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.
shaielzafine 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?
shaielzafine 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.
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.
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.
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.
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.
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.
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
DarkScatha wrote: »I'm not that much into pvp. but i can see that pvp people need some more loving from zos