Something I feel alot of us dreamed about from the original vision and immersion of the games three alliances was all out war. Cyrodiil provided it and I’ve seen several names stick around as a result. Sadly due to the performance demand of the player engagements on server software and bugs in script, animation, and cross country internet latency its incentives content was deprioritized. To the accomplishment of the devs after 10 years of quality of life and performance patches they have returned if not if not improved the consistency and reliability of its fast paced combat.
Since High Isle the lore has been hinting at a return to revitalize and promote pvp with Gold Road being no exception. Spellcrafting was a fan favorite of the previous Elders Scrolls games returned as scribing. It was a disappointment to fans originally when a Dev showcased their prototype years ago, but the system was cut back from release. Aiming to please at this year's announcements revealed scribing and hinted at a pvp element being added later this year.
Over the years the team has been trying to close off loose ends of irritants, like by releasing the all in one attunable crafting stations to shorten guild house visits. I’ve repeatedly heard over the years and myself have experienced that the games overland zone content is too easy. I have also read, supported, and petitioned for pvp flag systems like dueling, however, ones more expansive, active, and cooperative. One current tone being set in the mmo and ESO space is that the games pvp is fun, but there are no collectible incentives for longevity of vet players especially in housing or motifs. Another grip by some players is that theirs too many useless sets.
Pvp only has 5 motif chapters and a handful daedric designs which dec my house so you can tell I Pvp.
Here’s the suggestion/prediction: Integrate the current proven years old systems into a groupable flagable mode that puts PvE and PvP debuffs on players to simulate a vet mode that:
- Allows for alliance war pvp.
- Makes them take extra damage.
- Stuns players intermittently when they take damage.
- Gets worse effects the more experience they obtain until death.
- Summons bosses on players.
- Makes use of the unused lesser set effects to help provide balance data to help revitalize those sets. (Mathed out by the metrics of the duration of the intensity of the debuffs on player kill. To then be balanced by K’D ratios.)
- Doubles the drops of the zone like an event, quadrupling in an overlapping event.
- Gives gold bonuses to the alliance with the most player kills, incentivising more casuals to occasionally compete. Resetting with the weekly traders.
- Gives trial and arena gear to Pvpers who are on the top of the leaderboard across all of tamriel.
The fact that its a debuff vs a hardmode saves the work of a PvE overhaul adjusting 100s of different enemy variables mathematically, but still emulates a similar result.
It gives access to overland rewards like racial furniture designs at a different experience of play.
Opens players to overworld ganking, and adds surprise encounters.
Lore: After peace talks and years of fighting, Alliance war Nobles have grown tired and discouraged of funding soldiers. Passionate, invested warriors and war bands have now begun looting the countryside to supplement income. Funded by rogue lords.
Edited by Pinja on January 27, 2024 6:12AM Pinja for
Dual Wands.
Pinja's three server solutions:
Gold Road: Path to eliminating loose pain points. Doc do you agree? 27 votes
All of the mentioned ESO deficiencies are true pains and this document contains the satisfying fun way to fix...
1 vote
At least one thing mentioned sounds like an irritant and I can see the momentum of some good Idea's
Nothing really was a bother, could try some stuff.
1 vote
They are other things that need to be addressed more
The Games eclipsing. Why bother?
1 vote
I am happy and proud of the state of the game, no matter what.