so, solo time now in a cp campaign to take a resource (let's say level 3) is about 3 to 4 minutes (depending on the type of build used)...
what would be the approximate time it would take to solo for these new iterations of the resources?
so, solo time now in a cp campaign to take a resource (let's say level 3) is about 3 to 4 minutes (depending on the type of build used)...
what would be the approximate time it would take to solo for these new iterations of the resources?
About 6 minutes for a level 5 on a mag DK, when I tested. Probably less for a magblade, magsorc or almost any stam build.
pandoraderomanus wrote: »@ZOS_BrianWheeler It would be great if you could comment on this (I was typing it in patch notes thread and at least 17 people agreed with me):
Regarding Cyrodiil changes..
-If your character dies, you will not be cleared from a credit list, but logging out of the game will.
This is not fair. Many players get disconnected constantly in battles due to the server lag. This is not players' fault! WTF is this change? Allow at least 10 min to be able to connect to the game again (since most of the time it's not possible to connect immediately) and don't remove disconnected players from the credit list for this 10 min time.
Cryodiil is falling apart. There is no excuse ZOS can make for the pathetic game performance issues in Cyrodiil.
pandoraderomanus wrote: »@ZOS_BrianWheeler It would be great if you could comment on this (I was typing it in patch notes thread and at least 17 people agreed with me):
Regarding Cyrodiil changes..
-If your character dies, you will not be cleared from a credit list, but logging out of the game will.
This is not fair. Many players get disconnected constantly in battles due to the server lag. This is not players' fault! WTF is this change? Allow at least 10 min to be able to connect to the game again (since most of the time it's not possible to connect immediately) and don't remove disconnected players from the credit list for this 10 min time.
I agree, a players name should be maintained in the list for 10 minutes after leaving the game to allow them to come back in if they crashed.
Maura_Neysa wrote: »Instead of adding additional rewards such as mounts and cosmetics for completing alliance ranks (which would have been nice at release 4years ago), I think it would be great to give rewards for players who finish a 30days cycle campaign on the top10 of their faction on the leaderboard. The same mount or costume could be the same every campaign. It would still make it unique and special. Another idea would be to give a title such as "Commander of <Insert_name_of_campaign>".
While I think this is a good idea too. In reality what PvP needs, not counting the performance issues, is more active players. So incentivizing Top 10 does not help that. I'm not sure if rank based ones will help or not either. After all, everyone's rank is already displayed all the time. The only time I hear anything though, is when in PvE when running PvE Tank build, people are surprised that my Warden is a Major. Usually PvE only notices your PvP rank because you are running around in PvE with a PvP build. So maybe something akin to Skins will help. I do know that they are decent motivation in PvE. All without ruining things for those that do not want to play the way that is needed to earn them.
The goal of giving rewards based on the actual challenges was not to bring more people to the game but to simply focus on what we could consider "endgame pvp top tier" nowadays. If you actually want to bring more players to the game, what should have been done and should be done is the following.
When the game got released, thousands of players rushed into Cyrodiil to test what was supposed to be the new best MMO since WoW got released. The potential was there, but Zenimax screwed up with the code, the engine and the client (no 64bits). When the popularity started dropping to the point where each faction cap is sitting around 100-150~ players, the PvP development team should have realized that they don't have the population to support large scale PvP any longer. To attract more people, they should focus and devote ALL of their ressources into smaller instances of PvP. They already started with battlegrounds (which in my opinion should be named arenas or something similar). Then they should open up 8v8 and/or 12v12 and/or 16v16 battlegrounds. These would bring alot of excitement and fierce competition between guilds. Once the popularity of the PvP starts growing up again, re-introduce a large scale instance.
Even the lore could support it. The daedra has been vanquished. The war in Cyrodiil is over but the conflicts between all 3 factions is just starting. They are now fighting all over the summerset isles in these new typical zones (battlegrounds).
Later on when the game can support it, reintroduce a large zone similar to Cyrodiil where all 3 factions will fight once more in a new battle facing hundreds of players on the screen (what was promised at release).
Darkmage1337 wrote: »@ZOS_BrianWheeler @ZOS_RichLambert @ZOS_GinaBruno @ZOS_JessicaFolsom
Any chance Mementos collectibles will be enabled and allowed to be used within Cyrodiil in the future, ever again?
Mementos are simply just cosmetics/animations that do not affect or hinder game-play or PvP, so why would Mementos be disabled in Cyrodiil (as well as Battlegrounds)? I understand the reasoning for disabling non-combat pets (due to sneaking, etc.) But Mementos are fun to use, and would be even more fun to use in PvP-land..
Imagine how much more fun and added value that players get from Cyrodiil and Battlegrounds when players can be on the walls of a Keep and be able to throw Mud Balls at distant enemy players, with the Mud Ball Pouch Memento in their quick-slot, before leaping out to attack; or be able to Juggle Knives and Swallow Swords to mock enemy players who are below or above them on a wall or balcony, or be able to use the Blackfeather Court Whistle Memento to summon crows to feast on dead enemy player corpses, or be able to use the Box of Forbidden Relics Memento to perform the Black Sacrament on a player's dead body, or ... you get the idea. Mementos are fun to use and to get creative with. The problem is players are currently restricted and are not able to have the option or choice to do any of these things with their Mementos in Cyrodiil and Battlegrounds.
I would like to be able to use my Storm Atronach Transform Memento in conjunction with my Storm Atronach Senche Mount in Cyrodiil, on my sorc tank, which is constantly in lightning form. After all, in this example, both of those virtual goods came from Storm Crown Crates that were paid for, yet I can't even use the majority of the Mementos I received from Crates or PvE Quests due to in-game restrictions in these areas. There isn't a memento that I know of that would negatively effect real, actual game-play in Cyrodiil or Battlegrounds. Mementos are on the same level as Costumes and The Outfit System, yet Mementos are disabled in Cyrodiil/Battlegrounds, whereas Outfits/Costumes are not.
Is there any specific reason(s) why Mementos are disabled for Cyrodiil and Battlegrounds?
TL;DR version, my point is: it seems silly that I and many other players cannot use our paid-and-earned Mementos (Cosmetics/Animations) while in Cyrodiil and Battlegrounds, where many of us spend 90% of our in-game play-time..
@Beardimus
Strategy is to pick off the mage guard from the top and handle the healer below then focus on the rest of the healers since they have less armor (at-least it seems that way).
Sotha sil is a non CP If I recall correctly but to compare that to the PTS is nowhere near accurate especially since they've received a damage increase which almost makes them feel like maxed level resource nodes.
I prefer the current live one as they're something you can take solo at a pretty decent time then move back to capturing the keep. The PTS one feels more time consuming and I feel that would be a issue when trying to support the capture by getting a resource node for a spawn point only to miss out of getting credit towards capping the keep nearby.
Maura_Neysa wrote: »Instead of adding additional rewards such as mounts and cosmetics for completing alliance ranks (which would have been nice at release 4years ago), I think it would be great to give rewards for players who finish a 30days cycle campaign on the top10 of their faction on the leaderboard. The same mount or costume could be the same every campaign. It would still make it unique and special. Another idea would be to give a title such as "Commander of <Insert_name_of_campaign>".
While I think this is a good idea too. In reality what PvP needs, not counting the performance issues, is more active players. So incentivizing Top 10 does not help that. I'm not sure if rank based ones will help or not either. After all, everyone's rank is already displayed all the time. The only time I hear anything though, is when in PvE when running PvE Tank build, people are surprised that my Warden is a Major. Usually PvE only notices your PvP rank because you are running around in PvE with a PvP build. So maybe something akin to Skins will help. I do know that they are decent motivation in PvE. All without ruining things for those that do not want to play the way that is needed to earn them.
The goal of giving rewards based on the actual challenges was not to bring more people to the game but to simply focus on what we could consider "endgame pvp top tier" nowadays. If you actually want to bring more players to the game, what should have been done and should be done is the following.
When the game got released, thousands of players rushed into Cyrodiil to test what was supposed to be the new best MMO since WoW got released. The potential was there, but Zenimax screwed up with the code, the engine and the client (no 64bits). When the popularity started dropping to the point where each faction cap is sitting around 100-150~ players, the PvP development team should have realized that they don't have the population to support large scale PvP any longer. To attract more people, they should focus and devote ALL of their ressources into smaller instances of PvP. They already started with battlegrounds (which in my opinion should be named arenas or something similar). Then they should open up 8v8 and/or 12v12 and/or 16v16 battlegrounds. These would bring alot of excitement and fierce competition between guilds. Once the popularity of the PvP starts growing up again, re-introduce a large scale instance.
Even the lore could support it. The daedra has been vanquished. The war in Cyrodiil is over but the conflicts between all 3 factions is just starting. They are now fighting all over the summerset isles in these new typical zones (battlegrounds).
Later on when the game can support it, reintroduce a large zone similar to Cyrodiil where all 3 factions will fight once more in a new battle facing hundreds of players on the screen (what was promised at release).
I disagree entirely cyrodil is what sets Elder Scrolls Online apart from the other MMOs. Battlegrounds is Niche and dumb to be honest
ZOS_BrianWheeler wrote: »We are still discussing Alliance association and Campaigns.
TheBonesXXX wrote: »ZOS_BrianWheeler wrote: »We are still discussing Alliance association and Campaigns.
Just campaign lock them for the iteration of the campaign.
If people leave the game who cares, there will always be a new wave of players to fill the void.
I agree, a players name should be maintained in the list for 10 minutes after leaving the game to allow them to come back in if they crashed
I agree, a players name should be maintained in the list for 10 minutes after leaving the game to allow them to come back in if they crashed
More importantly, a player that gets disconnected should ALWAYS get back in Cyrodiil if logging back within a certain time period. Too often I log back to find myself back in Rivenspire, with a 1+ hour queue ahead of me. Which quite often means th end of my PvP for the night.
If ZOS can`t fix this very basic (but very annoying issue), then your presence on a credit list is the least of your problems...
ZOS_BrianWheeler wrote: »Campaign lockouts based on Alliance swapping on a temporary level have been discussed and are still on going.
driosketch wrote: »WasteOfTime wrote: »Lost count of the PVP performance improvements that have been released, be nice if this is the first actual one,umm so still able to lose def ticks if you go def another superstructure too quick? not sure why you'd want to remove players from credit listsYou can be on several credit lists for a Keep superstructure of a Keep, Mine, Lumbermill and Farm and earn Defense ticks for each of them, however if you defend or attack a new Keep superstructure, your credit will be removed.
Yeah I am also concerned that you may be required to decide between staying for the tick or porting to another keep that is under siege before it gets flagged. Either way, nothing is changing from the way it is now. You are either waiting around for the tick and not getting to the under siege keep in time, or you leave to defend the other keep and miss out on the tick. And when you defend a keep for 20 minutes and lose a 10K tick because you need to defend another keep, it's kind of disheartening and doesn't really aid in promoting keep defense.
Depends on when the tick clicks over. If it's as soon as the keep unflags, or sooner than it take to ride between keeps, it's less of an issue.Vilestride wrote: »I am just going to casually slip this in here. My 2 cents. Glad to see some of the proposals align with what is coming to fruition.
Damn your fake post, had me going. I needed to stand up just so I could sit down. :P
ReverseVenom wrote: »I have friends in all alliances and honestly that is the only argument against faction locking and it is a very weak one at this point. The abundant exploitation has ruined it for everyone and at this point y'all could just communicate with your friends on what alliance to play before hand. Everything was *** with one tamriel and everyone got a new toy and now you're all pissy at the mere mention of getting it taken away.
I've said it again and again FACTION LOCK THE *** CAMPAIGNS FOR THE GREATER GOOD
Balance in the queue and score
Bad current situation, just to exemplify, AD 1 bar, EP 3, DC 1 on the main server (Vivec NA).
Balance in the queue and score
Bad current situation, just to exemplify, AD 1 bar, EP 3, DC 1 on the main server (Vivec NA).
That's because AD and DC have given up on this campaign since EP is too far ahead.
That's one example why I believe that 30 days is too long for a campaign, and not having any real alternative campaign to switch to doesn't help that either (a 7 days campaign is at the other end of the spectrum, and is too different from a 30 days campaign). So AD and DC are faced with an impossible campaign to win, and still a whole week left on it.
Alos not helping is the fact that a lot of players are currently on PTS rather than Vivec, which probably makes the global live population currently lower than usual.
Cyrodiil is out of control AGAIN!!!!
(screenshot at 2018/5/7 12:45)
Curious how the under population bonus will affect this. The biggest issue with the score getting out of control is what happens during non peak hours which is 80% of the day. Definitely faction swapping can and does impact this, but it is how it impacts it during non peak hours that needs a corrective measure put in place. If all factions are at 1 bar will that be considered an underpopulation period, or would it be a situation like you have shown where 1 faction is 2 bars higher than the other two? Are both scenarios an underpopulation time period?
A faction runs the map and the points are as above for the next tick. Then population gets down to 1 bar for all 3 alliances with the map in that condition. Next 5 hours go by with no one getting on and the map in that condition. Suddenly 1 faction has a 300 point lead on the other 2 all in about 6 hours.