can go.
Remove the stone that ports you back home, force players to actually run through the districts/sewers to secure their stones.
This will increase the probability of running into people when you roam.
More risk/reward, monsters of the deepers levels grant significantly more stones, same for the districts.
Remove district respawns, make people respawn in their sewer home base, remove ladders from home bases, make people actually walk to the ladder in the sewers to get to the districts. People who want deathmatch style pvp will get precisely that in BGs come Morrowind.
Finally add a reason to get Tel Var Stones : Undaunted vendors, Gold mat vendors etc
Add achievements/titles for scoring kills in IC.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
I never really enjoyed district pvp, way too many mobs everywhere, idiotic respawns which make for neverending and meaningless fights.
The sewers feel much better, even though there are too many mobs there as well. There should be a clear path allowing you to reach the center without having to deal with daedras and dedicated farm rooms where stone farmers can go.
Remove the stone that ports you back home, force players to actually run through the districts/sewers to secure their stones.
This will increase the probability of running into people when you roam.
More risk/reward, monsters of the deepers levels grant significantly more stones, same for the districts.
Remove district respawns, make people respawn in their sewer home base, remove ladders from home bases, make people actually walk to the ladder in the sewers to get to the districts. People who want deathmatch style pvp will get precisely that in BGs come Morrowind.
Finally add a reason to get Tel Var Stones : Undaunted vendors, Gold mat vendors etc
Add achievements/titles for scoring kills in IC.
Malicious groups would easily take advantage of that and lock down an enemy alliance to their base. The freedom to move about the city in a bunch of different ways is part of the appeal, since you never really know when you'll turn a corner and see someone.
NightbladeMechanics wrote: »Had some great fights in IC tonight. Got to fight alongside @OdinForge for the first time in ages, and against that big If We Die It's Lag AD group. There is a lot of activity in Haderus IC on the weekends, and TF IC almost every evening.
But it's just mostly district farming zergs running around, and a lot of familiar faces. I want to see more sewer activity, and more people returning to IC who haven't ventured there in a while.
Edit: Also for god's sake get rid of these infinite spawns. The number of great fights that go south because people run back 2-3 times is nauseating.
I never really enjoyed district pvp, way too many mobs everywhere, idiotic respawns which make for neverending and meaningless fights.
The sewers feel much better, even though there are too many mobs there as well. There should be a clear path allowing you to reach the center without having to deal with daedras and dedicated farm rooms where stone farmers can go.
Remove the stone that ports you back home, force players to actually run through the districts/sewers to secure their stones.
This will increase the probability of running into people when you roam.
More risk/reward, monsters of the deepers levels grant significantly more stones, same for the districts.
Remove district respawns, make people respawn in their sewer home base, remove ladders from home bases, make people actually walk to the ladder in the sewers to get to the districts. People who want deathmatch style pvp will get precisely that in BGs come Morrowind.
Finally add a reason to get Tel Var Stones : Undaunted vendors, Gold mat vendors etc
Add achievements/titles for scoring kills in IC.
Malicious groups would easily take advantage of that and lock down an enemy alliance to their base. The freedom to move about the city in a bunch of different ways is part of the appeal, since you never really know when you'll turn a corner and see someone.
That's when Zenimax's original idea comes into place : give IC access only to the faction who controls the majority of keeps in Cyrodiil, that way if anyone camps your base, they can't come back indefinitely. In fact they should have copied 100% of daoc's darkness falls instead of this half assed version
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.