After reading through the many threads and comments on current PVP performance (focused on open world Cyrodiil/Alliance War) here are some ideas that IMO would benefit the current servers with a healthier state of PVP play. These suggestions are meant for gameplay changes, rather than performance changes because ZOS gave up on those years ago…
Right now, Alliance War has become extremely frustrating for new and elite PVPers mainly because of a few things that have already been address within multiple threads in the forum, so I will not detail in depth:
1. Zergs
2. Performance
3. Balancing – Sets and/or Classes
4. Alliance swapping
What are some ways to improve Cyrodiil and make it fun to play again? Let’s look at some ideas.
1. Redesign Alliance War. How? Create new guidelines for movement of siege. Instead of “carrying” large siege per character, implement an “order siege” option near an enemy keep/outpost. The way this could work is that you are able to carry out battle orders which are UI implemented based on your current owned network. For example, for EP to begin siege on Chalman they must have ownership of Arrius, Kings Crest and Farragut (each keep contributes a different effect of siege). Once the siege is ordered, NPC’s of the alliance bring siege and set it up at the location ordered based on the current level of the three mentioned keeps. The higher tier your home keeps are, the better the siege and number of sieges is.
This can prevent sieging “behind enemy lines” keeps with a quick turnover by have 30+ people because you would only have access to small siege weapons carried that do less damage to keeps.
2. For Defensive measure, have siege set up the same way with “Defensive orders” where NPC’s contribute to sieging the enemy instead of just standing there spitting spells.
3. Faction lock Campaigns…A great way to do this requires some details. I can bet 100% that there isn’t a person playing ESO that would not agree that Faction makes absolutely zero difference on PVE zones, right? Instead of “choosing” which faction to play for at character selection, you basically start in the zones that were originally assigned to the Race. Factions become important upon entering Alliance War! When you enter Campaign, we’ll use Vivec as primary, you choose which alliance you want to fight for. Once chosen, you are Faction locked account-wide ONLY for the duration of that specific campaign, IN THAT CAMPAIGN. Want to change characters and re-enter Vivec? Awesome! But you are still restricted to the faction you chose at start of the campaign. Now say you want to fight for a DIFFERENT faction, you choose Shor and select that faction. Now your account is locked to Faction A for Vivec for duration of campaign AND also locked to Faction B for Shor for duration of campaign.
4. Make Alliance War ranks meaningful, other than a Title. Add a passive skill line that gives individual benefits based on current Rank!
5. Zergs will be zergs…A Big part of the success of Zergs is being able to benefit other characters roles and having many in one role. Reduce group size from 24 to 12. You can still coordinate with other groups, but it limits your group size to allow more efficient counter play.
6. For the love of God, increase riding speed back to how it was!
7. Create new objectives so Cyrodiil isn’t just about getting Emperor or stealing Scrolls to win. Allow traps to be setup for defensive counter play to large sieges. An example comes to mind, digging trenches to slow down movement of a zerg?
I short lived this post as I wrote more and more…The idea here was to try to make Alliance War fun again and not just Zerg here, Zerg there. Ideas and comments are appreciated.
Edited by Jabbs_Giggity on March 22, 2019 1:35PM