Would you like to see a new PvP DLC / Expansion?

  • Leogon
    Leogon
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    No, I'm not interested in any new PvP modes / maps.
    A new DLC is not needed. Like I said many times before, we currently have duels, BGs, Cyrodiil and Imperial City and those 4 are already dividing the PvP playerbase a lot(I know because I haven't been in Cyro and IC since BGs came out and I know I'm not the only one. Some only play BGs, some only play in Cyro, etc.) so what they should do instead of making a new DLC and dividing the PvP playerbase even more is fix what's currently in the game and add new content to what's already in the game.
  • karekiz
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    Yes, I would pay for a dlc / expansion focused on pvp.
    As a PvE player, sure. Something similar to IC sewer, but make it roughly 5 man difficulty open world dungeons with bosses/loot. A PvP super version of Craglorn difficult delves.
  • Enemy-of-Coldharbour
    Enemy-of-Coldharbour
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    No, I'm not interested in any new PvP modes / maps.
    The current PVP options are broken as hell. Fix what we have first (if possible).

    Silivren (Silly) Thalionwen | Altmer Templar | Magicka | 9-Trait Master Crafter/Jeweler | Master Angler | PVE Main - Killed by U35
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  • Urvoth
    Urvoth
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    Yes, I would pay for a dlc / expansion focused on pvp.
    Lord_Sando wrote: »
    We need some kind of free for all area pvp mode and or a option to tun on pvp mode in the regular questing zones that would be the dream. Imagine true open world pvp a option i think most would use.

    I would love something like this, but as new zone thing with guild options. Right now, Cyrodiil guilds really don't do anything besides claiming keeps, which does essentially nothing. There's no difference between a pug group and a guild group except better comms and maybe better players.

    I'd love a large FFA zone with no alliances and the only teams being friend groups and guilds. Guilds could capture and hold keeps like in Cyrodiil, but they would give rewards like gold or drops the longer you hold them, and maybe give points that would go toward that guild's scoring at the end of a certain time period. Non-guild large groups wouldn't be a thing since everyone would pretty much attack each other on site, so the PvP would be largely small scale, with big fights between guild groups.

    For something like this to work the best though, there would need to be valuable drops or resources that a solo player or small groups could get. Roaming world bosses would be pretty cool, too.
  • Fischblut
    Fischblut
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    Other
    I would like something for pure pvp - without any PvE elements. Group VS group would be awesome addition.

    For example, Imperial City is beautiful zone with nice mobs, it also has interesting architecture for PvP. But I can neither enjoy PvE nor PvP there. Just yesterday, I experienced yet another example of such fail combination of two modes. I saw two reds farming mobs. I rode just to them and didn't dismount, I usually try not to attack first and wait for reaction. They stared at me and also didn't attack. Then they saw district boss and started fighting it. I would also like to kill the boss and loot it, but it would be risky with enemy players nearby :/ So I was just looking from some distance with jealousy, not even dismounting. Then suddenly two random allies appeared and started attacking those reds (ignoring the boss). I instinctively was going to attack them too to help my allies, but I also had a bad feeling - those reds chose not to attack me earlier, and I didn't want to backstab as well. So I left the district with disgusting feeling of this wasted DLC :| No proper PvE, no proper PvP.
    Edited by Fischblut on August 6, 2018 4:48PM
  • JackAshes
    JackAshes
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    Yes, I would pay for a dlc / expansion focused on pvp.
    I would take a PVE expansion with this added. A previous poster mentioned it but this gives more details to how it would operate. I want more Sand Box elements added to the game. Please Pretty Please! https://forums.elderscrollsonline.com/en/discussion/405205/make-pvp-freak-in-awesome-respect-pveers-concerns#latest
  • leepalmer95
    leepalmer95
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    Pvp in its current state is an absolute joke.

    I'd rather they just let it die off like it is finally.

    Nothing short of returning the game to 1.6/7 would make pvp interesting, when it was skill based and no based on proc sets and clutches like poisons/ earthgorge etc..
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • The_Brosteen
    The_Brosteen
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    Yes, I would pay for a dlc / expansion focused on pvp.
    Could be something similar to imperial city, or a continuation of that story line somehow even.

    I think they should expand battlegrounds to include a 4v4 (or however many 6v6, 12v12) as well as a 6-10 player free for all battle royal style.

    I'd buy any of these tbh
  • Kazyn_Shadowpaw
    Yes, I would pay for a dlc / expansion focused on pvp.
    I am not a PVPer. I rarely enjoy PVP but i do partake on occasion. I actually love the PVP in ESO though. Like, I spend a lot of time in cyrodil... And i do battlegrounds etc al. I think a new pvp expansion would be fun. Or perhaps just a heavily beefed up cyrodil. Revamp it or something.
  • idk
    idk
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    No, I'm not interested in any new PvP modes / maps.
    idk wrote: »
    We already have group vs group in BGs (and Cyrodiil).

    The idea of adding something for the sake of adding it is a poor idea. We already have a second PvP zone in IC and it clearly has failed.

    It's completely different from IC, and what do you mean adding something for the sake of adding? Do you pvp in eso?

    It is pretty obvious. Try reading the OP again. It basically says a lot of nothing.

    OP says, lets get a new PvP zone for the sake of it. It is essentially devoid of thought outside that an event that grants more rewards than normal draw more into PvP for a couple weeks.

    Following it up questing if I ever PvP is rather absurd.
    Edited by idk on August 6, 2018 5:08PM
  • leepalmer95
    leepalmer95
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    idk wrote: »
    idk wrote: »
    We already have group vs group in BGs (and Cyrodiil).

    The idea of adding something for the sake of adding it is a poor idea. We already have a second PvP zone in IC and it clearly has failed.

    It's completely different from IC, and what do you mean adding something for the sake of adding? Do you pvp in eso?

    It is pretty obvious. Try reading the OP again. It basically says a lot of nothing.

    OP says, lets get a new PvP zone for the sake of it. It is essentially devoid of thought outside that an event that grants more rewards than normal draw more into PvP for a couple weeks.

    Following it up questing if I ever PvP is rather absurd.

    Should of just replied 'idk' and left it at that.

    IC was a disaster dlc, it was a good idea when it came out but mixing both pve and pvp wasn't the way.

    Honestly every addition zos have tried to do to pvp was a disaster.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Chaos2088
    Chaos2088
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    No, I'm not interested in any new PvP modes / maps.
    I Like playing pvp and new modes are always cool, but I don't we need another landmass dlc that is pvp.

    Think different types of battlegrounds seems to be the way forward, and a revamp of the current pvp map.
    Edited by Chaos2088 on August 6, 2018 5:31PM
    @Chaos2088 PC EU Server | AD-PvP
  • Vapirko
    Vapirko
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    Other
    I’d rather see them focus harder on what we have and listen to some of the serious PvP streamers and long time community about what to change. And the IC is still basically an unplayed zone, especially the sewers which has so much potential. I liked Fengrush’s idea of putting rewards down in the IC every so often and giving people a reason to go down there and battle it out.
  • randomkeyhits
    randomkeyhits
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    Very mixed on this

    If any new PvP offering still had the problems that plague the existing then against.

    If they can't man up and separate PvE from PvP gear for real balance then against.

    If they used a paywall to splinter the PvP player base then against.

    If they can offer something that hinted at the scale of Cyro plus larger teams and tactical as well as fast paced play then I'd definitely want it but would probably be put off by the above because I'm pretty certain all three will still apply.

    sadface....
    EU PS4
  • Easily_Lost
    Easily_Lost
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    No, I'm not interested in any new PvP modes / maps.
    Lord_Sando wrote: »
    We need some kind of free for all area pvp mode and or a option to tun on pvp mode in the regular questing zones that would be the dream. Imagine true open world pvp a option i think most would use.

    Just so those that do not PVP ( like me ) could not attacked. Like when you walk into the middle of a duel.
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  • Gulkrim-mur
    Gulkrim-mur
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    Yes, I would pay for a dlc / expansion focused on pvp.
    idk wrote: »
    We already have group vs group in BGs (and Cyrodiil).

    The idea of adding something for the sake of adding it is a poor idea. We already have a second PvP zone in IC and it clearly has failed.

    Get rektd collecting them stones or somrthin lol
  • nemvar
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    Korprok wrote: »
    imho Cyrodill and AvAvA needs a HUGE update in the near future both content and performance wise. The campaigns will be left in the dust once Camelot Unchained launch.

    I played CU when the beta came out I wasn't impressed, like, at all.

    I felt as clunky as a MMO from 15 years ago, and didn't really offer anything. Looked bad, felt bad and played even worse. I is currently a pure CC fest with skills bugging all over the place. There is no feedback to hitting or being hit. The buildings look worse than some minecraft mods. Servers could barely handle 40 real people fighting. Not even the click boxes for targeting worked correctly.

    If the current form of the game is any indication it won't be in an enjoyable state for the next 4-8 years.
    Edited by nemvar on August 6, 2018 8:29PM
  • Darkestnght
    Darkestnght
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    Other
    I would like to see a PvP DLC however I would not want to pay for it until I could be sure it actually worked.
    Xbox NA - CP1300+
    Xbox EU - CP400+

  • p00tx
    p00tx
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    Yes, I would pay for a dlc / expansion focused on pvp.
    Linaleah wrote: »
    itzTJ wrote: »
    Linaleah wrote: »
    itzTJ wrote: »
    Linaleah wrote: »
    its bad enough that 2 our of 4 DLC packs/expansions per year are near useless to me (dungeon DLC's). pvp expansion/DLC will make it so that only one DLC is something I can actualy fully partake in. personaly

    now.. having some pvp features as PART of otherwise PVE pack, so that there is something for everyone? sure. (like Morrowind introducing battlegrounds for example) but another Imperial City. no. no. NO.

    Ya it is bad enough isnt it.. sadly most people will use those dungeons but that doesnt apply to pvp players...

    Let me ask you this, Do you think its fair to have 1 pvp dlc and nearly 10 pve ones?

    selfishly? yes.

    objectively? this is why I said, pvp features should be one part of the DLCs that are released. what I will NOT like or support is pvp only DLC, and there is NOTHING that will change my mind, especially given my experiences with IC, up to and including missing out on majority of the story that actualy sounded interesting, what I managed to see of it - mainly because i couldn't even take a moment to enjoy it, must always watch out for the the lurking gankers, and don't even get me started on all the ways I HATE the way Tel Var is set up.

    unless they replace one of the dungeon DLC's with it, but even then.. nyah.

    I mean it is extremely selfish and your opinion ( or people who hold this same opinion ) should not be considered by any game dev but i understand why...

    Saying there should be no pvp dlcs when every dlc is a pve dlc is bad for the game. In fact, having this many pve dlcs is bad for the game. I take it you're the questing/lore/story type. And thats fine, i enjoy that stuff too. But pvp is my favorite thing.. And i would never say there should be no more pve dlcs til they give us a pvp one. Because IMO more of the games players are pve. But i think us pvp players are over due for a new zone..

    And i do agree with you. I wish they would give us both pve and pvp in each update... But the fact is we arent going to get a pvp and pve zone in one update ever (not even once).. Furthermore we are never going to get a pvp zone (like IC) where pve players can go just for the story and experience. Zos isnt going to do more than they have to.

    So while i get what you're saying my mind isnt going to change either. We need something new for pvp. And not bg maps. A new zone with some kind of new achievement, like emp. Sadly i dont think we will ever get it..

    I know I'm being selfish. you know why? BECAUSE Imperial City. becasue as a pve player i cannot just go into imperial city to experience the story, or maybe farm a little, why? I get murdered.

    now imagine. imperial city, but there are separate campaigns. you can zone into pvp enabled campaign. or pve only. this is in part what I mean when I say DLC with something for both.

    and I can hear it already.. why would anyone go into pvp campaign when there is pve version and well that's kinda the point, but fine.. unique titles. unique outfit rewards. something that can only be gotten in pvp enabled version, while still allowing people who are not into pvp.. to you know, ACTUALLY EXPERIENCE THE STORY.

    I hate IC as it is right now. i despise it. its stressful, its annoying, you can leave it with fewer Tel Var than you came in with, it SUCKS. I personaly do NOT want another IC. not unless it comes with pve only version.

    and you know what? it IS possible. we cannot say "they are not going to give us both" becasue they did give us both. battlegrounds were introduced with morrowind.

    P.S. I have also yet to finish all the storylines in Cyrodill. why? becasue its a pvp zone and because ganking have been known to happen there. so.. there is that.

    As an avid and almost exclusive PvPer, I can't walk into most trials and a handful of vet DLC dungeons, because I instantly get slaughtered, and I'll likely never be able to experience the story or get those achievements/titles. It goes both ways. I mean, I'm sure I could gimp my way through or get a carry, but I'd be rotten at it either way because my gear and build is wrong for it and I have no idea what I'm doing in there mechanics-wise.

    On the other hand, both of us could learn one another's respective play styles and learn how to adapt to a new environment, and probably do pretty well, given enough time and practice. Hell, we could even team up and help one another, instead of pitting ourselves against each other in this weird "us vs them" dynamic that oddly exists between PvEers and PvPers.

    One thing to remember about IC is that the "looking over your shoulder" bit is part of the storyline. It's immersive and lets you feel like you're really part of the story, instead of just passively watching things unfold. You can't just stomp through it with minimal effort, like we do with the overland PvE content.
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  • xeNNNNN
    xeNNNNN
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    Yes, I would pay for a dlc / expansion focused on pvp.
    idk wrote: »
    We already have group vs group in BGs (and Cyrodiil).

    The idea of adding something for the sake of adding it is a poor idea. We already have a second PvP zone in IC and it clearly has failed.

    Battlegrounds isn't balanced though. Its just dots and bleeds and not competitive or fun because its just mindless damage that cannot be mitigated or healed through properly without specific set ups.

    If they had a CP based Battlegrounds id play battlegrounds only.

    Side note: As it would be a pvp update, pvp fixes would likely come with the content as they would likely need to fix things to add things in the first place.
    Edited by xeNNNNN on August 6, 2018 9:31PM
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  • Sylvermynx
    Sylvermynx
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    No, I'm not interested in any new PvP modes / maps.
    Actually, I probably should have voted "Other". I don't pvp at all, but the only reason I would be unhappy about a pvp xpac is that I'd still have to figure out where to get the bandwidth to download it even though I'd never use it.
  • Casul
    Casul
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    Yes, I would pay for a dlc / expansion focused on pvp.
    Yes
    PvP needs more love.
  • MerlinPendragon
    MerlinPendragon
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    Yes, I would pay for a dlc / expansion focused on pvp.
    Yes, but not at the detriment of existing PVP content. Needs to be balanced carefully
    _____________________________________
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  • ganj1234
    ganj1234
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    Yes, I would pay for a dlc / expansion focused on pvp.
    Here is a watered-down/less detailed list off suggestions/additions/improvements that I sent to ZOS just a few days ago. This list includes, in this order: 1.) Group Dueling 2.) PVP objectives within a PVE Zones 3.) Group v Group PVE Dungeons/Trials 4.) Smaller survival-mode open world pvp maps 5.) PVP Tower Race 6.) suggestions for imperial city 7.) suggestions for Cyrodil 8.) suggestions for battlegrounds

    1. Group Dueling
    Allow options for 2v2, 3v3.... maxing out at 12v12 duels. These could be held in player homes, or perhaps in designated dueling areas across tamriel in PvE zones. Why do we need this? So players can hand select those whom they choose to fight against.

    2. PVP objectives within PVE Zones
    Let's say they added a new PVE zone as part of a DLC/Expansion. This zone would obviously contain all the PVE things that open world PVE zones include. However, it would be cool to have areas/delves where groups could accept a repeatable quest that allows them activate environmental mechanics/aoes that they will have to contend with while dueling in 1v1s or in groups. Achievements would be given to those who are able to win skirmishes at all the locations across the map.
    Would also be cool to have a optional quests throughout various PVE zones in Tamriel that require players to complete (not win) X amount of duels in exchange for skill points, XP, and gold. Quests could have audio commentary, story-like narratives, and could be held in taverns so that people, both the duelers and the spectators, can feel more immersed. Perhaps some change in music could take place during this as well (for the immersion).

    3. Group v Group Dungeons/Trials
    It would be fun and competitive to have certain dungeons/a trial in which 2 groups (2 groups of 4 or 2 groups of 12) enter through 2 identical doors at the same time. It becomes a race to see who can complete the dungeon first (or no death, what have you). This offers up competition between players without forcing anyone to actually fight another player.

    4. Smaller survival-mode open world pvp maps
    I have a lot of very specific, thought-out ideas for this, but I'm not going to disclose these because it's intellectual properry and also because I don't think it's necessary ATM. But, basically this means maps with smaller population caps, and small forts that groups can capture. No alliances, no npcs to defend, no siege, only 2 teams of X amount of people. No team locks, but team assignments are random upon queuing in. Team swaps available for X amount of (insert currency here), assuming the teams remain balanced. Limit groups to X amount of people. Perhaps even offer some ranked maps, or maps that are unlocked after specific alliance ranks (like some dungeons are level-locked). I also considered the possibility of different maps offering random buffs/debuffs/boons/status effects to people in the environment, indicative to the nature/theme of the map. There should also be map-specific missions/objectives that require players to venture into Imperial City, Battlegrounds and Cyrodil. These zones should also have new set crafting stations as well as map-specific rewards, collectibles, mounts and cosmetics.

    5. PVP Tower Race
    Again, this is gonna be a watered down version of my whole idea, however what I suggest implementing is a 2v2v2v2 instance. Players must enter as a group of two, and must accept the quest from the Undaunted Enclave. These maps feature large towers that expand upward for 30 (or more/less) levels/floors. It is ultimately a race to the top floor of the tower. Players must group queue as teams of two. The players have sanctuary at the bottom floor, but once they begin their journey up the tower, it goes away. Players will have to contend with harsh environmental mechanics, bosses, as well as the other three teams. Players cannot be knocked off/jump off the tower. Any team that is able to reach the top floor AND defeat all the bosses receives 2 keys that open a door to a room. This room would have chests with some sort of reward. Teams are allowed X deaths each and can revive each other, but if both team members die they are removed from the match. Players cannot enter the final room without their teammate. There is no alert system notifying players of other player’s locations within the tower. There is, however, an alert informing players within the tower when a group has entered into the final room to claim their reward. Players have X number of time to get to the top. After X number of minutes, they will be kicked if they have not finished all objectives and reached then end. Once a group exists the instance, another group will queue in, facing off against the remaining 3 teams. This makes it so there is a constant influx of groups while still granting everyone the same amount of time to complete the instance.

    6. Suggestions for Imperial City
    -Notify players of spawned events in Imperial City, and provide transmute stones and other rare/expensive item drops to incentivize people to go there more.
    -Add a new costume and give imperial city bosses a chance to drop it. We are tired of trying to guess if the boss is up in each district, so perhaps there should be some way to know ahead of time. This way, players will be more likely to bump into players of the opposing faction.
    -Add imperial city exclusive collectibles/furnishings/housing that cost tel var.
    -Add a title achievement for killing X amount of players in each district and show population numbers for imperial city and imperial city sewers.
    -Perhaps IC could spawn a token/totem/relic randomly in one of the districts. One player can pick it up. Which ever player picks it up has 3% more magicka, stamina and health. When the player is killed they drop the relic, and it if is not picked up by anyone it disappears and respawns at a later time. Players are notified when it spawns, but they must stumble upon it because it does not show up on the map.
    -random but frequent bonus Tel Var events

    7. Suggestions for Cyrodil
    -Provide X% more gold at the end of the Cyrodil Campaigns.
    -Add mounts/new motifs that you can purchase with AP.
    -Allow guilds to promote their guild store by taking a keep, outpost or resource (when you claim a keep, it should allow you to enter a brief, profanity free message). Allow guilds to also sell/purchase Numnahs (saddle blankets) for their alliance war mounts (as stated above), as well as guild-themed banners for player housing.
    -Make it so that a guildmaster from the opposing faction can declare war on another guild, increasing AP gains by 10% when killing players of that guild. If someone has declared war on a guild, they can retaliate and gain an additional 20% AP when killing players of that guild. War is won by whichever guild captures and claims 10 holdings from the other. X amount of AP is given to the winner of the war. Claiming a keep while at war grants a 5% AP boost for the duration it is owned.
    -Add a guild/group recruitment board at the alliance bases.
    -Make it so that a maximum of 3 players can earn AP for killing a single target -- this is to prevent people from zerging down solo players/fighting while outnumbering small groups. *
    -Make it so that no more that 12 people (regardless of group) can earn AP for capping a resource.
    -Give 5% more AP for soloing a resource, 20% more for an outpost or keep. *
    -Give Achievement title and hat for capturing 50 resources by oneself.
    -Give a skin or a mount for soloing 3 outposts and/or keeps
    -add objectives that move across the map -- perhaps caravans that carry resources and supplies

    8. Suggestions for Battlegrounds
    -Just as you provide players with build guides/skill advising, please include a portion that offers pvp build advice *
    -implement a rules pop up that can be disabled/turned off upon entering a battlegrounds match. *
    -Add a grouping area/table/enclave in Vvardenfell where players can go and actively look for teammates before group queuing for a battlegrounds match.
    -Allow players to receive a badge/icon if they win X number of games of each kind. Let players display this badge next to their alliance war badge.
    -Allow players to a badge/icon for X amount of points accumulated in each game mode. Let players display this badge next to their alliance war badge.
    -Allow players the chance to unlock 3 non-combat pets – one for cumulative damage dealt, one for cumulative healing done, and one for cumulative damage taken.

    Most of these suggestions could be considered AFTER improving performance and fixing bugs, but the ones with * next to them are easy fixes that I think you should seriously consider right now.

    @ZOS_RichLambert @ZOS_GinaBruno @ZOS_MarkW @ZOS_BrianWheeler @ZOS_JessicaFolsom
    Edited by ganj1234 on August 8, 2018 12:34AM
    @x.Elle_x - PC/NA DC magblade sweat and fashion extraordinaire✿ Guild: Black Fire
  • allup8679
    allup8679
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    Yes, I would pay for a dlc / expansion focused on pvp.
    ganj1234 wrote: »
    Here is a watered-down/less detailed list off suggestions/additions/improvements that I sent to ZOS just a few days ago. This list includes, in this order: 1.) Group Dueling 2.) PVP objectives within a PVE Zones 3.) Group v Group PVE Dungeons/Trials 4.) Smaller survival-mode open world pvp maps 5.) PVP Tower Race 6.) suggestions for imperial city 7.) suggestions for Cyrodil 8.) suggestions for battlegrounds

    1. Group Dueling
    Allow options for 2v2, 3v3.... maxing out at 12v12 duels. These could be held in player homes, or perhaps in designated dueling areas across tamriel in PvE zones. Why do we need this? So players can hand select those whom they choose to fight against.

    2. PVP objectives within PVE Zones
    Let's say they added a new PVE zone as part of a DLC/Expansion. This zone would obviously contain all the PVE things that open world PVE zones include. However, it would be cool to have areas/delves where groups could accept a repeatable quest that allows them activate environmental mechanics/aoes that they will have to contend with while dueling in 1v1s or in groups. Achievements would be given to those who are able to win skirmishes at all the locations across the map.
    Would also be cool to have a optional quests throughout various PVE zones in Tamriel that require players to complete (not win) X amount of duels in exchange for skill points, XP, and gold. Quests could have audio commentary, story-like narratives, and could be held in taverns so that people, both the duelers and the spectators, can feel more immersed. Perhaps some change in music or could take place during this as well (for the immersion).

    3. Group v Group Dungeons/Trials
    It would be fun and competitive to have certain dungeons/a trial in which 2 groups (2 groups of 4 or 2 groups of 12) enter through 2 identical doors at the same time. It becomes a race to see who can complete the dungeon first (or no death, what have you). This offers up competition between players without forcing anyone to actually fight another player.

    4. Smaller survival-mode open world pvp maps
    I have a lot of very specific, thought-out ideas for this, but I'm not going to disclose these because it's intellectual properry and also because I don't think it's necessary ATM. But, basically this means maps with smaller population caps, and small forts that groups can capture. No alliances, no npcs to defend, no siege, only 2 teams of X amount of people. No team locks, but team assignments are random upon queuing in. Team swaps available for X amount of (insert currency here), assuming the teams remain balanced. Limit groups to X amount of people. Perhaps even offer some ranked maps, or maps that are unlocked after specific alliance ranks (like some dungeons are level-locked). I also considered the possibility of different maps offering random buffs/debuffs/boons/status effects gains to people in the environment, indicative to the nature/theme of the map. There should also be map-specific missions/objectives that require players to venture into Imperial City, Battlegrounds and Cyrodil. These zones should also have new set crafting stations as well as map-specific rewards, collectibles, mounts and cosmetics.

    5. PVP Tower Race
    Again, this is gonna be a watered down version of my whole idea, however what I suggest implementing is a 2v2v2v2 instance. Players must enter as a group of two, and must accept the quest from the Undaunted Enclave. These maps feature large towers that expand upward for 30 (or more/less) levels/floors. It is ultimately a race to the top floor of the tower. Players must group queue as teams of two. The players have sanctuary at the bottom floor, but once they begin their journey up the tower, it goes away. Players will have to contend with harsh environmental mechanics, bosses, as well as the other three teams. Players cannot be knocked off/jump off the tower. Any team that is able to reach the top floor AND defeat all the bosses receives 2 keys that open a door to a room. This room would have chests with some sort of reward. Teams are allowed X deaths each and can revive each other, but if both team members die they are removed from the match. Players cannot enter the final room without their teammate. There is no alert system notifying players of other player’s locations within the tower. There is, however, an alert informing players within the tower when a group has entered into the final room to claim their reward. When the winning team exists the match, the other players are also removed from the instance.

    6. Suggestions for Imperial City
    -Notify players of spawned events in Imperial City, and provide transmute stones and other rare/expensive item drops to incentivize people to go there more.
    -Add a new costume and give imperial city bosses a chance to drop it. We are tired of trying to guess if the boss is up in each district, so perhaps there should be some way to know ahead of time. This way, players will be more likely to bump into players of the opposing faction.
    -Add imperial city exclusive collectibles/furnishings/housing that cost tel var.
    -Add a title achievement for killing X amount of players in each district and show population numbers for imperial city and imperial city sewers.
    -Perhaps IC could spawn a token/totem/relic randomly in one of the districts. One player can pick it up. Which ever player picks it up has 3% more magicka, stamina and health. When the player is killed they drop the relic, and it if is not picked up by anyone it disappears and respawns at a later time. Players are notified when it spawns, but they must stumble upon it because it does not show up on the map.
    -random but frequent bonus Tel Var events

    7. Suggestions for Cyrodil
    -Provide X% more gold at the end of the Cyrodil Campaigns.
    -Add mounts/new motifs that you can purchase with AP.
    -Allow guilds to promote their guild store by taking a keep, outpost or resource (when you claim a keep, it should allow you to enter a brief, profanity free message). Allow guilds to also sell/purchase Numnahs (saddle blankets) for their alliance war mounts (as stated above), as well as guild-themed banners for player housing.
    -Make it so that a guildmaster from the opposing faction can declare war on another guild, increasing AP gains by 10% when killing players of that guild. If someone has declared war on a guild, they can retaliate and gain an additional 20% AP when killing players of that guild. War is won by whichever guild captures and claims 10 holdings from the other. X amount of AP is given to the winner of the war. Claiming a keep while at war grants a 5% AP boost for the duration it is owned.
    -Add a guild/group recruitment board at the alliance bases.
    -Make it so that a maximum of 3 players can earn AP for killing a single target -- this is to prevent people from zerging down solo players/fighting while outnumbering small groups.
    -Make it so that no more that 12 people (regardless of group) can earn AP for capping a resource.
    -Give 5% more AP for soloing a resource, 20% more for an outpost or keep.
    -Give Achievement title and hat for capturing 50 resources by oneself.
    -Give a skin or a mount for soloing 3 outposts and/or keeps
    -add objectives that move across the map -- perhaps caravans that carry resources and supplies

    8. Suggestions for Battlegrounds
    -Just as you provide players with build guides/skill advising, please include a portion that offers pvp build advice
    -implement a rules pop up that can be disabled/turned off upon entering a battlegrounds match.
    -Add a grouping area/table/enclave in Vvardenfell where players can go and actively look for teammates before group queuing for a battlegrounds match.
    -Allow players to receive a badge/icon if they win X number of games of each kind. Let players display this badge next to their alliance war badge.
    -Allow players to a badge/icon for X amount of points accumulated in each game mode. Let players display this badge next to their alliance war badge.
    -Allow players the chance to unlock 3 non-combat pets – one for cumulative damage dealt, one for cumulative healing done, and one for cumulative damage taken.

    All of these suggestions should be considered AFTER improving performance and fixing bugs

    Almost all of this
  • Own
    Own
    ✭✭✭✭
    Yes, I would pay for a dlc / expansion focused on pvp.
    Give us keeps like in Summerset to fight through
  • Tyrobag
    Tyrobag
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    ✭✭
    No, I'm not interested in any new PvP modes / maps.
    No
  • Zardayne
    Zardayne
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    Yes, I would pay for a dlc / expansion focused on pvp.
    DarkScatha wrote: »
    I'm not that much into pvp. but i can see that pvp people need some more loving from zos

    Well they sold a lot of us ex Daoc/War players on the promise of PVP here. They had videos showing the massive sieges and large scale warfare before release. The least they could do is keep improving Cyrodiil (performance and content wise).

    I know they've added some battle grounds and such but even those need to be enhanced. In my opinion they are too small scale. I've never had fun in ESO's BG like I had in WoW, Daoc, and Warhammer. Those felt more like team games.
  • Alcest
    Alcest
    ✭✭✭
    Yes, I would pay for a dlc / expansion focused on pvp.
    would be nice to play pvp open world zone like in PUBG, with semi-lootable corpses, blackjack and stuff..
  • Alcest
    Alcest
    ✭✭✭
    Yes, I would pay for a dlc / expansion focused on pvp.
    also, they can add gunshot weapons special for this zone and combat vehicles.. that would be great
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