Sounds like a good thing.1) Group Size limited to 12 players instead of 24.
Reasoning: To officially and clearly endorse smaller groups on the campaign.
Already a thing.2) Marginally higher base AP
3) AP is reduced/taxed when split among many players, this reduction increases as split grows larger
Example: /4 split grants 400 AP, /12 split grants 100 AP, /24 grants 10 AP
Reasoning: Discourage large groups and follower-zergs.
Really not a fan of moving away from Player VS Player to be Player Vs Siege.4) Max number of siege at a keep reduced from 20 to 10.
Reasoning: To limit the effectiveness of large groups when sieging.
5) Siege damage increased by some margin to compensate.
Reasoning: Slightly speed up keep sieges to compensate for the reduced siege numbers, and to discourage balling.
6) All coldharbor siege given vicious death effect, fire siege does increased damage based on number hit, meat-bags disease spreads to nearby targets when effect is removed, lighting-siege destroys siege shields
Reasoning: To discourage balling.
Well it only takes 1 person to take a resource. It only takes 1 person to take an outpost. It only takes 2 people to take a larger home keep and 1 can still do it if they are fast enough.7) AP reward around objectives are increased if a group is roughly an appropriate size of group for that objective.
Completely arbitrary example: 12 players for keeps, 6 for outposts, 4 for resources…
Reasoning: To reward for running “appropriately” sized groups for the objective
Emps on dead campaigns should just be removed.8) Emperorship lock-out for the first day(s) of the campaign.
Reasoning: To prevent low-ap first-day emperors being made emperor from guesting zerg guilds.
In this small man server, there should only be three keeps with an Outpost halfway to each adjacent keep.
Doors will be turned off, and seige turned off. Max group size at 4.
Quick cyro action. Who cares if you die if you don't need a horse since the distances should be reduced drastically as well. And pop-lock? Sure it might happen, but why not have battles all over the place instead of pretending pvd'ing Dragonclaw is PvP.
Not half bad ideas.
I'd say eliminate player siege entirely. Leave oils and wall siege only. The shenanigans with siege comes from being a good 8-12 man group fighting more than 24, but being constantly sieged inside a keep while players are being ressed behind you.
Also for the AP reduction this is already calculated based on damage done and KB of a player, as well as split for DTicks. Are you suggesting to split it further based on tags and for OTicks?
Crispen_Longbow wrote: »Wasn't HAD CP a dead campaign that was turned into an Emp flipping campaign? Wasn't it only active for a few hours during primtime and on the weekends?
1) Group Size limited to 12 players instead of 24.
Reasoning: To officially and clearly endorse smaller groups on the campaign.
2) Marginally higher base AP
3) AP is reduced/taxed when split among many players, this reduction increases as split grows larger
Example: /4 split grants 400 AP, /12 split grants 100 AP, /24 grants 10 AP
Reasoning: Discourage large groups and follower-zergs.
4) Max number of siege at a keep reduced from 20 to 10.
Reasoning: To limit the effectiveness of large groups when sieging.
5) Siege damage increased by some margin to compensate.
Reasoning: Slightly speed up keep sieges to compensate for the reduced siege numbers, and to discourage balling.
6) All coldharbor siege given vicious death effect, fire siege does increased damage based on number hit, meat-bags disease spreads to nearby targets when effect is removed, lighting-siege destroys siege shields
Reasoning: To discourage balling.
8) Emperorship lock-out for the first day(s) of the campaign.
Reasoning: To prevent low-ap first-day emperors being made emperor from guesting zerg guilds.
Crispen_Longbow wrote: »Wasn't HAD CP a dead campaign that was turned into an Emp flipping campaign? Wasn't it only active for a few hours during primtime and on the weekends?
2) Marginally higher base AP
3) AP is reduced/taxed when split among many players, this reduction increases as split grows larger
Example: /4 split grants 400 AP, /12 split grants 100 AP, /24 grants 10 AP
Reasoning: Discourage large groups and follower-zergs.
The camp doesn't need higher AP, and AP is already split up. I really think the base for being near a keep when it gets taken should be nowhere near 6k; it encourages PvDooring by large groups and tons of tag-alongs to get the tick.
Crispen_Longbow wrote: »Wasn't HAD CP a dead campaign that was turned into an Emp flipping campaign? Wasn't it only active for a few hours during primtime and on the weekends?
There was a large emperor farming guild which ran off many of the small and medium size guilds on the server, even in their own alliance...
They are the main reason i'm not simply asking for a campaign with a different ruleset.
No matter how many sub-campaigns ZOS makes, all the good guilds and groups who are actually competitive will be in Vivec. Sure, some will play on Sotha or Alma in off hours, but they'll be mained on Vivec.
If you want small man groups, do battlegrounds. They are really fun.
The problem of finding small scale/medium scale fights is not the way they design the campaign, it's the Cyrodiil map in general. The map is too large, keeps are spread out too far, and there are simply not enough objectives to encourage the player base to spread out. I would love for them to add twice as many keeps.
disintegr8 wrote: »Some great ideas there OP.
Just curious about the emp lockout for the first day and how it negatively affects people. I admit to not understanding some of the complaints people have about PVP but what does it really matter if someone else got emp on t he first day?
Are you saying that anyone who gets emp on the first day dies not really deserve it?
It would be nice to see some changes to Kyne (non vet). I have been runnng some newer characters through Kyne and notice that the same people seem to do nothing but roll new characters over and over so that can stay in the non vet campaign and are continually on the leader board.
Maybe an idea on this campaign could be a restriction for any account with a character that made emp this campaign (or even finished in the top 10), preventing them from joining the next run of that campaign on a different character. It is only a 7 day campaign anyway.
A newer player with no PVP experience, joining this campaign on their first character does not have much hope against the player who has rolled 30 characters through it in the last 12 months.
NeillMcAttack wrote: »Group size should definitely be lower. Currently on Vivec a 24 v 24 stacked players is enough to cause major performance issues.
Anyway, while i like your ideas i can't help but think that you could probably find better quality fights in Vivec if the performance wasn't so poor with so many players stacked together. People can just watch zone chat and build a 24 man within 20 mins of entering that campaign. And if they don't, it just takes one keep getting flagged to have an entire alliance at its doors in 1 minute flat. I believe a lot of the performance issues could be remedied by simply restricting low-level, non-CP players from entering that Campaign. Why are they even there and not playing somewhere they can actually compete?
The problem of finding small scale/medium scale fights is not the way they design the campaign, it's the Cyrodiil map in general. The map is too large, keeps are spread out too far, and there are simply not enough objectives to encourage the player base to spread out. I would love for them to add twice as many keeps.