Honestly @anitajoneb17_ESO you are choosing to get offended by something. And that works both ways. I have had nothing but help in Cyrodiil from people yet elitist PvE players I've experienced can be obnoxious, so much so I avoid trials totally now. I PvE with friends only on hard content.
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If you are Xbox EU I would happily help you in Cyro, get in groups, guilds, heck I would even craft you some Impen gear if you would like FOC as Genuinely its not this hate filled dog eat dog world you think it is.
anitajoneb17_ESO wrote: »Honestly @anitajoneb17_ESO you are choosing to get offended by something. And that works both ways. I have had nothing but help in Cyrodiil from people yet elitist PvE players I've experienced can be obnoxious, so much so I avoid trials totally now. I PvE with friends only on hard content.
[snipping for size]
If you are Xbox EU I would happily help you in Cyro, get in groups, guilds, heck I would even craft you some Impen gear if you would like FOC as Genuinely its not this hate filled dog eat dog world you think it is.
Thank you for your offer to help. That's kind of you.
That being said, there are a couple of things that need to be made clear :
- No, I haven't been "traumatized" by PvP in any way, in fact I do PvP quite a lot, but either solo or "strictly-with-friends-only", and always, always always with whispers and zone off. I don't play well in PvP but I have my fun and thrill. However, whenever I feel like I'm feeling too much joy or frustration from killing or being killed (beyond what I feel is reasonable in a game) I leave and go back to some PvE zone.
- I have witnessed over time dozens and dozens of players who were adorable persons, getting involved in PvP, and becoming total a**h**s. And leaving the game once and for all when they became conscious of how the general toxicity was getting to their own self.
Don't get me wrong : I know the rage tells, the teabagging, the taunting and all the crap that's going on in PvP is part of a culture, a code, and doesn't mean things as literally as they seem to be to outsiders. Yet I still believe it's make-up for real toxicity and agressivity. Also, you have to realize and become conscious of how horrible and sick it all looks from the outside.
So my point is : if you (by "you" I mean, the PvP community) want to keep those habits and behaviours, keep that "code" among yourselves, then fine, do it.
But if the issue is to *attract* people from the outside (PvE'rs), as is suggested by this thread, in order to refill the population in Cyrodiil, that's something that you really, really need to reconsider. It's off-putting to an extent that you've simply forgotten over time. Normal people don't enjoy agressivity, even in a competitive environment. Simple as that.
NightbladeMechanics wrote: »I
[*] Reintroducing Master or vMA weapons to end of campaign victory rewards, or creating a new type of 1pc weapon that amplifies Alliance War abilities.
Naturally, we should avoid ideas that impact leaderboards (we all know how buff servers went...). What other ideas have you had or heard out there, and what are your thoughts on all of this?
Like the ideas aside from a few:
....
* vMA/vDSA weapons as rewards: I know vDSA weapons used to come as rewards but I think trialdrops should come from trials only (not to be compared to overland gear that can be obtained by AP-boxes, overland gear is a different thing).
I would be ok with that if there were some other similarly interesting weapons that could be obtained through PvP, and yes that would probably be even better
Sandman929 wrote: »anitajoneb17_ESO wrote: »All innovations in the world will not change anything as long as the PvPers themselves don't change their mentality (taunting, insulting, rage whispers, tea-bagging, etc. )
It's just too toxic.
Also the design promotes too much zerging and "stick-to-the-crown" type of gameplay, instead of spreading over, developing strategies, etc. I'm sorry but I don't log into the game to have to follow the crown's a** like on dog on a lane.
Pretty much in agreement here. Cyrodiil is the reason new players don't stick around in Cyrodiil very long. It's a slow downward spiral towards the point where the only residents are people who've become numb to it.
montiferus wrote: »Sandman929 wrote: »anitajoneb17_ESO wrote: »All innovations in the world will not change anything as long as the PvPers themselves don't change their mentality (taunting, insulting, rage whispers, tea-bagging, etc. )
It's just too toxic.
Also the design promotes too much zerging and "stick-to-the-crown" type of gameplay, instead of spreading over, developing strategies, etc. I'm sorry but I don't log into the game to have to follow the crown's a** like on dog on a lane.
Pretty much in agreement here. Cyrodiil is the reason new players don't stick around in Cyrodiil very long. It's a slow downward spiral towards the point where the only residents are people who've become numb to it.
Really? I don't find that to be the case and I am on the same platform as you. There are some toxic players for sure on Xbox but there are plenty of cool people too. I had a zergling TB me the other day when his group Xv1'd me. That same day I 1vX'd him and he immediately sent me a message saying GG. He could have been salty about it but he wasn't. Just saying there is still some sportsmanship out there.
While the design does seem to favor zerging there are some opportunities for small scale play. You have to work a little harder at it but it is there. I run either solo or small man (3-6) and we are able to find pockets where we can have good fights. Sure we get zerged down from time to time and it gets frustrating but we usually get a few good fights each night that makes it worth coming back for more.
Sandman929 wrote: »
It's hard to look at something you're already used to with new eyes though. I'm not saying it's terrible, but I've been in PvP for ages and there are times when even I look at what's happening in zone chat and think "what would a new player see if they read this?"
montiferus wrote: »NightbladeMechanics wrote: »I
[*] Reintroducing Master or vMA weapons to end of campaign victory rewards, or creating a new type of 1pc weapon that amplifies Alliance War abilities.
Naturally, we should avoid ideas that impact leaderboards (we all know how buff servers went...). What other ideas have you had or heard out there, and what are your thoughts on all of this?
I completely agree with the underlying premise of your post. We desperately need to attract more players to PVP. 100% agree and hope Zos takes serious steps toward making this happen.
That said I 100% disagree that vMA or Master weapons should ever be given as a reward. Those weapons should only be earned by completing the content. You could so easily see players who could never finish that content in a million years receive it just by grinding AP.
When Master Weapons were first introduced with Upper Craglorn, one of the way to get them was being on the PvP leaderboards. So PvP IS content that naturally rewarded them. I would like to see Master Weapons rewarded that way again.
vMA Weapons? Well, that's a different story entirely...
Sandman929 wrote: »Everyone's free to think people just need thicker skin, and players are free to not return to PvP when they're treated with what they might perceive as insulting behavior. I'm fine with it, I'm in PvP daily. I'd rather have new players join and stay in PvP than leave, so I don't try to be insulting.
NightbladeMechanics wrote: »@gibous agreed. You're one of my friends who has stopped logging on again recently.
asneakybanana wrote: »Also, another thing that could make things interesting is creating a sort of PvP raid boss/ world boss system. Similar to molag bol in the sewers but much harder hitting, much better rewards, and much harder to kill. Give the boss like 200m health and have him do large high damage aoe attacks and make it so that the reward is something similar to maelstrom or master weapons where it's a super low chance to receive something good but farming for that piece of gear will help you a lot in the end. Make a server wide notification that he is spawning and have him spawn every 2-5 days to make it not an every day occurrence. (Yes I got this idea from world bosses in BDO).
NightbladeMechanics wrote: »@gibous agreed. You're one of my friends who has stopped logging on again recently.
Yeah I know... but I'll be back soon. Have to take regular breaks nowadays - monotony sets in fast every patch due to (as discussed above) the lack of pvp gameplay variety 3+ years in (not counting BGs).asneakybanana wrote: »Also, another thing that could make things interesting is creating a sort of PvP raid boss/ world boss system. Similar to molag bol in the sewers but much harder hitting, much better rewards, and much harder to kill. Give the boss like 200m health and have him do large high damage aoe attacks and make it so that the reward is something similar to maelstrom or master weapons where it's a super low chance to receive something good but farming for that piece of gear will help you a lot in the end. Make a server wide notification that he is spawning and have him spawn every 2-5 days to make it not an every day occurrence. (Yes I got this idea from world bosses in BDO).
Sneaky I had the same take-away from BDO - would be hilarious and fun and lots of scroll-fight-esque pvp could come from something like that. They could also use Molag Bal as a balance tool - when a faction caps the whole map and all scrolls, he spawns and starts punching holes in their keep walls so the dominating faction has to spread out and defend.
asneakybanana wrote: »Also, another thing that could make things interesting is creating a sort of PvP raid boss/ world boss system. Similar to molag bol in the sewers but much harder hitting, much better rewards, and much harder to kill. Give the boss like 200m health and have him do large high damage aoe attacks and make it so that the reward is something similar to maelstrom or master weapons where it's a super low chance to receive something good but farming for that piece of gear will help you a lot in the end. Make a server wide notification that he is spawning and have him spawn every 2-5 days to make it not an every day occurrence. (Yes I got this idea from world bosses in BDO).
Sneaky I had the same take-away from BDO - would be hilarious and fun and lots of scroll-fight-esque pvp could come from something like that. They could also use Molag Bal as a balance tool - when a faction caps the whole map and all scrolls, he spawns and starts punching holes in their keep walls so the dominating faction has to spread out and defend.
NightbladeMechanics wrote: »I consider Midyear Mayhem a widely popular event, but since its end, PvP on NA/PC has been slower and Cyrodiil emptier than I've ever seen it. My assumption is that everyone was motivated to PvP a ton for the rewards, enjoyed PvP being crammed with players in all corners of the map on every campaign, and then burned out a little after the event ended -- that much is to be expected. However, when regular PvPers recovered from their burnout and considered coming back to the game, they realized how lacking PvP is compared to how it could be, shrugged, and went to do other things.
Many of my friends log on once or twice a week now, down from nightly. I have barely played since the event. PvP has honestly been pretty boring for the last couple months, aside from the event. Vivec doesn't reach locks during the week now, and queues are small on the weekends. We also all know people who have quit outright over the years. We need incentives to bring regular PvPers back to the game.
But we also need incentives to bring new blood to Cyrodiil. I asked some PvEers what ZOS could do to increase their interest in PvP, and one said "what if owning a region in Cyrodiil gave benefits to your faction outside of Cyrodiil, like if you own certain keeps as EP, you get double node drops in Shadowfen?"
Not that I'd be terribly interested in double node drops in Shadowfen myself, but that's the example he gave. I imagine a lot of people would be interested in some sort of benefit bleeding over from Cyrodiil to their activities outside of Cyrodiil as an incentive to get them into PvP. Other ideas I've seen on the forums and heard in conversations haven't reached out to PvE zones, but they include:
- Reworking RftW.
- Spontaneous events spawning on the map for us to run to and fight over. These could include giant daedric bosses protecting a special 7th scroll, mobile Imperial caravans to take out, or any other large objectives for the factions to brawl over.
- More objective flags planted in towns and ruins around the map.
- High-yield resource nodes spawning around some of said new objective flags, harvestable by the faction which owns the nearest flag. (Players like the idea of sustaining potion usage with their PvP rewards.)
- A new transitus network that can port a trickle of players -- say 4 per minute -- across long distances based on ownership of objectives around the edges of the map.
- Finishing the IC island area, letting us cross the broken bridges, and linking Cyrodiil and IC directly.
- Expanding IC objectives.
- Reintroducing Master or vMA weapons to end of campaign victory rewards, or creating a new type of 1pc weapon that amplifies Alliance War abilities.
- Increasing defensive ticks.
- And I'm sure I'm forgetting many.
Naturally, we should avoid ideas that impact leaderboards (we all know how buff servers went...). What other ideas have you had or heard out there, and what are your thoughts on all of this?
One of the most important things is imo:
Reduce groupsize.
Large groups put up a huge barrier people have to overcome to participate. The smaller the amount of people needed - the easier it is to get people to try to participate.
It´s easier to grab 5 friends out of a guild and form a semi functional group than it is to grab 15.
It also places more focus on guilds (multiple groups organised within the guild) and less one large group.
It´s a disincentive to run purgebots/rapidbots in group that put you at a huge advantage over "normal" players/builds.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
One of the most important things is imo:
Reduce groupsize.
Large groups put up a huge barrier people have to overcome to participate. The smaller the amount of people needed - the easier it is to get people to try to participate.
It´s easier to grab 5 friends out of a guild and form a semi functional group than it is to grab 15.
It also places more focus on guilds (multiple groups organised within the guild) and less one large group.
It´s a disincentive to run purgebots/rapidbots in group that put you at a huge advantage over "normal" players/builds.
Artificially trying to promote smaller group play by capping group size won't change anything. The only way to get small scale action to make a return is by reining back the balance changes that have made numbers the dominant meta.
Parties of 5 can still stack together to steamroll a single Party of 5