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.
PeaNutShotz wrote: »Vdsa weapons should be put back into the end of the campaign rewards for the top tier pvpers. I miss my master weapons. As for them being vMA weapons no. Those should only be earned thru vMA. Now people are gonna say why one and not the other. Well strictly on one reason. We got master weapons before and should receive them again for top tier pvpers. Now I would change on how it works tho.
You could only get them on the 30 day campaigns cuz right now pc na doesn't have the pvp population to keep 7 campaigns open.
Fix the lag
Double the AP from keep defenses. I so miss those chalamo ticks
Fix the FPS issues we've been having for 2 yrs
Last but not least. Rework the RotW like Agrippa mentioned in his post and so many positive comments to make RotW better.
Do that and I can see new player joining and old players coming back.
You are pvping as DC. You open up your map, "where should I go" you ask yourself. You have been playing this game for a while now, and have already tried fighting for the faction going keep to keep. It was fun for a while, but got too repetitive. You have become good enough in pvp that you laugh at the days when you just light attacked enemies as if you had no abilities and were playing Skyrim in 2012. Still looking at the map, there's no swords nearby, but you see that "the bridge is open" and there's baby red/yellow swords on it. You mount up, slot rapids and ride for ~5-10 mins, feeling bad for not feeding your horse more regularly. At the bridge there's 3 stealthed DC one-shotting low CP players. Maybe they are having fun you wonder, or maybe they are just bored. On the bridge you see that there is an EP 6-man group farming casuals who don't yet feel shame for running into the meat grinder. You know better than to go in on them, so you turn around and kill a few pugs coming out of Alessia. After they respawn you don't feel like killing them again so you try to cross the bridge. The 6-man EP group is in comms - they recognize you as someone looking for decent small-scale, so they let you pass. But just as you crest the bridge, a full EP raid comes in hot, and as you try to jump off into the water they chain you back and then you dead.
Could be 20-30 mins gone by, and you had zero fun, and the map feels like zero fun all around. The only outlet is to complain about people zerging.
I know it's not exactly everyone's experience, but the point is that the pvp design is one dimensional. If you are not fighting keep to keep, there is no place for you. This is why people take resources - they are hoping for a smaller fight, and they get sad when 24 players come to take the resource back. Look at how big Cyrodiil is - it's a great map, but the pvp is played out in just a fraction of it. It's a design and gameplay issue above all else. The main incentive to pvp should be the gameplay - the rewards and progression (items/achievements) should be cherry-on-top. The gameplay should be a deep satisfying rhythm and the rewards a catchy melody.
We need:
- A meaningful spread of smaller objectives around the map.*
- A more regular calendar of events - why not have a double AP weekend once a month?
- Better rewards system, as many have proposed.
*The devs need to look at what they did with the towns and ask themselves why it wasn't successful. Perhaps too far away? Too long to capture? No impact on campaign score? It was promising that they added something new to Cyrodiil - but the implementation was poor, and long term they have added little to nothing to overall pvp gameplay.
TL;DR - Great ideas @KenaPKK put out there for bringing in new blood - but to retain new blood Cyrodiil needs more gameplay options - rewards aren't enough to keep people around.
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
anitajoneb17_ESO wrote: »
anitajoneb17_ESO wrote: »
no achievement points, once you have 26 500 achievement point you have to go in cyrodiil to increase this , and make achievement point useful could bring some PVE players in PVP cause ( excuse me ) it's not so hard to gain achievement in PVP ...
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
Oh i don´t want that to promote smallscale action.
I want it to promote zerg action where people feel compelled to participate.
I´m actually a huge fan of zerging and largescale pvp - eso is just delivering a pretty trash experience in that regard.
Currently the ability of a large group to change the tide of battle (or just mindlessly farm pugs for hours) is far to influencial on general pvp. You can not fight a large group unless you´re running one yourself (or you can fight but you can not kill them).
This is a huge hurdle to overcome for new players.
Changing groupsize changes the dynamic of zerging because it becomes harder to organize (and optimizing at the same level we´re seeing at the moment won´t be possible anymore because sth like rapid or purgebots will simply vanish).
Getting 4 parties of 5 to stick together is way harder than getting 19 people to follow crown AND it´s less effective if you restrict certain effects to group only.
The core argument is: Finding 5 people to play with is easier than finding 15.
Pvp needs to be accessible. Largescale pvp is the main goal for cyrodiil - yet it´s the most inaccessible form of pvp there is.
It´s not about changing how people play. It´s about getting them to play in the first place and having it as accessible as possible.
To promote smallscale you´d have to bring mobility back. That´s an entirely different page.
PeaNutShotz wrote: »Vdsa weapons should be put back into the end of the campaign rewards for the top tier pvpers. I miss my master weapons. As for them being vMA weapons no. Those should only be earned thru vMA. Now people are gonna say why one and not the other. Well strictly on one reason. We got master weapons before and should receive them again for top tier pvpers. Now I would change on how it works tho.
.
NightbladeMechanics wrote: »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
Oh i don´t want that to promote smallscale action.
I want it to promote zerg action where people feel compelled to participate.
I´m actually a huge fan of zerging and largescale pvp - eso is just delivering a pretty trash experience in that regard.
Currently the ability of a large group to change the tide of battle (or just mindlessly farm pugs for hours) is far to influencial on general pvp. You can not fight a large group unless you´re running one yourself (or you can fight but you can not kill them).
This is a huge hurdle to overcome for new players.
Changing groupsize changes the dynamic of zerging because it becomes harder to organize (and optimizing at the same level we´re seeing at the moment won´t be possible anymore because sth like rapid or purgebots will simply vanish).
Getting 4 parties of 5 to stick together is way harder than getting 19 people to follow crown AND it´s less effective if you restrict certain effects to group only.
The core argument is: Finding 5 people to play with is easier than finding 15.
Pvp needs to be accessible. Largescale pvp is the main goal for cyrodiil - yet it´s the most inaccessible form of pvp there is.
It´s not about changing how people play. It´s about getting them to play in the first place and having it as accessible as possible.
To promote smallscale you´d have to bring mobility back. That´s an entirely different page.
This is.....a very interesting and compelling argument.
I too love unorganized large scale PvP -- "unorganized" meaning no ball groups present, just a big siege with mostly small groups and pugs and maybe a few large groups who don't ball up on each other and roll over everyone else, with several skirmishes happening at the same time all over and around the keep.
I wonder how such a change would affect the game in the long term for the current large scale players. @Satiar @Vincelex and @Izanagi.Xiiib16_ESO if ZOS were to implement a group cap of 5, how would you and your guildies react?
NightbladeMechanics wrote: »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
Oh i don´t want that to promote smallscale action.
I want it to promote zerg action where people feel compelled to participate.
I´m actually a huge fan of zerging and largescale pvp - eso is just delivering a pretty trash experience in that regard.
Currently the ability of a large group to change the tide of battle (or just mindlessly farm pugs for hours) is far to influencial on general pvp. You can not fight a large group unless you´re running one yourself (or you can fight but you can not kill them).
This is a huge hurdle to overcome for new players.
Changing groupsize changes the dynamic of zerging because it becomes harder to organize (and optimizing at the same level we´re seeing at the moment won´t be possible anymore because sth like rapid or purgebots will simply vanish).
Getting 4 parties of 5 to stick together is way harder than getting 19 people to follow crown AND it´s less effective if you restrict certain effects to group only.
The core argument is: Finding 5 people to play with is easier than finding 15.
Pvp needs to be accessible. Largescale pvp is the main goal for cyrodiil - yet it´s the most inaccessible form of pvp there is.
It´s not about changing how people play. It´s about getting them to play in the first place and having it as accessible as possible.
To promote smallscale you´d have to bring mobility back. That´s an entirely different page.
This is.....a very interesting and compelling argument.
I too love unorganized large scale PvP -- "unorganized" meaning no ball groups present, just a big siege with mostly small groups and pugs and maybe a few large groups who don't ball up on each other and roll over everyone else, with several skirmishes happening at the same time all over and around the keep.
I wonder how such a change would affect the game in the long term for the current large scale players. @Satiar @Vincelex and @Izanagi.Xiiib16_ESO if ZOS were to implement a group cap of 5, how would you and your guildies react?
PeaNutShotz wrote: »Vdsa weapons should be put back into the end of the campaign rewards for the top tier pvpers. I miss my master weapons. As for them being vMA weapons no. Those should only be earned thru vMA. Now people are gonna say why one and not the other. Well strictly on one reason. We got master weapons before and should receive them again for top tier pvpers. Now I would change on how it works tho.
You could only get them on the 30 day campaigns cuz right now pc na doesn't have the pvp population to keep 7 campaigns open.
Fix the lag
Double the AP from keep defenses. I so miss those chalamo ticks
Fix the FPS issues we've been having for 2 yrs
Last but not least. Rework the RotW like Agrippa mentioned in his post and so many positive comments to make RotW better.
Do that and I can see new player joining and old players coming back.
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
Oh i don´t want that to promote smallscale action.
I want it to promote zerg action where people feel compelled to participate.
I´m actually a huge fan of zerging and largescale pvp - eso is just delivering a pretty trash experience in that regard.
Currently the ability of a large group to change the tide of battle (or just mindlessly farm pugs for hours) is far to influencial on general pvp. You can not fight a large group unless you´re running one yourself (or you can fight but you can not kill them).
This is a huge hurdle to overcome for new players.
Changing groupsize changes the dynamic of zerging because it becomes harder to organize (and optimizing at the same level we´re seeing at the moment won´t be possible anymore because sth like rapid or purgebots will simply vanish).
Getting 4 parties of 5 to stick together is way harder than getting 19 people to follow crown AND it´s less effective if you restrict certain effects to group only.
The core argument is: Finding 5 people to play with is easier than finding 15.
Pvp needs to be accessible. Largescale pvp is the main goal for cyrodiil - yet it´s the most inaccessible form of pvp there is.
It´s not about changing how people play. It´s about getting them to play in the first place and having it as accessible as possible.
To promote smallscale you´d have to bring mobility back. That´s an entirely different page.
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.
montiferus wrote: »PeaNutShotz wrote: »Vdsa weapons should be put back into the end of the campaign rewards for the top tier pvpers. I miss my master weapons. As for them being vMA weapons no. Those should only be earned thru vMA. Now people are gonna say why one and not the other. Well strictly on one reason. We got master weapons before and should receive them again for top tier pvpers. Now I would change on how it works tho.
.
Your argument is illogical. Just because it was done in the past doesn't mean it should be available now. Just because you grind AP doesn't entitle you to rewards for the hardest 4 man content in the game. No trial gear should ever drop in PVP. As others have mentioned there should be top tier PVP specific sets given to top tier PVP players.
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.
montiferus wrote: »PeaNutShotz wrote: »Vdsa weapons should be put back into the end of the campaign rewards for the top tier pvpers. I miss my master weapons. As for them being vMA weapons no. Those should only be earned thru vMA. Now people are gonna say why one and not the other. Well strictly on one reason. We got master weapons before and should receive them again for top tier pvpers. Now I would change on how it works tho.
.
Your argument is illogical. Just because it was done in the past doesn't mean it should be available now. Just because you grind AP doesn't entitle you to rewards for the hardest 4 man content in the game. No trial gear should ever drop in PVP. As others have mentioned there should be top tier PVP specific sets given to top tier PVP players.
VDSA is hard?
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
This is why people aren't logging in anymore. It's not that we're burnt out after double AP. It's that we're burnt out because PvP sucks no matter what your playstyle.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
I don't think those were ever good fights. At least not by my definition. My background in competitive play was in first person shooters and no one cared about how good anyone else was on public servers. Nor would anyone in any developed competitive medium from sports to writing to games like chess.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
We should drop this outnumbered absurdity and try to arrange actually good fights against comparable opponents. It's impossible to always achieve this in AvA, but we can do much better than we are doing. An added benefit to this is that the casuals who would be farmed have a greater opportunity to have a good time fighting each other. That makes them more likely to keep playing and grow into experienced players.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
I don't think those were ever good fights. At least not by my definition. My background in competitive play was in first person shooters and no one cared about how good anyone else was on public servers. Nor would anyone in any developed competitive medium from sports to writing to games like chess.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
We should drop this outnumbered absurdity and try to arrange actually good fights against comparable opponents. It's impossible to always achieve this in AvA, but we can do much better than we are doing. An added benefit to this is that the casuals who would be farmed have a greater opportunity to have a good time fighting each other. That makes them more likely to keep playing and grow into experienced players.