To increase server performance, I do think they should split the map into pvp and pve versions of eachother. Take all the sky shards, quests, delves etc and put it in a pve version. Would mean pvp one wouldn’t have to load any of that and we can have big battles again. (Not a techie so don’t judge me if wrong and won’t fix anything)
Who wants to go to the sewers either. Everybody gets 2,500 or 5,000 stones and they want to run back to the bank to deposit it. I think losing half of your stones is ridiculous. That's why I only take a night blade in there and only just long enough to get the stones I need to afford whatever I'm trying to get. Just imagine in other PVP if you lost half your AP points or in PVE if you lost half your gold when you died. Zos has been trying to figure out why the imperial sewers are not very popular. It doesn't take a genius to figure that out. Get rid of the half loss of stones and more people will come enjoy the PVP sewer game
milllaurie wrote: »Has anyone asking such things considered how making the map smaller would impact the campaign balance?
Right now we have to run to a burning keep and it takes us at least 30-40 sec if running from an outpostand 80-100sec if running from another keep (like ash-aleswell).
The distance between keeps is working as a spawn timer in other pvp games.
Also it affect tactical decisions - some people are ambushing hurrying defenders (or attackers) in between the keeps, the fight becomes an open field battle as more and more people show up fromboth sides etc.
I think that changing map size would seriously change gameplay as we know it. Would we like it? Idk. But I am sure a lot of people would hate it.
itscompton wrote: »Who wants to go to the sewers either. Everybody gets 2,500 or 5,000 stones and they want to run back to the bank to deposit it. I think losing half of your stones is ridiculous. That's why I only take a night blade in there and only just long enough to get the stones I need to afford whatever I'm trying to get. Just imagine in other PVP if you lost half your AP points or in PVE if you lost half your gold when you died. Zos has been trying to figure out why the imperial sewers are not very popular. It doesn't take a genius to figure that out. Get rid of the half loss of stones and more people will come enjoy the PVP sewer game
Most people truly interested in the challenge of fighting other players couldn't care less about losing Tel Var. IC is a ghost town because there are no objectives really worth fighting over and the respawn rules are terrible if you die.
When it first came out there weren't any objectives at all besides quests or gear\TV farming but you could infinitely respawn in any district and there would be huge battles that lasted nearly all day and night just because of how quick you could get back into the action.
But as they are want to do ZOS "improved" the area by adding flags that boost TV drops and completely changed the respawn rules so that you can only spawn into a district while your alliance owns that districts flag and all the way back to the sewers if you don't own any. Those changes destroyed the fast paced action that made IC fun for true PvPer's and turned it into the dead content everyone is now familiar with.