lol - I'm not sure ZOS can even perform simple changes without ruining the game - I think we're in agreement thereGeorgeBlack wrote: »1)Good stuff. Cyrodiil needs improvements.
2)When you realize that ZOS cannot perform complicated changes without ruining the game you'll be less salty
3)I am expressing my opinion on how to fix lag issues in this messy Cyrodiil. Nobody can force a playstyle on others in a gaming forum.
ZOS don't want to remove zerging though, not entirely.GeorgeBlack wrote: »We all get what you're trying to achieve, I'm just telling you your method won't work as well as you think.GeorgeBlack wrote: »I think removing the crosses on the map and the siege markers would have a way bigger impact on gameplay than removing zone chat. In fact keeping zone chat active wihle removing the previously mentionned would go a great length in improving the tactical aspect of Cyrodiil.
This guy gets it.
@Turelus
Etaniel's idea would have some impact and bring what's desired. It wouldn't solve zergs entirely but it would require more tactics and player vigilance which I'm behind.
Great. Can move forward from Etaniels idea and find a way to reduce zerging and increase strategy in AvAvA? Can we get @ZOS attention?
Bomb trains they want to have counters to buy they didn't build Cyrodiil for solo and small gang only, in fact the idea was the opposite.
I've said this many times before but for me part of the skill of small gang and solo is to get out alive.
In EVE it was considered a win if you took on numbers, got kills and got out alone.
ESO it's only a win of you never die and kill everyone every single person you meet apparently.
All that said your idea to remove social chats isn't helpful for bringing new players into communities.
Sure you love the idea of clueless groupless newbies, I think that's bad for the game and unfair on new players.
lol - I'm not sure ZOS can even perform simple changes without ruining the game - I think we're in agreement thereGeorgeBlack wrote: »1)Good stuff. Cyrodiil needs improvements.
2)When you realize that ZOS cannot perform complicated changes without ruining the game you'll be less salty
3)I am expressing my opinion on how to fix lag issues in this messy Cyrodiil. Nobody can force a playstyle on others in a gaming forum.
Zone chat was a long time coming to console and it's often a vibrant and active part of the PvP experience. I would hate to see it removed, especially since I don't think the game would be "newbie-friendly" with no map markers and no zone chat. Folks would port into their campaign and... crickets. Cyrodiil is an awfully big place to be riding around on a level 0 horse with no idea how to find action - even more so when the campaign isn't fully populated. You could roam for hours and only encounter NPCs...
Anyway, we'll just agree to disagree on the zone chat/map marker changes and no hard feelings
GeorgeBlack wrote: »Opening another topic for discussion in an attempt to improve AvAvA. The current state of the main PvP aspect of the game is downtime map capping and toon switching for AP farming.
I though that AvAvA meant the strongest, smartest alliance will be the victor. Nope.
Zergs are very unpleasant but they are the way to take over the map.
I would like to suggest a way in order for organized PvP guilds to play strategically in Cyrodiil, spread the fight across all keeps and make sieging, scouting and ganging the way to win Campaigns.
■■■TOPIC UPDATE■■■
After lengthy discussions it seems that a better idea would be to remove Map Icons in order to avoid zerg gathering at hotspots
■■■TOPIC UPDATE■■■
Remove Zone chat from Cyrodiil. No more LFG, no more massive zergs gathering at occuring hot spots.
Eso PvPrs should join PvP guilds and fight for their alliance, using tactics and organizations.
Each alliance has strong groups. Each alliance has strong leaders.
However zone chat creates zerging. No zone chat would mean smaller smarter groups fighting across Cyrodiil.
I just hope that there won't be LFG guilds forming, in order to replace Cyrodiil Zone chat. Personally I wouldn't join such a guild using 1/5 slots for pug Cyro LFG
Btw.. those of you that go in Cyro solo are either killing pugs, or form pugs that get killed by AP farmers, so zone chat ain't much of use to you.
REMOVE ZONE CHAT FROM CYRODIIL FOR LESS ZERGS, MORE SIEGE ACROSS THE MAP.
At least for Vivec
@Etaniel suggested removing map siege/fight indicators which would help.
ZOS don't want to remove zerging though, not entirely.GeorgeBlack wrote: »We all get what you're trying to achieve, I'm just telling you your method won't work as well as you think.GeorgeBlack wrote: »I think removing the crosses on the map and the siege markers would have a way bigger impact on gameplay than removing zone chat. In fact keeping zone chat active wihle removing the previously mentionned would go a great length in improving the tactical aspect of Cyrodiil.
This guy gets it.
@Turelus
Etaniel's idea would have some impact and bring what's desired. It wouldn't solve zergs entirely but it would require more tactics and player vigilance which I'm behind.
Great. Can move forward from Etaniels idea and find a way to reduce zerging and increase strategy in AvAvA? Can we get @ZOS attention?
Bomb trains they want to have counters to buy they didn't build Cyrodiil for solo and small gang only, in fact the idea was the opposite.
I've said this many times before but for me part of the skill of small gang and solo is to get out alive.
In EVE it was considered a win if you took on numbers, got kills and got out alone.
ESO it's only a win of you never die and kill everyone every single person you meet apparently.
All that said your idea to remove social chats isn't helpful for bringing new players into communities.
Sure you love the idea of clueless groupless newbies, I think that's bad for the game and unfair on new players.
IcyDeadPeople wrote: »The problem is not too many uncoordinated players wandering around and getting into battles. At least we have a chance when we are solo or small group fighting against enemies who are not in a guild group, no voice chat, etc.
For me the problem is fighting against the big zerg guilds using voice chat. This is part of the game of course, but if you keep getting focus fired down by guild group destro ulti / cliff racer train over and over it can be discouraging.
From my perspective, it's not discouraging at all to run into random ungrouped players who are not coordinating in some huge voice chat group. These kind of battles are more fun. At least I have some chance to survive.
I think removing the crosses on the map and the siege markers would have a way bigger impact on gameplay than removing zone chat. In fact keeping zone chat active wihle removing the previously mentionned would go a great length in improving the tactical aspect of Cyrodiil.
I'm sorry but I think the idea is a non-starter. You make so many assumptions with no evidence at all for them. Maybe you need your own campaign. We already have "No CP" campaigns, so how about a "No Clue" campaign?GeorgeBlack wrote: »Would it achieve reduction of players forming LFGs and ridding to hotspots?
Removing the Icons seems like a better idea.
New players can join, and look at a visually dead map with no clue on where to go, how to play... sounds like a recipe for PvP abandonment to me.
Zone chat makes the campaign come alive. Yes, it's salty at times but alliance communication is a way to form friendships and build teams. It's an alliance war - it's supposed to have large battles. Small scale can be found in IC and BGs.
Crispen_Longbow wrote: »
- Death Sickness
Death should be something you try and avoid. Once you die you are infected with a rez sickness for X amount of time that reduce your abilitites by x amount.- Spread out fights
Incentivize people to spread out and Hold objectives . In the map below you can see the natural choke points would be between SEJ - BRK and Ales - Bleakers. Looking at the map that is where you would find most of the players on the map.
To incentivize different behavior and make hitting other objectives more appealing to the masses. I would purpose we increase how much the back targets are worth. You gain more AP for capturing and holding the objective. So in the map below you could capture Farragut and if you hold it, say for 30 minutes, everyone in the area that is holding the keep splits the AP if they successfully hold the resource for the allotted time.
Any time a keep or resource is captured it starts building up AP. The longer it goes without being flipped, the larger the base AP pool gets. I would also add a multiplier based on population. So let’s say that EP is poplocked and DC only has 2 bar. Any objective that is taken from EP would have a higher growth rate for AP. This would also incentivize people to bring smaller groups to objectives and hold them to maximize AP gain as it's split among all that are there defending.
You could also start a new timer so that it will incentivize people to come take it back for say half the AP.