CatchMeTrolling wrote: »Emp should be hard, it’s meant to be a rare achievement although people started handing it out and what you’re suggesting is also handing it out. I get the frustration of not getting it and people being able to no life it (this isn’t always the case some people are just great ap farmers) but that’s intended. Plus what’s the point of an emp that’s never on, you’re also not realizing so many people will miss emp simply because they’re crowned when they’re not on with that system of yours.
So you don’t want people to stay on to get it but they would have to stay on to not miss their chance at being emp and how would this work in 30 day campaigns which is the most popular. The other two suggestions are unreasonable.
Twohothardware wrote: »CatchMeTrolling wrote: »Emp should be hard, it’s meant to be a rare achievement although people started handing it out and what you’re suggesting is also handing it out. I get the frustration of not getting it and people being able to no life it (this isn’t always the case some people are just great ap farmers) but that’s intended. Plus what’s the point of an emp that’s never on, you’re also not realizing so many people will miss emp simply because they’re crowned when they’re not on with that system of yours.
So you don’t want people to stay on to get it but they would have to stay on to not miss their chance at being emp and how would this work in 30 day campaigns which is the most popular. The other two suggestions are unreasonable.
It's got nothing to do with being hard. At least on console it's simply not possible to get Emp in Vivec if the normal couple of guys on each Alliance are playing. You can be a high skill player and play several hours every single day and you will never get it in the main Campaign because the handful of guys that are the Emp every Campaign for months straight play ESO like a full time job and only AP farm while they're on. This is why every normal person that wants to try and get Emp goes to a dead Campaign or something like Kyne where players vet out.
I don't think making it to where you're put on a cool down before that same person can get Emp again is in any way making it so that Emp is being just handed out. It will still typically be one of the players in the top 10 getting Emp and to get in the top 10 in Vivec you're going to need to play several hours every day and earn several million AP which means it's still a hard rare achievement for 99% of the player base.
I think to comfortably change the emperorship system they´d need to rework Cyrodiil AND IC somewhat - tie being emp to imperial city (make it part of the base game - connect the district to normal cyrodiil).
I think gaining emperorship should also "cost" a certain amount of AP on the leaderboard. Not all - nor should it make you uneglible for the rest of the campaign. But it shouldn´t be as easy to stay on top as it is now.
I think the idea to have a debuff for people playing only one char is really stupid - to put it nicely.
These aren't good solutions.
I do see the point however that the mechanic should be adjusted somehow, but I don't think your solutions are going to fly.
A bigger deal I think is the map resetting when the campaign resets to great a rush at the start of each cycle. That would be cool.
Getting Emp should be hard. Almost impossible without good luck, timing, and mega Guild Support. It's the pinnacle of the game.
Sadly I've given up on it for now, just don't have the hours. But I accept that, I rarely get a 2hr slot even
I think to comfortably change the emperorship system they´d need to rework Cyrodiil AND IC somewhat - tie being emp to imperial city (make it part of the base game - connect the district to normal cyrodiil).
I think gaining emperorship should also "cost" a certain amount of AP on the leaderboard. Not all - nor should it make you uneglible for the rest of the campaign. But it shouldn´t be as easy to stay on top as it is now.
I think the idea to have a debuff for people playing only one char is really stupid - to put it nicely.
VaranisArano wrote: »I think to comfortably change the emperorship system they´d need to rework Cyrodiil AND IC somewhat - tie being emp to imperial city (make it part of the base game - connect the district to normal cyrodiil).
I think gaining emperorship should also "cost" a certain amount of AP on the leaderboard. Not all - nor should it make you uneglible for the rest of the campaign. But it shouldn´t be as easy to stay on top as it is now.
I think the idea to have a debuff for people playing only one char is really stupid - to put it nicely.
I always see people saying "connect the emperorship to Imperial City" like they think its going to benefit Imperial City and Cyrodiil. It won't.
Currently, emperorship requires capturing and holding all six keeps around the Imperial City. On a competitive campaign, this is very difficult and requires a great deal of effort, good timing, luck, and faction cooperation.
Imperial City - the district flags of the Imperial City have three guards on them and are easier to solo than a resource (Seriously, resources have around 10 guards and you'll fight at least 7 of them with 4 on the flag. District flags have three guards on the flag. If you can solo a Cyrodiil resource, district flags are easy-peasy). If holding the districts became a requirement, there's a very simple solution. Park a raid in IC and zerg the districts. Oh, you wanted more people in Imperial City. Congrats, the only thing you got was a zerg that will evaporate as some as the emp push succeeds or fails. You might get an enemy faction zerg, but again, its a zerg. That's all you are going to get.
Cyrodiil - capturing and defending six keeps and holding them all is pretty difficult on a competitive campaign where both opposing factions know exactly what the pushing faction is trying to do and going all out to stop them. Taking a keep is much, much more difficult and involves many more players plus siege than anything in the Imperial City. Pushing for emperor in a competitive campaign is extremely difficult and does not require any more complications (especially when those complications are just 6 more flags with 3 guards each that are easier to take than a resource).
In short, the difficult of taking the districts is laughable compared to the effort of taking all six ring keeps. If added, Imperial City will get a short-lived zerg battle and nothing more. Emperor pushes will become more complicated without anything of value actually being added. If you can successfully coordinate a faction to take the six ring keeps, adding the requirement of the districts is a pointless petty obstacle.
VaranisArano wrote: »I think to comfortably change the emperorship system they´d need to rework Cyrodiil AND IC somewhat - tie being emp to imperial city (make it part of the base game - connect the district to normal cyrodiil).
I think gaining emperorship should also "cost" a certain amount of AP on the leaderboard. Not all - nor should it make you uneglible for the rest of the campaign. But it shouldn´t be as easy to stay on top as it is now.
I think the idea to have a debuff for people playing only one char is really stupid - to put it nicely.
I always see people saying "connect the emperorship to Imperial City" like they think its going to benefit Imperial City and Cyrodiil. It won't.
Currently, emperorship requires capturing and holding all six keeps around the Imperial City. On a competitive campaign, this is very difficult and requires a great deal of effort, good timing, luck, and faction cooperation.
Imperial City - the district flags of the Imperial City have three guards on them and are easier to solo than a resource (Seriously, resources have around 10 guards and you'll fight at least 7 of them with 4 on the flag. District flags have three guards on the flag. If you can solo a Cyrodiil resource, district flags are easy-peasy). If holding the districts became a requirement, there's a very simple solution. Park a raid in IC and zerg the districts. Oh, you wanted more people in Imperial City. Congrats, the only thing you got was a zerg that will evaporate as some as the emp push succeeds or fails. You might get an enemy faction zerg, but again, its a zerg. That's all you are going to get.
Cyrodiil - capturing and defending six keeps and holding them all is pretty difficult on a competitive campaign where both opposing factions know exactly what the pushing faction is trying to do and going all out to stop them. Taking a keep is much, much more difficult and involves many more players plus siege than anything in the Imperial City. Pushing for emperor in a competitive campaign is extremely difficult and does not require any more complications (especially when those complications are just 6 more flags with 3 guards each that are easier to take than a resource).
In short, the difficult of taking the districts is laughable compared to the effort of taking all six ring keeps. If added, Imperial City will get a short-lived zerg battle and nothing more. Emperor pushes will become more complicated without anything of value actually being added. If you can successfully coordinate a faction to take the six ring keeps, adding the requirement of the districts is a pointless petty obstacle.
You seem to simply assume district PvP wouldn't be redesigned when connecting IC to Cyrodiil, which is ridiculous.