Joy_Division wrote: »NightbladeMechanics wrote: »Joy_Division wrote: »I don't think incentives are enough. They may grab some people for a week or so but at the end of the day what @gibous @Derra @Kilandros et al say is right: Cryodiil is repetitive and can get old *real* quick if you're not a diehard (questionable balance/gear change, loading screens, performance issues notwithstanding).
I haven't played any other MMO, but do other games have a policy of doing next to nothing for 3+ years for their PvP?
You would think someone at ZoS would realize that having 85% of the map not used is bad, funneling the entire population around the emperor ring undermines performance, and that the height of guild Vs. guild "strategy" is destro bomb or run away promotes mindless gameplay, but for whatever reason, but ZoS has opted to do nothing to change any of this or the many other issues with PvP.
All ZoS does is nerf stuff that just annoys the PvE population, which makes them even less likely to have a favorable view of PvP, let alone try it.
Even when the 3 factions are pop locked, there are times when nothing is going on, no swords, just a whole bunch of people sitting at keeps looking at their map just waiting for something to happen. Waiting because there is nothing to do in Cyrodiil except take Keeps.
The moment 2 DC try to take Aleswell Mine, 25 EP come rushing out to the keep and mow them down. And why shouldn't they? It's a free 1.5K AP for doing nothing.
Anything which increases your interest or enjoyment in PvP is an incentive to play it, and all of the incentives which you list except for improving skill balance are mentioned in my OP.
True. However incentives that do not reform and improve cyrodiil's stale gameplay and make it more fun and compelling to play are not likely to have a lasting effect. Stuff like cosmetics, double AP, or PvP oriented consumables are some things people have suggested aren't going to make us use the whole map, stop the mindless merry-go-round Emperor ring routine, or make guild Vs. guild fights compelling.
We could and should improve rewards for the worthy as you suggest in your original post. But doing so does nothing to address the reasons why @gibous says he logs in less and less.
So I thought the distinction between abstract incentives (which can just mean proverbial carrots to make people do things they do not find fun or normally wouldn't do otherwise) and actually tangible gameplay improvements, which are better characterized as reforms.
Perhaps its a region thing or a platform thing as I personally haven't experienced all this aggressive negativity you are talking about @anitajoneb17_ESO
I've seen it in PvE zone chat, sure, I've seen it in larger group events - trials (I've seen people abused for having their merchant out), I've seen it in PUG vet dungeons with people wanting to kick people who are lower level or struggling, but honestly I haven't seen it in PvP, where I would expect it. And I assume as that's because you communicate with your alliance only, all helping each other.
But region by region I can see that could be different, or I'm oblivious to it as I dont live in game.
I'm not a gamer, ESO is the first I've gotten into, and I am aware there is an immature / aggressive gamer culture in many FPS but the words you use seem pretty extreme for anything I've experienced.
In terms of improvements however What I can see is that a true 'newbie' campaign would be brilliant. The fact that many pros re-roll toons to stay in L1-49 is stupid, it means people testing the water get thumped and that's not fun.
Aelakhaii_De_Mythos wrote: »i say this with a heavy heart but pvp is completely dead in 1 year - nothing can save eso pvp.
the people responsible for eso pvp are scandalously incompetent.
If i were this incompetent at my job i would be fired immediately.
mook-eb16_ESO wrote: »To limit zergs you have to restrict player movement somehow. I made some suggestions like gating, mile gates and bridges to restrict movement in the inner portions of the map and make the gates only passable in one direction so all factions can attack 1 faction and defend against 1 faction. plus have a mechanism in main keeps for opening gates completely on the side your faction controls and another mechanism (maybe if you own emp, or some other objective) for changing the pass direction if gate is down i.e ep>dc>ad to ep>ad>dc.
Anyway creating other objectives in the campaign that have real effects on any factions ability to move or restrict another factions ability to move round the map and that create their own mini battles, will create healthier gameplay and help cyro retain its player base and hopefully attract more people just because its fun and not because they need stuff. However if you need stuff give away ap or different rewards for completing these objectives. maybe someone else can think of better ideas
anitajoneb17_ESO wrote: »Aelakhaii_De_Mythos wrote: »i say this with a heavy heart but pvp is completely dead in 1 year - nothing can save eso pvp.
the people responsible for eso pvp are scandalously incompetent.
If i were this incompetent at my job i would be fired immediately.
Maybe they just have a different vision and objectives from yours.
@zyk
you´re comparing an mmo and to other games where people fought each other.
CS
quake
starcraft
whatever
and all the likes of games that got played competetively in the past offered the framework for competition in their very core gamemechanics.
They were teambased or had very limited servercaps (leading to equal teams filling the server).
This is the structure eso is missing. There is no starting point for competetive play - which is exactly why it didn´t happen in eso but in almost every other mmo i´ve played.
You´re comparing apples to oranges.
I´ve played other mmos that did have better preconditions for competetive scenes to form and - wonder o wonder - they did have those.
DAoC had 8v8 open world group v group
Warhammer online had 6? v 6?
Swtor had 8v8 and 4v4
WoW had arenas (framework again)
Edit: Had eso launched with rated BGs - i´m pretty sure we would have had a vibrant BG scene and possibly even 4v4 open world groups running about.
@zyk
you´re comparing an mmo and to other games where people fought each other.
CS
quake
starcraft
whatever
and all the likes of games that got played competetively in the past offered the framework for competition in their very core gamemechanics.
They were teambased or had very limited servercaps (leading to equal teams filling the server).
This is the structure eso is missing. There is no starting point for competetive play - which is exactly why it didn´t happen in eso but in almost every other mmo i´ve played.
You´re comparing apples to oranges.
I´ve played other mmos that did have better preconditions for competetive scenes to form and - wonder o wonder - they did have those.
DAoC had 8v8 open world group v group
Warhammer online had 6? v 6?
Swtor had 8v8 and 4v4
WoW had arenas (framework again)
Edit: Had eso launched with rated BGs - i´m pretty sure we would have had a vibrant BG scene and possibly even 4v4 open world groups running about.
Yeap, DAOC ended up with 8v8 groups because 8 was the base group, and you didn't have a UI frame for zergs in that game...You had zergs yes..but you had 8v8 being one of the main competitions in that game...It co existed in RVR with zergs and you didn't have a need for instance based Battlegrounds.
Warhammer Online had 6v6 but what helped it maintain smaller group action was the fact that AOE's in that game could wipe the hell out of zergs, It worked same way in DAOC...Zergs in that game were slower as well so again...Fast Moving strike teams could hit run on zergs and wipe them...you had smaller scale pvp because of these things.
Swtor is a different beast, the reason you had 8v8/4v4 was simply because open world didn't exist...They tried it on Illum, People zerged the hell out of it and the lag made the game unplayable on anything past 10 players...So that's the only reason it existed in that game in my opinion.
Same with WoW, if ya go to any of the bigger Bg's just a big blob fest because AoE Caps. I've been in fights in AV in that game with both sides just clumped in a big ball an no one dying because the caps don't allow ya to kill people unless you assist.
you can examine other games like this as well; Rift for example had small scale PvP. It had BG's of course, and it had zerging but you ended up with actual small scale groups running around because again..in Rift, you could instant kill zergs...Dominator could run up on a Zerg out farming Rifts and instant kill have the zerg with 2 spells.
Now look at another game with AOE caps at the start, Guild Wars 2; by all accounts it should of developed small scale PvP..but it didn't, because the aoe caps resulted in guilds running in zerg balls spamming nothing but aoe's and other ***. You have the instanced SPvP but you never developed actual small scale roaming pvp because the game simply didn't cater to it, and now PvP in that game is nothing but a *** mess of people swapping keeps and zerging...Roaming is a joke and has died off on everything but the small population servers.
now look at ESO; before AOE caps were placed on a few skills you had actual small groups running around, soon as they were put in the game zerg balls started to develop and small scale started decreasing; now pvp is pretty much moving closer and closer to what GW2 was.
They waited to long to phase AOE caps out, and they promoted Zerg balls more and more each patch; the only time the game was started develop actual small scale pvp again was when Vicious death first came in. People were spreading out and pvp was started to get better.
Soon as Prox det and VD ate a nerf only larger groups could run the bombs and we're back to square one.
Hopefully CU doesn't repeat the same mistakes ESO and GW2 did
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?
@zyk
you´re comparing an mmo and to other games where people fought each other.
CS
quake
starcraft
whatever
and all the likes of games that got played competetively in the past offered the framework for competition in their very core gamemechanics.
They were teambased or had very limited servercaps (leading to equal teams filling the server).
This is the structure eso is missing. There is no starting point for competetive play - which is exactly why it didn´t happen in eso but in almost every other mmo i´ve played.
You´re comparing apples to oranges.
I´ve played other mmos that did have better preconditions for competetive scenes to form and - wonder o wonder - they did have those.
DAoC had 8v8 open world group v group
Warhammer online had 6? v 6?
Swtor had 8v8 and 4v4
WoW had arenas (framework again)
Edit: Had eso launched with rated BGs - i´m pretty sure we would have had a vibrant BG scene and possibly even 4v4 open world groups running about.
Yeap, DAOC ended up with 8v8 groups because 8 was the base group, and you didn't have a UI frame for zergs in that game...You had zergs yes..but you had 8v8 being one of the main competitions in that game...It co existed in RVR with zergs and you didn't have a need for instance based Battlegrounds.
Warhammer Online had 6v6 but what helped it maintain smaller group action was the fact that AOE's in that game could wipe the hell out of zergs, It worked same way in DAOC...Zergs in that game were slower as well so again...Fast Moving strike teams could hit run on zergs and wipe them...you had smaller scale pvp because of these things.
Swtor is a different beast, the reason you had 8v8/4v4 was simply because open world didn't exist...They tried it on Illum, People zerged the hell out of it and the lag made the game unplayable on anything past 10 players...So that's the only reason it existed in that game in my opinion.
Same with WoW, if ya go to any of the bigger Bg's just a big blob fest because AoE Caps. I've been in fights in AV in that game with both sides just clumped in a big ball an no one dying because the caps don't allow ya to kill people unless you assist.
you can examine other games like this as well; Rift for example had small scale PvP. It had BG's of course, and it had zerging but you ended up with actual small scale groups running around because again..in Rift, you could instant kill zergs...Dominator could run up on a Zerg out farming Rifts and instant kill have the zerg with 2 spells.
Now look at another game with AOE caps at the start, Guild Wars 2; by all accounts it should of developed small scale PvP..but it didn't, because the aoe caps resulted in guilds running in zerg balls spamming nothing but aoe's and other ***. You have the instanced SPvP but you never developed actual small scale roaming pvp because the game simply didn't cater to it, and now PvP in that game is nothing but a *** mess of people swapping keeps and zerging...Roaming is a joke and has died off on everything but the small population servers.
now look at ESO; before AOE caps were placed on a few skills you had actual small groups running around, soon as they were put in the game zerg balls started to develop and small scale started decreasing; now pvp is pretty much moving closer and closer to what GW2 was.
They waited to long to phase AOE caps out, and they promoted Zerg balls more and more each patch; the only time the game was started develop actual small scale pvp again was when Vicious death first came in. People were spreading out and pvp was started to get better.
Soon as Prox det and VD ate a nerf only larger groups could run the bombs and we're back to square one.
Hopefully CU doesn't repeat the same mistakes ESO and GW2 did
I could have fleshed out the thought process of mine a bit more here yeah
Basically my point was:
Open world pvp resulted in player driven competetive structures that focused around the games group size.
MMOs with other forms of pvp had the structure built in (BGs, Arenas).
Idk about wow large bgs - i only ever heared from my guildmates who played it of arenas being somewhat competetive in 2v2 3v3 and 4v4?
Eso had none of these for 3 years.
Here's a way to stop discouraging new players from playing PVP:
Stop forming OP groups and farming randoms. Instead, why not look for other OP groups for actually good fights?
It's really surprising to me that this is still *such* a thing.
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.
Here's a way to stop discouraging new players from playing PVP:
Stop forming OP groups and farming randoms. Instead, why not look for other OP groups for actually good fights?
It's really surprising to me that this is still *such* a thing.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.
We would like to but there are people who would rather not fight us.
We have a few GVG fights on my channel. Most of them are rare occurrences in open world so not a mock set up.
We offered to fight legion again since we didn't notice their 6th was a pug at the time. They refuse but still remain confident that they would 100% win.
Animosity just wants fun and challenging fights against other "organized/top level" groups of an equal size or near equal.
Like you said, most people would rather farm pugs.
Vilestride wrote: »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?
I don't think this would be a positive change. The people it will affect the most are casual pick up group players who want to come into cyro, hit LFG and be in a group and they are currently the only meat on the otherwise skin and bone PVP population.
But wouldn't this just mean more, smaller PUG groups opposed to fewer large ones Vile? No, I highly doubt it, the rarest kind of player (even rarer than the honourable kind of player who is 1v1ing you then a random from his faction shows up so he stops fighting you to let you kill said random and then continues the 1v1) is leaders. As it is, at least you can have a 1:23 ratio of people willing to lead:not. Drop group to 5 and say goodbye to the casual PvPer who just wants to zerg surf a while. While it may sound like a welcome goodbye it's counter-intuitive to attempting to re-populate cyrodil. While I know '5' is an arbitrary value in this and subject to debate/change lets just go with it for arguments sake.
As for 'Zergballs', I am going to assume you mean organised raids. IMO it will make them stronger than ever before. The skills that distinguish these organised groups and top tier guilds compared to more casual ones are Teamwork, Co-operation and Communication. They are going to be the only ones capable of sticking together despite not being in the same group with a crown. Believe me, I and my guild mates don't need a crown to follow our leader. The only threat to an organised guild is other organised guilds. If you make it inherently harder to organise groups, the gap between top tier and mid/lower tier guilds will widen, not close. This is all speculative, and as Iz posted before, this is if said 'zergballs' would choose to still run in larger groups if they no longer needed to to participate in the game play they want to be involved with.
As far as eliminating the roles of purge/rapid bots, for one, I think the existence of not only having, but requiring dedicated support roles in organised group play is hugely positive for the game and not the other way around as derra is proposing. Its a good thing that not everyone is building to be the same well rounded 1VX machine. Maybe we see it differently but my view is this:
- While in a 4 man each person has their 7 armour pieces, 3 jewellery and then weapons, 12 skill slots each to get the job done. They all build to be self sustaining, self reliant individuals. Great. cool, this is the nature of small scale, nothing wrong with it and I would hate to see it die out. BUT I also don't think there is anything wrong with having a proper group composition in large scale game play either. Don't think of it as 12 people. Think of it as 1 person, with 84 armour slots, 36 jewllery slots and 144 skill slots optimizing those the same way an individual does. This creates and allows for a diversity of roles, why would you want to take that away?
Whether or not you share my philosophy about this being positive or negative is irrelevant in this context anyway. Regarding lowering group sizes, again, It won't hinder these organised groups. They already compose their groups intelligently and will manage to achieve the same support/heals/damage balance they already do. Hypothetically I would just compose groups in sets of 4(5 or whatever) at a ratio of 2 damage, 1 healer, 1 support, and build up to your total group number following that formula. Have each of those sets run together with a sub leader of sorts, all following the existing raid leader. That structured group composition isn't even that different from how its already done.
TL:DR: Overall I think its an interesting idea, and I would actually be keen to try running say, 3 groups of 4 together as one to see how it affects our organisation. But my prediction is that it wouldn't break up organised guilds, it wouldn't remove the general zergs who are mostly just 1's and 2's heading in the same direction anyway but it would however destroy the PUG population, which I think is fundamental to the health of Cyrodil and its longevity. I don't think group size is a priority reform and the other points touched on in this thread take precedent.
Just my 2 bits.
We would like to but there are people who would rather not fight us.
We have a few GVG fights on my channel. Most of them are rare occurrences in open world so not a mock set up.
We offered to fight legion again since we didn't notice their 6th was a pug at the time. They refuse but still remain confident that they would 100% win.
Animosity just wants fun and challenging fights against other "organized/top level" groups of an equal size or near equal.
Like you said, most people would rather farm pugs.
I'm nearing the end of my time raiding in ESO and doing a lot of looking back on what went right and what went wrong. I think the biggest mistake made is separating PvE from PvP. For PvP to be lasting and meaningful it can't be opt in.
The death of open world PvP was the quest to find Good Fights. At a certain point you're basically trying to recreate the arena experience in an open world environment. And that leads to nowhere good. There needed to be a goal behind it. You pvp for gear, for weapons, for resources, for territory. The point system was ineffective and didn't give enough for everyone to care.
Remember farming coldharbour for flowers? That shoulda been in Cyrodiil! There should have been great farming areas, places combatants and non-combatants went to farm, attack and protect. All the crazy fights I've been in and led these 3 years, one of the most memorable was defending a duelling event from griefers and getting paid for it. *** awesome! We needed more stuff like that. Cyrodiil devolved into some kind of gentleman's war where nothing was worth fighting over so the only benefit was the fight itself. The pride. But that fades as guilds fade and old players leave.
Objectives is the wrong way of looking at it. It need(ed?) to be something of value. There needed to be things of value in the corners and valleys that weren't easily available elsewhere. anything else avd we eventually get where we are now.
It's been fun but it has a clear ending point and expirey date and seeing it is depressing.
NightbladeMechanics wrote: »I'm nearing the end of my time raiding in ESO and doing a lot of looking back on what went right and what went wrong. I think the biggest mistake made is separating PvE from PvP. For PvP to be lasting and meaningful it can't be opt in.
The death of open world PvP was the quest to find Good Fights. At a certain point you're basically trying to recreate the arena experience in an open world environment. And that leads to nowhere good. There needed to be a goal behind it. You pvp for gear, for weapons, for resources, for territory. The point system was ineffective and didn't give enough for everyone to care.
Remember farming coldharbour for flowers? That shoulda been in Cyrodiil! There should have been great farming areas, places combatants and non-combatants went to farm, attack and protect. All the crazy fights I've been in and led these 3 years, one of the most memorable was defending a duelling event from griefers and getting paid for it. *** awesome! We needed more stuff like that. Cyrodiil devolved into some kind of gentleman's war where nothing was worth fighting over so the only benefit was the fight itself. The pride. But that fades as guilds fade and old players leave.
Objectives is the wrong way of looking at it. It need(ed?) to be something of value. There needed to be things of value in the corners and valleys that weren't easily available elsewhere. anything else avd we eventually get where we are now.
It's been fun but it has a clear ending point and expirey date and seeing it is depressing.
I use the term "objectives" loosely. Flowers and other farmables is a perfectly good incentive and one idea that I think would gain a lot of traction with the community. I think @Ishammael incorporated that into his big rework of Cyrodiil a while back, but he's among the afk players these days.
NightbladeMechanics wrote: »I'm nearing the end of my time raiding in ESO and doing a lot of looking back on what went right and what went wrong. I think the biggest mistake made is separating PvE from PvP. For PvP to be lasting and meaningful it can't be opt in.
The death of open world PvP was the quest to find Good Fights. At a certain point you're basically trying to recreate the arena experience in an open world environment. And that leads to nowhere good. There needed to be a goal behind it. You pvp for gear, for weapons, for resources, for territory. The point system was ineffective and didn't give enough for everyone to care.
Remember farming coldharbour for flowers? That shoulda been in Cyrodiil! There should have been great farming areas, places combatants and non-combatants went to farm, attack and protect. All the crazy fights I've been in and led these 3 years, one of the most memorable was defending a duelling event from griefers and getting paid for it. *** awesome! We needed more stuff like that. Cyrodiil devolved into some kind of gentleman's war where nothing was worth fighting over so the only benefit was the fight itself. The pride. But that fades as guilds fade and old players leave.
Objectives is the wrong way of looking at it. It need(ed?) to be something of value. There needed to be things of value in the corners and valleys that weren't easily available elsewhere. anything else avd we eventually get where we are now.
It's been fun but it has a clear ending point and expirey date and seeing it is depressing.
I use the term "objectives" loosely. Flowers and other farmables is a perfectly good incentive and one idea that I think would gain a lot of traction with the community. I think @Ishammael incorporated that into his big rework of Cyrodiil a while back, but he's among the afk players these days.
What is ESO?
Cyrodiil devolved into some kind of gentleman's war where nothing was worth fighting over so the only benefit was the fight itself. The pride. But that fades as guilds fade and old players leave.
Objectives is the wrong way of looking at it. It need(ed?) to be something of value. There needed to be things of value in the corners and valleys that weren't easily available elsewhere. anything else avd we eventually get where we are now.
NightbladeMechanics wrote: »NightbladeMechanics wrote: »I'm nearing the end of my time raiding in ESO and doing a lot of looking back on what went right and what went wrong. I think the biggest mistake made is separating PvE from PvP. For PvP to be lasting and meaningful it can't be opt in.
The death of open world PvP was the quest to find Good Fights. At a certain point you're basically trying to recreate the arena experience in an open world environment. And that leads to nowhere good. There needed to be a goal behind it. You pvp for gear, for weapons, for resources, for territory. The point system was ineffective and didn't give enough for everyone to care.
Remember farming coldharbour for flowers? That shoulda been in Cyrodiil! There should have been great farming areas, places combatants and non-combatants went to farm, attack and protect. All the crazy fights I've been in and led these 3 years, one of the most memorable was defending a duelling event from griefers and getting paid for it. *** awesome! We needed more stuff like that. Cyrodiil devolved into some kind of gentleman's war where nothing was worth fighting over so the only benefit was the fight itself. The pride. But that fades as guilds fade and old players leave.
Objectives is the wrong way of looking at it. It need(ed?) to be something of value. There needed to be things of value in the corners and valleys that weren't easily available elsewhere. anything else avd we eventually get where we are now.
It's been fun but it has a clear ending point and expirey date and seeing it is depressing.
I use the term "objectives" loosely. Flowers and other farmables is a perfectly good incentive and one idea that I think would gain a lot of traction with the community. I think @Ishammael incorporated that into his big rework of Cyrodiil a while back, but he's among the afk players these days.
What is ESO?