history lesson for those that don't know, a lot of the lead Dev's for ESO during creation / launch (some are still here ^_^) were previously lead Dev's on another MMO called dark ages of Camelot. this MMO was based around mass 3 faction pvp combat with sieges and relics you could steal from the other faction.
ring any bells?
it worked very well for DaoC, in fact with a focus on pvp and the agency that form of gameplay provides the game held very consistent player numbers despite classic content luls, but the pvp kept players around.
if anyone was around for ESO launch they could tell you that the same was true for ESO, the PvP was a big selling point of the game, the trailers all focus on the factions fighting each other, and fighting for the imperial city, one of the first things people did was head into PvP and engage in mass combat, patch notes contained lists of fixes and improvements for pvp, and one of the first big DLC's was a PvP zone (IC) the engine and game was designed around needing to support mass 50+ 50+ 50+ battles.
fast forward to now, comparatively pvp is dead.
kind of interesting considering no game came out that really stole the PvP thunder, nothing came out that did the mass PvP better in an MMO space, ZOS just kind of abandoned it.
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so the reason 3 way PvP is not working is that the idea was that if 1 faction was dominating, that the other 2 would gang up on it. . .this does not happen, what happens more often then not is if faction 2 sees faction 1 gating faction 3, they also jump on the easy win and also attack faction 3.
next DaoC had more of a focus on the fights rather then objectives, and maps were more linear in nature. ESO prioritizes what we call PvDoor, its more effective to avoid fights and zerg empty keeps before a fight takes place then it is to fight itself (downfall 1)
elder scrolls / relics. in ESO its FAR and away more simple to get an elder scroll then a relic, in ESO terms you would have to stand at a scroll temple in 3 separate glowing rings for 5 minutes to lower the wards on a relic, when you did this a message notified the server what was going on, relic carrier were also unable to be effected by speed buffs of any kind.
further more captured relics were stored in frontier keeps only (front line keeps) and factions were still able to steal relics even when their own was stolen.
in ESO:
-elder scrolls are very easy to back door / zerg.
-you cannot steal any without your own
-scroll carriers are often purpose built to outrun anything but a sprinting horse.
-scrolls are often placed in backline keeps
all these changes cripple the system, it easy to steal scrolls without a fight / give the defender little chance to react, and once a scroll is picked up, in almost all cases that person is gone, we don't really get fights over scrolls anymore. if you don't have scrolls you cannot go on offense and try and steal opposing scrolls in kind (you lose a strategic option, and the enemy faction knows this)
EMPEROR!
a unique inclusion to ESO (and a selling point at launch) this was kind of part of their idea that if a faction was winning (had emperor) that the others would gang up on it (dethrone) it works as much as it fails. if a faction is in a position to emp they get another bonus. dethrone throws all tactics out the window.
-emp loss requires loss of ALL keeps, obviously the emp faction stacks the last keep. considering that an attacking force already requires an advantage of some kind, giving the defending force the advantage of:
-having emp
-knowing where they are going to attack
-forcing them to take the keep.
just ends up having factions marching into a firing squad in an attempt to not even win, but re level the playing field. lets not even mention that assuming the 2 losing factions will come together to dethrone assumes a situation the SERVERS CANNOT HANDLE. you included a design feature that plans for the situation of all 3 factions fighting at one keep, something the game itself is no longer capable of handling. a quick fix would probably be requiring 2 keeps to be emperor, that would split the defense and put a bit of agency on the defenders needing to move between keeps and not sit and wait at one with firing line ready.
campaigns.
need to be removed but players should still receive rewards of some kind. what happens is once the winning faction gets to a point (literally) where the other factions cannot compete, the other factions stop fighting and try to screw each other over for second. this results in week(s) of the dominant faction not only being dominant in the first place but running riot for the final week(s) and this once again compound the problem of when the winning faction is gating another, the faction not being targeted gangs up on the loser to reinforce a second place "finish".
not really going to get into time zones and groups.
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PvP obviously needs server and game design changes to function period, but also needs an overhaul of map / mechanics to play well. if none of that is possible, could we drop it to just two factions. could even make a lore / update about it where the factions group up VS IC and it becomes inner keeps vs outer keeps or something.
literally any update would be more interesting then what we get now, because what we get now, is nothing.
ESO player since beta.
previously full time subscriber, beta-2024, now off and on, game got too disappointing.
PC NA
( ^_^ )
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