So with Mayhem behind us, I would like to suggest an idea for a type of PvP game play/server. My suggestion comes from my experience playing Shadowbane, which is still the pinnacle of my MMO gaming experience since the first days of UO.
Brief overview of Shadowbane:
In Shadowbane you had PvP only, there was no segregation of a PvP and PvE instance. You had guilds to build cities, at game defined locations, that then set up where you could build vendors, crafters, researchers, etc. Locations were strategic from easier to defend, to proximity to resources, to proximity to runes (think set components in ESO world), and/or proximity to best mob farming locations. This set up the conflict: there are a limited number of locations to build, limited resources to build with, limited places to farm, and limited number of times a day that runes would drop. This set up the reason for war and trade and no single server was the same.
You'd basically destroy or capture a city and, in effect, destroy a group of people's weeks/months/years worth of work within 24-72 hours (depending on when the war was scheduled)
My thought is what if we made building, capturing and maintaining keeps more profitable and strategic? Examples: there are "dungeon" resource nodes where ownership would allow construction of monster helms. To keep it fair to PvE, you would spend AP (I think you would need a server specific currency so you don't have server switching) at the guild location and RNG would do it's work on giving you the helm in a possible trait. Ownership of the node takes time to build up enough resources of the type to start supplying helms. This is same idea for drop sets and jewelry.
The server would not have a leaderboard or a reset. The idea is that the rewards are solely through capture and ownership of keeps. This would then change the dynamics of how hard it is to capture/destroy keeps. Keeps have to be harder to take down. The resource nodes, delves, towns, set nodes however can change easily. If we wanted to get really fun, you could have caravans that people have to guard to the keep that owns it in order to keep it from getting raided. Keeps therefore form the location strategy to support safely getting extractions from nodes.
Since ESO has premade factions, the gated cities would remain as a unconquerable location. Although raiding the gated cities could reward some of the resources that faction has captured. I could flesh out a bunch of other details, but I think you all should get the general idea.
Edited by PS4_ZeColmeia on July 31, 2017 9:16PM PSN: ***___Chan (3 _s)
Hybrid, All-Role NB
[Suggestion] Making PvP more meaningful 15 votes
I would live in PvP if Cyrodiil gave me an escape from ever playing PvE
Sounds like fun (or not), but I think I'd likely stick the current type of PvP rules
I really don't like PvP so I'll just dabble when an event comes
What is the PvP you talk about? I've never done it
1 vote