NightbladeMechanics wrote: »Remove aoe caps, and place more meaningful PvP objectives all around the map. We need to remove rewards for stacking and create positive incentives for spreading, not negative incentives for stacking.
NightbladeMechanics wrote: »Remove aoe caps, and place more meaningful PvP objectives all around the map. We need to remove rewards for stacking and create positive incentives for spreading, not negative incentives for stacking.
DivineFirstYOLO wrote: »NightbladeMechanics wrote: »Remove aoe caps, and place more meaningful PvP objectives all around the map. We need to remove rewards for stacking and create positive incentives for spreading, not negative incentives for stacking.
Removing AOE caps would be a good start, but so many people have been asking for that in the past and nothing has changed, so i guess it's not desirable by ZOS to remove the caps - that's why i didn't mention it.
What could positive incentives for spreading be? In other threads people mentioned to raise/decrease offensive and defensive ticks depending on amount of players involved - but i doubt that will be enough to make people spread.
You know, it'd be quite easy for ZOS to really discourage stacking/zerging with skill design.
There is currently only one skill that scales based on how many other players are nearby: Magicka Detonation.
What we need is more skills like Detonation, ones available to stamina builds too (side note: maybe this would also reduce the amount of gap closer->rev slice spamming Xv1 builds as well?).
For instance, I think ZOS missed a great opportunity with the Wardens' Growing Swarm morph - they should've made that morph keep spreading infinitely until players split up.
Bottom line is: one anti-zerg ability in the game isn't nearly enough.
Removing AoE caps instead of adding extra modifiers (be it buffs or debuffs) would increase performance quite a bit.
I don't like the idea of dynamic ulti gen, you should have what you bring to a fight, not something convoluted that may or may not benefit the underpowered side as you'd expect it to do (such as a kiting scenario where the chasers are spread out technically).
Second thing is proper incentives to go outside the emp circle. You can put all the debuffs in the world, people won't go elsewhere, why? Because there is nothing else to do in Cyrodiil. If there were quests to do every time a keep gets captured to unlock its maximum level requiring (such as "we need money to finance the people, go out there and get the treasure from some [random delve / bandit camp / we]"). Of course, to add in proper rewards, such as boxes containing random motifs, some alchemy mats and some potions / food for instance.
What if keeps didn't even have an outer wall until enough people actually help bringing the necessary resources? Or what if resources were even further away from keeps?
It's not like there isn't any possibility. The only thing we don't need is more flags that you only need to go to once and be done with it - which was what captureable towns are basically.
There are hundreds of possibilities and ways to frequently push people to go outside the emp circle, not those I just mentioned.
Removing AoE caps instead of adding extra modifiers (be it buffs or debuffs) would increase performance quite a bit.
I don't like the idea of dynamic ulti gen, you should have what you bring to a fight, not something convoluted that may or may not benefit the underpowered side as you'd expect it to do (such as a kiting scenario where the chasers are spread out technically).
Second thing is proper incentives to go outside the emp circle. You can put all the debuffs in the world, people won't go elsewhere, why? Because there is nothing else to do in Cyrodiil. If there were quests to do every time a keep gets captured to unlock its maximum level requiring (such as "we need money to finance the people, go out there and get the treasure from some [random delve / bandit camp / we]"). Of course, to add in proper rewards, such as boxes containing random motifs, some alchemy mats and some potions / food for instance.
What if keeps didn't even have an outer wall until enough people actually help bringing the necessary resources? Or what if resources were even further away from keeps?
It's not like there isn't any possibility. The only thing we don't need is more flags that you only need to go to once and be done with it - which was what captureable towns are basically.
There are hundreds of possibilities and ways to frequently push people to go outside the emp circle, not those I just mentioned.
you dont need to add pve to pvp. infact that would be quite awful. all you need to do is remove the already existing roleplay aspects and turn cyrodiil into a competitive small scale open world zone. when those objectives are gone most of the zergs will be gone too cos lets be honest these ppl are like bots. if they dont have a red marker (so to say) on the map they dont know what to do and just wander around headless or go back to pve where they belong. whats left is actual pvpers that play to have sick fights between each other and dont care for PvDoor. all the ppl who would normally play pvp but cba with the nobrain state cyrodiil is currently in would return aswell. the playerbase for that is there and it would have infinity higher quality than what we currently have.
Man, all the zergling hate. One of the best things about PVP is people can spontaneously band together and actually be useful to one another. We don't even have to all speak the same language, nobody has to commit for more than one fight if they have other things to do, and unless you are a moron or VERY new and nothing makes sense yet, at least you won't be a liability to your faction.
There may be other effects we don't love, but that's not something to change or punish. Counterplay? Hell yes, blow them up. But gimp them just for standing next to each other? Nah.
DivineFirstYOLO wrote: »NightbladeMechanics wrote: »Remove aoe caps, and place more meaningful PvP objectives all around the map. We need to remove rewards for stacking and create positive incentives for spreading, not negative incentives for stacking.
Removing AOE caps would be a good start, but so many people have been asking for that in the past and nothing has changed, so i guess it's not desirable by ZOS to remove the caps - that's why i didn't mention it.
What could positive incentives for spreading be? In other threads people mentioned to raise/decrease offensive and defensive ticks depending on amount of players involved - but i doubt that will be enough to make people spread.
NightbladeMechanics wrote: »Remove aoe caps, and place more meaningful PvP objectives all around the map. We need to remove rewards for stacking and create positive incentives for spreading, not negative incentives for stacking.
^
Also buff Zerg killing abilities such as Magicka Detonation. Increase the damage buff per enemy hit and reduce the cast time.
It’s AoE Caps that will always force stacking to be the superior way to play. Stacking is naturally not the best idea since you are susceptible to bombers and lots of AoE attacks hitting lots of players in your group, but it definitely becomes the #1 “strat” when you gain near invulnerability via AoE Caps for doing it.
The-Baconator wrote: »NightbladeMechanics wrote: »Remove aoe caps, and place more meaningful PvP objectives all around the map. We need to remove rewards for stacking and create positive incentives for spreading, not negative incentives for stacking.
^
Also buff Zerg killing abilities such as Magicka Detonation. Increase the damage buff per enemy hit and reduce the cast time.
It’s AoE Caps that will always force stacking to be the superior way to play. Stacking is naturally not the best idea since you are susceptible to bombers and lots of AoE attacks hitting lots of players in your group, but it definitely becomes the #1 “strat” when you gain near invulnerability via AoE Caps for doing it.
As for incentives for not stacking, perhaps rewarding a 40 man group for PvDooring an empty keep or zerging down a keep with 4 people in it with more AP than they used to make in an hour actually PvPing wasn't the best way to actually encourage people to look for decent semi-competitive fights at contested objectives.
NightbladeMechanics wrote: »Remove aoe caps, and place more meaningful PvP objectives all around the map. We need to remove rewards for stacking and create positive incentives for spreading, not negative incentives for stacking.
Rohamad_Ali wrote: »Man, all the zergling hate. One of the best things about PVP is people can spontaneously band together and actually be useful to one another. We don't even have to all speak the same language, nobody has to commit for more than one fight if they have other things to do, and unless you are a moron or VERY new and nothing makes sense yet, at least you won't be a liability to your faction.
There may be other effects we don't love, but that's not something to change or punish. Counterplay? Hell yes, blow them up. But gimp them just for standing next to each other? Nah.
This is good and I am agreeing . We have ways to combat zergs . Coordinating small teams on objectives away from the Zerg . Never fight fire with fire . Fight fire with water . Change tactics and the Zerg will be pinched into compliance .