For the pvp

Revelzdevelz
Revelzdevelz
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Instead of nerfing classes and abilities to try and even out pvp and the zerg can we try to make natural zerg splitting mechanics? Perhaps making keeps more then just linked for transporting, buffs purposes? Why can we take keeps without touching the resources? Make the keeps unable to be captured unless the faction attacking owns all three resources. This will allow two factions fighting each other to have to split up. Attacking factions will need teams to take and maintain a resource. The defending zerg can defend a resource or two.

It even allows a third faction to come annoy everyone and try and hold the other two from getting anywhere by holding a resource, further making the zerg to split up a little. Obviously this wont solve the zerg issue but it is an open world pvp area, so it is natural for saftey in numbers. Id love to see PvEvP but I understand that ppl dont want it mixed, but it would be awesome to see World boss lvl mobs guarding gate keep resources and trial lvl bosses guarding the keeps with easier 4 man boss lvl guarding the farther keeps. Im rambling =P But really I would love to see more thought put into how open world world pvp works in ESO. There is such a good base to it and the zone is so big it seems like such a waste that its just a giant zerg fest with steamroller mechanics.
Edited by Revelzdevelz on January 3, 2018 2:54AM
  • Knootewoot
    Knootewoot
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    Capturing resources should just have a bigger benefit then it has now. Mine should mean better protected walls then it does now. Maybe 150%.

    Right now the best way to take a keep is put a ram and some ballista's in front in you are in in no time if nobody spots you before 50%. The door should be heavier protected when the lumbermill is active. Maybe even add a portcullis for extra protection with spikes or something when both farm and mine are active.
    And a farm should buff the friendly players of that keep with 20% extra healh if near the keep if farm is active. So taking the farm is necessary to even the odds.
    Numbers must be adjusted for balance, but you get the idea.
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Vapirko
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    Knootewoot wrote: »
    Capturing resources should just have a bigger benefit then it has now. Mine should mean better protected walls then it does now. Maybe 150%.

    Right now the best way to take a keep is put a ram and some ballista's in front in you are in in no time if nobody spots you before 50%. The door should be heavier protected when the lumbermill is active. Maybe even add a portcullis for extra protection with spikes or something when both farm and mine are active.
    And a farm should buff the friendly players of that keep with 20% extra healh if near the keep if farm is active. So taking the farm is necessary to even the odds.
    Numbers must be adjusted for balance, but you get the idea.

    Cool ideas.
  • Xvorg
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    Vapirko wrote: »
    Knootewoot wrote: »
    Capturing resources should just have a bigger benefit then it has now. Mine should mean better protected walls then it does now. Maybe 150%.

    Right now the best way to take a keep is put a ram and some ballista's in front in you are in in no time if nobody spots you before 50%. The door should be heavier protected when the lumbermill is active. Maybe even add a portcullis for extra protection with spikes or something when both farm and mine are active.
    And a farm should buff the friendly players of that keep with 20% extra healh if near the keep if farm is active. So taking the farm is necessary to even the odds.
    Numbers must be adjusted for balance, but you get the idea.

    Cool ideas.

    I'll add towns to the equation. Controlling towns imply NPC camps of your faction in near bridges and gates, such as Alessia's Bridge or Chal Gate
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Neoauspex
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    There needs to be 2 towns behind EP/DC lines like there is for AD
  • Sandman929
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    Some interesting ideas in here, and in posts of the past. We might get some of them if ZOS ever cared to do a PvP update.
  • Earthewen
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    Instead of nerfing classes and abilities to try and even out pvp and the zerg can we try to make natural zerg splitting mechanics? Perhaps making keeps more then just linked for transporting, buffs purposes? Why can we take keeps without touching the resources? Make the keeps unable to be captured unless the faction attacking owns all three resources. This will allow two factions fighting each other to have to split up. Attacking factions will need teams to take and maintain a resource. The defending zerg can defend a resource or two.

    It even allows a third faction to come annoy everyone and try and hold the other two from getting anywhere by holding a resource, further making the zerg to split up a little. Obviously this wont solve the zerg issue but it is an open world pvp area, so it is natural for saftey in numbers. Id love to see PvEvP but I understand that ppl dont want it mixed, but it would be awesome to see World boss lvl mobs guarding gate keep resources and trial lvl bosses guarding the keeps with easier 4 man boss lvl guarding the farther keeps. Im rambling =P But really I would love to see more thought put into how open world world pvp works in ESO. There is such a good base to it and the zone is so big it seems like such a waste that its just a giant zerg fest with steamroller mechanics.

    This can already happen. Part of the problem is that some populations have the numbers to pull this off AND take the keep simultaneously AND defend home keeps AND take enemy resources in the back field all at the same time. I don't think the problem is going to be solved by changing the requirements for taking a keep. I think it far more likely to place a lower number of possible population on the individual servers to begin with or make it more difficult to cross faction play in order to limit numbers on any one faction (insert ravings from cross faction players here for the mere fact that I mention this).
  • Earthewen
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    Neoauspex wrote: »
    There needs to be 2 towns behind EP/DC lines like there is for AD

    I'm so glad to see that I am not the only one that sees this. :-D
  • Xvorg
    Xvorg
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    Neoauspex wrote: »
    There needs to be 2 towns behind EP/DC lines like there is for AD

    Like Cheyhindal and Chorrol?
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Earthewen
    Earthewen
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    Xvorg wrote: »
    Neoauspex wrote: »
    There needs to be 2 towns behind EP/DC lines like there is for AD

    Like Cheyhindal and Chorrol?

    I think he is speaking of the ones that are strategic points on the map. Two of those three points are behind AD lines. Seems a bit out of balance.
  • Neoauspex
    Neoauspex
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    Earthewen wrote: »
    Xvorg wrote: »
    Neoauspex wrote: »
    There needs to be 2 towns behind EP/DC lines like there is for AD

    Like Cheyhindal and Chorrol?

    I think he is speaking of the ones that are strategic points on the map. Two of those three points are behind AD lines. Seems a bit out of balance.

    Exactly. I'm not sure lorewise what cities should be where @Xvorg I just know that the current map puts AD at a disadvantage.
  • Earthewen
    Earthewen
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    Neoauspex wrote: »
    Earthewen wrote: »
    Xvorg wrote: »
    Neoauspex wrote: »
    There needs to be 2 towns behind EP/DC lines like there is for AD

    Like Cheyhindal and Chorrol?

    I think he is speaking of the ones that are strategic points on the map. Two of those three points are behind AD lines. Seems a bit out of balance.

    Exactly. I'm not sure lorewise what cities should be where @Xvorg I just know that the current map puts AD at a disadvantage.

    I kind of think it puts them at an advantage to be honest. It provides them another stepping stone to EP and DC sides of the map. Also, count the health buff wells on AD side. I know that lore would say that there would be more of them there, but it still seems out of balance and favoring AD faction to have them all there. DC and EP both are woefully short on those tasty buff wells in comparison. It might be better balanced if they were spread out a little more. Isn't the combat in PVP a bit more important than the lore anyway?
  • Sandman929
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    I don't think Cropsford and Vlastarus are considered by ZOS to be in "AD territory". In fact, each strategic town is on the border between two alliances.
  • Revelzdevelz
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    There are some great ideas here. Thanks for adding yours. I just want to see PvP grow and not become stagnant. Id love to see PvPvE like Warhammer had but I understand how difficult that would be to introduce into Cryo.
  • Knootewoot
    Knootewoot
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    There should be a 3rd faction. Once you are a criminal with a price on your head you cannot fight for your alliance and you are KOS in Cyrodill by even your own alliance. Everybody hates you and you are scum... BUT

    Other criminals, even from other alliances, cannot attack you. You can group and band with them and take keeps. The safe base for the criminals is cheydinhall. Upon entering Cyrodill you start there in the sewers. Other factions cannot enter and you have to be a criminal scumbag to do the PvE quests just to annoy the roleplayers who want to stay "clean".

    Cheydinhall: you will never find a more wretched hive of scum and villainy.

    If the criminals get all the emperor keeps, which is a small chance they will ever get, the one with the most AP gets the title "King of Thieves". He will get a new costume based upon:

    Autolycus from the Legendary Journeys.

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    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • GrigorijMalahevich
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    Good ideas.

    Just to throw in the mix:

    If 3 resources are controlled, you cannot respawn at this keep, but defending faction has reduced respawn time on camp if the camp is placed inside defending keep...
    PC/EU 800 CP.
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    Valera Pozhar - Mag DK EP vMA Flawless Conqueror clear http://imgur.com/a/jrsuK
    Valera Podlechi - Mag Templar AD vMA Flawless Conqueror clear http://imgur.com/a/N0BYq
  • Revelzdevelz
    Revelzdevelz
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    dunno why dbl posted

    Edited by Revelzdevelz on January 4, 2018 9:24PM
  • Revelzdevelz
    Revelzdevelz
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    There are already 3 factions. Which is perfect since the idea is if one faction becomes top dog the other two can work together to defeat. Although I do like this idea, maybe tie it into faction changing?
  • Biro123
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    Anything. Please.

    Biggest one is prime-time server performance IMHO..

    But patch after patch, ZOS shows that they only care about cosmetics and more smallish maps (dungeons + BG's)

    This is the only MMORPG I know of with decent large-scale open-world PVP - and it's so neglected, it makes me fume! IF there were other games that offered this, but actually nurtured their open-world aspect - I'd be off like a shot.

    Minalan owes me a beer.

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  • Beardimus
    Beardimus
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    Knootewoot wrote: »
    Capturing resources should just have a bigger benefit then it has now. Mine should mean better protected walls then it does now. Maybe 150%.

    Right now the best way to take a keep is put a ram and some ballista's in front in you are in in no time if nobody spots you before 50%. The door should be heavier protected when the lumbermill is active. Maybe even add a portcullis for extra protection with spikes or something when both farm and mine are active.
    And a farm should buff the friendly players of that keep with 20% extra healh if near the keep if farm is active. So taking the farm is necessary to even the odds.
    Numbers must be adjusted for balance, but you get the idea.

    100% agree with this. The mechanics are all there, but the levels need a boost to mean something more.
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  • AJ_1988
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    I would love to see the alliance npcs buffed. I shouldn’t be able to solo a keep with a sub par build and no resource management lol not to mention npcs hate meat bags lol

    I remember the days when door attacks were rare due to risk that risk is easily negated these days. I also miss doors on towers. Most of cyrodiil is un used for pvp good for mat hunting but a lot of it is wasted beauty
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