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New PVP zone in the Reach - idea for possible Chapter

  • aaisoaho
    aaisoaho
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    Your idea seems kinda fun and interesting, but I think this idea is not a practical idea for ESO. It might be a good stand-alone game consept.

    ESO cash in heavily on the idea of seeing and gaining progress. You can see this in the way they have made itemisation. (You have multiple tiers of gear, potions, food buffs, you have levels, alliance ranks, champion points etc) In your idea, we throw that out of the window and get a new progression model, which could lead to confusion - do mind unintended confusion is something you should avoid when designing a game.

    This idea also requires more information before you can get a clear opinion on it. Can a player choose which side he plays on? (Reach or nords) Can player use his/her character as is when playing nords? (So a player siding with nords could use normal abilities, item sets etc.)

    If a player could choose the side, what would prevent playerbase from choosing only one side? If a player can't choose the side, it could lead to a bunch of outcries for "I want to play the other side of the content/I can't access all of the content I paid for".

    If a player can't use the character he/she progressed on, it can lead to a outcry yet again. "Nothing matters what I do on my character when I play the DLC" But if a player can utilise the character, it'll be a unbalanced mess requiring lots of resources to develop and fix.

    And finally, why a game within a game is not a good idea and why is it better to just create a spinoff separating the two? A game within a game creates confusion to the player. The player could be unsatisfied because his/her other actions within the game doesn't matter to the game within a game.

    Other point of view for the issue could be from the target audience mindset. You have a PVP only game consept and the target audience is PVPers. You take ESO playerbase as the sample where you pick your target audience -> you only get ESO playing PVPers. By creating a spinoff game, you can market the game to non-ESO players, gaining more players.

    Because in your idea you create a different progression model which do not count previous progression, it could be a good idea to separate these two altogether. By separating, you create larger target pool and thus making it more profitable.
  • Vogtard
    Vogtard
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    Great idea. The Reach landscape is perfect for pvp. However, I would prefer to see Cyrodiil improved (and fixed) instead. The playground is available - the Cyro area is large and mostly empty. Your ideas could perhaps be successfully implemented there.

    The rank system already exists but is mostly just a cosmetic, except for the Emperor. I had a similar idea to implement this before.

    - Ranks have a leadership stat associated to them, e.g. 0-25 just like the rank numbering, or lower.
    - The highest ranked officer in this area can "lead" a certain number of soldiers, providing them a buff similar to the Combat Medic or Reach passives, affecting damage, mitigation, and speed (also on self).
    - If the number of clustered players is higher than the leadership of the highest rank around, the extra soldiers do not receive the buff, starting with the lowest ranks.
    - The Emperor can lead all and run a large scale crusade because this is what Emperors do.

    Simple, lore friendly, and effectively discouraging random zergs.
    Fair for small scale pvp because everybody has the same buff, even 2 Volounteers vs 2 Generals. No change here.
    Fair for structured medium scale pvp as long as they satisfy the rules.
    Punishing for chaotic clustered groups without an experienced leader. Those groups can still operate properly but need to separate spatially from the zerg, and distribute


    It looks cleaner from the perspective of an individual player.

    You get a buff as long as:
    - you strategically follow a group with a strong officer
    - you do not join a saturated group

    With a higher rank:
    - you have a lower probability of losing the buff in a zerg situation
    - you can lead and buff larger groups


    Something like this, along with your ideas for objectives and even a modified pvp subclass system would be fantastic.
  • ZOS_Mika
    ZOS_Mika
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  • Osteos
    Osteos
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    This sounds really great. I really like the idea of base building and trying to hold strategic points to gain access to better areas and rewards. I also like the fog idea so that scouting is necessary to see what the enemy is up to.

    I'm curious are you picturing a skill line similar to Alliance War divided into Reachman and Nord instead of Assault and Support or are you picturing more of premade builds that you chose from when you queue in or enter the zone? I haven't played LotRO so I have no idea how it was implemented in that game.
    DAGGERFALL COVENANT
    NA PC
    Former Vehemence Member
    Onistka Valerius <> Artemis Renault <> Gonk gra-Ugrash <> Karietta <> Zercon at-Rusa <> Genevieve Renault <> Ktaka <> Brenlyn Renault
  • Aurielle
    Aurielle
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    Osteos wrote: »
    This sounds really great. I really like the idea of base building and trying to hold strategic points to gain access to better areas and rewards. I also like the fog idea so that scouting is necessary to see what the enemy is up to.

    I'm curious are you picturing a skill line similar to Alliance War divided into Reachman and Nord instead of Assault and Support or are you picturing more of premade builds that you chose from when you queue in or enter the zone? I haven't played LotRO so I have no idea how it was implemented in that game.

    Pre-made builds for both sides would be a step-up from LOTRO. PvMP in LOTRO allowed the Free Peoples (i.e. men, elves, hobbits, dwarves) to use their PVE builds. There was a PVP armour stat called Audacity that forced freeps into using PVP gear, but for the most part, they were usually quite OP compared to monsters (creeps). Creeps unlocked skills and passives by ranking up, so low ranked monsters were at a disadvantage compared to low rank freeps. At some point, monster skills were added to the cash shop to provide “balance”, but of course not everyone wanted to pony up the cash to unlock skills. That imbalance was one of the biggest flaws with LOTRO’s PvMP system.
  • Osteos
    Osteos
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    Aurielle wrote: »
    Osteos wrote: »
    This sounds really great. I really like the idea of base building and trying to hold strategic points to gain access to better areas and rewards. I also like the fog idea so that scouting is necessary to see what the enemy is up to.

    I'm curious are you picturing a skill line similar to Alliance War divided into Reachman and Nord instead of Assault and Support or are you picturing more of premade builds that you chose from when you queue in or enter the zone? I haven't played LotRO so I have no idea how it was implemented in that game.

    Pre-made builds for both sides would be a step-up from LOTRO. PvMP in LOTRO allowed the Free Peoples (i.e. men, elves, hobbits, dwarves) to use their PVE builds. There was a PVP armour stat called Audacity that forced freeps into using PVP gear, but for the most part, they were usually quite OP compared to monsters (creeps). Creeps unlocked skills and passives by ranking up, so low ranked monsters were at a disadvantage compared to low rank freeps. At some point, monster skills were added to the cash shop to provide “balance”, but of course not everyone wanted to pony up the cash to unlock skills. That imbalance was one of the biggest flaws with LOTRO’s PvMP system.

    Interesting. It does seem like pre-made builds would be the way to go. Thanks. Over all I really like this idea.
    DAGGERFALL COVENANT
    NA PC
    Former Vehemence Member
    Onistka Valerius <> Artemis Renault <> Gonk gra-Ugrash <> Karietta <> Zercon at-Rusa <> Genevieve Renault <> Ktaka <> Brenlyn Renault
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