How do we see Cyro in the future? What do you think the plan is, or is there a plan? Let's talk! TLDR at the end.
Firstly I wanna say that, outside prime time, when there are no ball groups present, Cyrodiil has been playing great for me. I'm a mostly solo player and have really enjoyed the changes and feel there is real potential in the Cyro playstyle that requires nurturing. What I mean by this, is there is a balance needed, between the insane power of groups v random's, a numbers game has to be played where we have proper performance and still feel we are a part of something big in the alliance war. To achieve this the devs need to start thinking, lets try help them. I want the Devs to be able to act in developing the meta, maintain good performance, instead of always reacting to issues whilst creating new ones. That is the real goal here.
It is my opinion that any real investment in maintaining Cyro as the core multiplayer of ESO will require a redesign or overhaul of the map, and how we think about grouping.
Lets start with grouping. One change I can think of that would add a lot of value to the Cyro experience is an 'Auto-grouping' feature. The goal of the feature would be to give value back to support players, give the players more control over their playstyle, and reduce the overt LFG spam in zone chat
. In fact the LFG spam in zone is a good example of the value in this feature. Players don't really mind what kind of group they are in, they just want to play the game at some level near, just near, it's potential, and that can only happen in a group.
You simply pick an objective, and it pairs you with a group with the same goal, and changes that group on the fly, should you all not all choose the same objective again. Because right now, it could take dozens of random players to even have a chance against a coordinated group of only 5-6 in many cases, due to cross healing and buffs available. You could also be sorted with playstyles in mind, obv we have dd heal and tank, but you could also pick stuff like hardcore, front-line, initiator, objective based, hold ground, whatever you can think of. You could even have players that can auto group for exploring delves and getting skyshards, that wants help with town quests, etc. I can see myself escorting some dudes around town quest objectives if they shared them to relax a bit, or to farm some set pieces.
Personally I would limit the sizes of groups that can be formed in this manner. I think 6 players is more than enough to play the game at close to its full potential.
As a primarily solo player I used to love the random encounters I could have with friendly alliance members on any scale anywhere on the map. It would even sway me to pick certain skills over others if it meant I could keep a friendly alive. Nobodies playstyle has been sacrificed to a greater degree than mine, and the many others like me. A feature like this re-introduces this kind of gameplay given the current limitations in Cyro.
Next, we can't talk about Cyro without talking about ball groups. How are these even remotely balanced? You know there is a problem with ball groups when two ball groups of differing alliances in a keep will actively avoid each other and be content farming solo's, they are virtually invincible as the games only counter to them is for them to be grossly outnumbered, or to avoid them yourself. Like I mentioned earlier, I honestly think 12 is too much but it makes sense as that is the trial number. But the game needs to be balanced. We need a counter to purge or purge needs re-balanced. Purge spam for mobility is too advantageous. But I'm honestly not too sure about what changes can be made. Heal stacking just seems so obvious, but not having the devs even entertain it makes me think it's an engine limitation or some such idk. Maybe change the anti-cavalry morph of caltrops to have an increased range and scale its snare the amount of group members around you or something, and make it unpurgeable. Make these groups need to split up more often!
Finally the map, the map was originally designed with the goal of having hundreds of players on screen. That is simply not going to happen. So we have no real option than to change the map to fit the numbers. We also need to lower choke points, give more appealing options to get to objectives. The other night a group of coordinated DC camped the Alessia bridge for over 4 hours farming Randoms' of both the yellow and red. They were virtually invincible. and it killed the action on the map. The means of getting around these choke points are too limited and too punishing if your attempt to get around fails. Over-all the map needs a lot of quality over quantity. Keeps could be made bigger, a great deal more intricate, and allow more ways to get into the keep (grapple hook!!
). It needs to be scaled down IMO and we need to promote more large and small scale skirmish's across a more detailed map, with more desirable objectives.
What do people think?
TLDR; Are the players ready to consider big changes to the alliance war, in order to promote the kind of gameplay that we know Cyro can offer? If so, read and talk! Jebaited!
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