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More Alchemy Nodes in Cryodiil

xWarbrain
xWarbrain
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Okay first, this may sound counterproductive to fixing the lag in Cyrodiil by adding more "stuff" to the area, but maybe it could help instead. Hear me out.

Current Issues:

1. Cyrodiil, the zone, is massive in comparison to the other zones. There are vast areas of green fields far off the beaten path from where fighting or traveling usually occur. There are also far fewer resource nodes than any other zone. They are way more spread out that other zones, even in areas that you know no one has passed through in a long time. I'm talking the edge of the map in empty campaigns. You can travel to a random wayshrine in Eastmarch and find more nodes in 5 minutes than you would in 30 minutes spent in remote parts of Cyrodiil. There should be a good amount of resources to be gathered in these areas but there aren't.

2. There are campaigns that are nearly empty that work relatively fine, and at the same time there's one campaign that can barely handle the load and is almost unplayable at this point.

3. Cost of resources is only going up and there's no way to balance that out.

Solution:

They add an extremely high amount of possible spots for a node to spawn in Cyrodiil. Like a stupid high amount. However, the maximum amount of resources would only actually appear if the server was empty. As the server becomes more populated, the amount of available nodes decrease to what it is now. Think Mark of the Pariah increases Resistance as Health drops, this idea increases Resource Nodes as Server Population drops.

What this does is:

1. Incentivize the use of the other campaigns because of all the resources you can gather just running around, thus lightening the load on the servers by spreading out the overall population.

2. Incentivize less zerging, or at the very least, give non-zerg players more to do than run around a tree or tower. They can hunt people farming mats. Spreads the fighting out within the campaign. I'm not knocking zerging as a playstyle, I'm knocking Zerging = Lag.

3. It would draw others there just to kill the people collecting resources. Less zerging, more spread out guerilla warfare-like. Fighting over real resources. You'd have to have your head on a swivel.

3. It would encourage more people to try PvP that might not have a reason to right now. They'd need impen gear to risk being out there. They'd do this because the return on their time collecting materials would be far higher than in a non-PvP zone, due to the risk of PvP. They'd "get their feet wet" and end up hooked like the rest of us.

4. People who play PvP almost exclusively can now have a chance at being able to afford materials more than once a month when they get paid at the end of a campaign.

5. It naturally drops the cost of materials overall in other zones by having more materials available to sell.

6. People can spend more time playing how they want to play than doing chores to afford potions to play how they want to play.

7. It puts a new emphasis on controlling areas of the map, safer near your own keeps than an enemy's keep, easier access to more nodes the more places you can fast travel to.

8. I'm no game developer, but compared to other changes, there can't be a whole hell of a lot that would need to be done to implement this. Increase the resource node possible spawn points and create a mechanism for increasing/decreasing the nodes that appear relative to server population.

Just a thought I had while being mad at the cost of materials these days. Now go ahead, tell me why you hate this idea :D
XB1 NA
Your nerf suggestion is dumb. Learn to counter other players instead of having the game rebuilt to your ability level.
  • wookikiller95
    wookikiller95
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    Nope
  • pod88kk
    pod88kk
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    Bots taking up the limited spaces in Cyro, no thank you
  • Taleof2Cities
    Taleof2Cities
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    It’s a bad idea, @xWarbrain ... for a couple of obvious reasons that you either missed or conveniently overlooked.

    1. Cyrodiil is primarily for PvP.

    1a. Cyrodiil is not primarily for a player’s personal crafting node farm ... after hours on a quiet server.

    2. For players actually doing PvP (like myself), we are already rewarded with the crafting mat satchels that drop in the Cyrodiil Dailies ... as well as being able to buy the alchemy bags from the Tel Var vendor.

    Edited by Taleof2Cities on March 6, 2020 6:43PM
  • Matchimus
    Matchimus
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    I am going to camp out near a cornflower.
  • xWarbrain
    xWarbrain
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    I didn't put a ton of thought into this, I'm not saying its brilliant, but just to counter responses to pass time... :smile: (I'm not vehemently arguing with you, not intended to be taken as such)
    pod88kk wrote: »
    Bots taking up the limited spaces in Cyro, no thank you

    I thought of this. The players would police the zone. Bots wouldn't stand a chance. They'd spend more time respawing than gathering. Imaging if people could attack the bots in the starter zones?

    It would be a massacre. The ones that get away for a little while are no worse than the bots now, they technically help keep resource costs down anyway by adding more materials to the market. Not advocating bots, just saying it wouldn't be as much of a negative factor as you may think. Other than them taking up server population space, but you'd have to think that if the materials were out there in unpopulated areas they'd already be doing this.
    It’s a bad idea, @xWarbrain ... for a couple of obvious reasons that you either missed or conveniently overlooked.

    1. Cyrodiil is primarily for PvP.

    1a. Cyrodiil is not primarily for a player’s personal crafting node farm ... after hours on a quiet server.

    2. For players actually doing PvP (like myself), we are already rewarded with the crafting mat satchels that drop in the Cyrodiil Dailies ... as well as being able to buy the alchemy bags from the Tel Var vendor.

    It probably is a bad idea, but its not intended to be a personal crafting node farm. Everyone has access to it. You're right, Cyrodiil is primarily for PvP. There are still aspects of the game that are in Cyrodiil that aren't PvP. People would be fighting over these nodes. It could be concentrated in an area, drawing people to that spot to collect and fight for control.

    Armies need resources too, it could correlate with Farm resources. I dunno. Spitballing here.

    I actually do PvP myself as well. I don't know what rewards you are getting, but I'm not getting enough alchemy reagents to put a dent in the cost of the Tri-pots I, and many others go through. My mailbox becomes full with rewards regularly.

    If Tel-Var farming was as profitable as you suggest (which it used to be), then prices of reagents wouldn't be through the roof.

    My whole point is that it's becoming more expensive to play PvP than the rewards allow for. No ones buying the gold Soldier of Anguish rings after campaign rewards pay out.

    XB1 NA
    Your nerf suggestion is dumb. Learn to counter other players instead of having the game rebuilt to your ability level.
  • VaranisArano
    VaranisArano
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    I'm not too worried about bots. They'd be quick AP for the gankers I would be worried about.

    Its a standing joke with my PVP friends when we see a columbine while riding to a keep:
    "Ooh, Columbine! Crown, can I stop and grab it?"
    "Don't do it, its a trap!"


    Also, I appreciate the optimism you have that this would encourage players to come out and PVP...but in reality it would work like every other event where ZOS puts rewards in a PVP zone. Inevitably, there's a number of players who say, roughly paraphrased:
    "ZOS, why should I have to PVP to get the rewards!? Its not fair and PVPers are mean! Why won't they just leave me alone so I can get my rewards?"
  • purple-magicb16_ESO
    purple-magicb16_ESO
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    I don't think this is going to do what you think it's going to but I do follow your logic.
    Edited by purple-magicb16_ESO on March 6, 2020 8:49PM
    I don't comment here often but when I do, I get [snip]
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