The danger here is that skilled/very experienced PvPers (solo or small groups) who have built specifically to fight outnumbered and already look for campaigns where their alliance is outnumbered, will also get a huge boost from this. Balancing it might be a lot more tricky than it first appears.
Having full value heals or wards in PVP as a even somewhat decent player would practically be cheating. You'd be completely untouchable, even by zergs of players.
When an alliance becomes sufficiently outnumbered, Battle Spirit should turn into "Battle Rage" for that alliance, with the following effects:
1. Healing and health recovery are normalized.
2. Shield strength is normalized.
3. Resurrection time and camp cooldown times are halved.
4. Alliance Points are doubled.
5. Siege equipment reloads slightly faster.
These changes would encourage players in the outnumbered alliance to stay and fight. They would be better equipped to withstand the swarm and earn extra rewards for their efforts. As a result, their numbers would likely increase sooner, drawing others for the extra AP. Once the balance is restored, they would continue to stay because the competition becomes engaging again.
When an alliance becomes sufficiently outnumbered, Battle Spirit should turn into "Battle Rage" for that alliance, with the following effects:
1. Healing and health recovery are normalized.
2. Shield strength is normalized.
3. Resurrection time and camp cooldown times are halved.
4. Alliance Points are doubled.
5. Siege equipment reloads slightly faster.
These changes would encourage players in the outnumbered alliance to stay and fight. They would be better equipped to withstand the swarm and earn extra rewards for their efforts. As a result, their numbers would likely increase sooner, drawing others for the extra AP. Once the balance is restored, they would continue to stay because the competition becomes engaging again.
It would be abused mercilessly to farm kills and farm AP.
When an alliance becomes sufficiently outnumbered, Battle Spirit should turn into "Battle Rage" for that alliance, with the following effects:
1. Healing and health recovery are normalized.
2. Shield strength is normalized.
3. Resurrection time and camp cooldown times are halved.
4. Alliance Points are doubled.
5. Siege equipment reloads slightly faster.
These changes would encourage players in the outnumbered alliance to stay and fight. They would be better equipped to withstand the swarm and earn extra rewards for their efforts. As a result, their numbers would likely increase sooner, drawing others for the extra AP. Once the balance is restored, they would continue to stay because the competition becomes engaging again.
It would be abused mercilessly to farm kills and farm AP.
mmKay. Better suggestion?
Having full value heals or wards in PVP as a even somewhat decent player would practically be cheating. You'd be completely untouchable, even by zergs of players.
When an alliance becomes sufficiently outnumbered, Battle Spirit should turn into "Battle Rage" for that alliance, with the following effects:
1. Healing and health recovery are normalized.
2. Shield strength is normalized.
3. Resurrection time and camp cooldown times are halved.
4. Alliance Points are doubled.
5. Siege equipment reloads slightly faster.
These changes would encourage players in the outnumbered alliance to stay and fight. They would be better equipped to withstand the swarm and earn extra rewards for their efforts. As a result, their numbers would likely increase sooner, drawing others for the extra AP. Once the balance is restored, they would continue to stay because the competition becomes engaging again.
It would be abused mercilessly to farm kills and farm AP.
mmKay. Better suggestion?
Take away the path of least resistance (i.e. the underpopulated campaigns). Look at the scores on PC NA. EP is dominating GH, AD is dominating BR, DC is dominating Ravenwatch. Three campaigns, three alliances, zero impetus to stay in a campaign your alliance is losing when you can just go to another campaign. Consolidate the campaigns into one faction-locked campaign, increase the population caps, increase rewards for coming in first place, and decrease campaign length to one week to reduce the “I can’t play with my friends in faction locked campaigns” complaint. That’s all ZOS needs to do to ensure that the campaign is competitive and to reduce those times when you’re fighting outnumbered. People whine in the forums about EP “night capping” Gray Host, when AD is doing the exact same thing in Blackreach, and DC is doing the exact same thing in Ravenwatch. Take away players’ CHOICE to do that, and you’ll be left with players who actually care about the quality of the PVP and the outcome of the campaign.
Just_Attivi wrote: »When an alliance becomes sufficiently outnumbered, Battle Spirit should turn into "Battle Rage" for that alliance, with the following effects:
1. Healing and health recovery are normalized.
2. Shield strength is normalized.
3. Resurrection time and camp cooldown times are halved.
4. Alliance Points are doubled.
5. Siege equipment reloads slightly faster.
These changes would encourage players in the outnumbered alliance to stay and fight. They would be better equipped to withstand the swarm and earn extra rewards for their efforts. As a result, their numbers would likely increase sooner, drawing others for the extra AP. Once the balance is restored, they would continue to stay because the competition becomes engaging again.
It would be abused mercilessly to farm kills and farm AP.
mmKay. Better suggestion?
Take away the path of least resistance (i.e. the underpopulated campaigns). Look at the scores on PC NA. EP is dominating GH, AD is dominating BR, DC is dominating Ravenwatch. Three campaigns, three alliances, zero impetus to stay in a campaign your alliance is losing when you can just go to another campaign. Consolidate the campaigns into one faction-locked campaign, increase the population caps, increase rewards for coming in first place, and decrease campaign length to one week to reduce the “I can’t play with my friends in faction locked campaigns” complaint. That’s all ZOS needs to do to ensure that the campaign is competitive and to reduce those times when you’re fighting outnumbered. People whine in the forums about EP “night capping” Gray Host, when AD is doing the exact same thing in Blackreach, and DC is doing the exact same thing in Ravenwatch. Take away players’ CHOICE to do that, and you’ll be left with players who actually care about the quality of the PVP and the outcome of the campaign.
Honestly, I'd love this. Shorter campaigns alone makes it easier to coordinate with the faction locked friends thing, and with the underwhelming populations in off hours outside GH, this would keep all pvp'ers engaged. pop caps would need increasing for sure, and I think a dynamic pop cap would help tremendously (conversation sake lets say theres 2 bars DC, 1 bar AD 1 bar EP, whenever DC would cross into the 3 bar threshold, they get a pop lock queue instead until AD/EP get to 2 bars. something of that nature would be really beneficial to 'balancing' the zerging and night capping people complain about etc. while keeping a pvp campaign alive and healthy.) shorter campaigns means you can still play your alt-faction toons relatively soon.
the only detractor that I personally see from this idea, is the players who want to avoid pvp at all costs and intentionally go to unpopulated campaigns to get rewards/fight doors will clog up the population worse than now if there was only 1 campaign, and we already have 20-30 AFK'ers at home bases for extended periods of time in prime time on AD. the other issue being those that want to farm dailies on all 3 alliance toons, or just enjoy the variety of builds across their multi-alliance toons and now cant play them. Maybe alliance locks should just be tossed and you choose an alliance at the start of each campaign (but that would lose that sweet sweet alliance change token cashflow, so we can likely scratch that)
Maybe this is a bad idea (and an unoriginal one) but I figured I'd throw it out there and see what people think.
While there are several issues with Cyrodiil, one of the more glaring ones is the frequent imbalance between alliances. There's nothing more enjoyable for me in the game than participating in a large, hotly contested battle that ebbs and flows for 10-20 minutes. Unfortunately, those battles are far too rare.
Many times, I find I'm either:
- in a group swiftly taking territory with little resistance from a grossly outnumbered alliance, or
- I'm futilely trying to defend territory while in a grossly outnumbered alliance.
Neither of these scenarios are very fun.
I've noticed that when one alliance starts to struggle due to a lack of numbers, it tends to spiral downward. Players see that little help is coming to fight the enemy, they check and see their alliance only has two bars while the others are locked, so they leave to do other activities, worsening the imbalance. To address this, I propose a small change to keep the competition lively.
When an alliance becomes sufficiently outnumbered, Battle Spirit should turn into "Battle Rage" for that alliance, with the following effects:
1. Healing and health recovery are normalized.
2. Shield strength is normalized.
3. Resurrection time and camp cooldown times are halved.
4. Alliance Points are doubled.
5. Siege equipment reloads slightly faster.
These changes would encourage players in the outnumbered alliance to stay and fight. They would be better equipped to withstand the swarm and earn extra rewards for their efforts. As a result, their numbers would likely increase sooner, drawing others for the extra AP. Once the balance is restored, they would continue to stay because the competition becomes engaging again.
Perhaps this could happen gradually as the numbers change.
Battle Spirit > Battle Hardened > Battle Rage
Maybe those advantages are too much and there are better changes that could happen that I'm not thinking of. The idea is to always give the outnumbered alliance a fighting chance.
Here's another idea:
If your alliance is outnumbered, your alliance guards increase significantly in strength and numbers. Also, they spawn siege equipment of their own and start using it. Right now the guards are basically useless aside from alerting people when they die.
Here's another idea:
If your alliance is outnumbered, your alliance guards increase significantly in strength and numbers. Also, they spawn siege equipment of their own and start using it. Right now the guards are basically useless aside from alerting people when they die.
Giving any kind of bonus to the outnumbered faction is always something that can be abused. The only viable solution is to reduce the likelihood that any alliance will be outnumbered. Right now, it’s the existence of multiple campaigns and the low population cap that contributes most profoundly to population imbalances. Fix that problem, and you naturally solve the problem of being outnumbered without having to rely on unbalanced gimmicks like double AP, better healing, stronger guards, etc.
SaffronCitrusflower wrote: »The single most out of balance thing in PvP right now is Rush of Agony set.
How has ZOS not done anything to balance this set yet?
Here's another idea:
If your alliance is outnumbered, your alliance guards increase significantly in strength and numbers. Also, they spawn siege equipment of their own and start using it. Right now the guards are basically useless aside from alerting people when they die.
Giving any kind of bonus to the outnumbered faction is always something that can be abused. The only viable solution is to reduce the likelihood that any alliance will be outnumbered. Right now, it’s the existence of multiple campaigns and the low population cap that contributes most profoundly to population imbalances. Fix that problem, and you naturally solve the problem of being outnumbered without having to rely on unbalanced gimmicks like double AP, better healing, stronger guards, etc.
YandereGirlfriend wrote: »Here's another idea:
If your alliance is outnumbered, your alliance guards increase significantly in strength and numbers. Also, they spawn siege equipment of their own and start using it. Right now the guards are basically useless aside from alerting people when they die.
Giving any kind of bonus to the outnumbered faction is always something that can be abused. The only viable solution is to reduce the likelihood that any alliance will be outnumbered. Right now, it’s the existence of multiple campaigns and the low population cap that contributes most profoundly to population imbalances. Fix that problem, and you naturally solve the problem of being outnumbered without having to rely on unbalanced gimmicks like double AP, better healing, stronger guards, etc.
Why would you care about how much AP someone else is making? That has zero gameplay effect in Cyrodiil.
And if it serves the purpose of getting people to stick around longer on the outnumbered sides... I am really not seeing a problem.
YandereGirlfriend wrote: »Here's another idea:
If your alliance is outnumbered, your alliance guards increase significantly in strength and numbers. Also, they spawn siege equipment of their own and start using it. Right now the guards are basically useless aside from alerting people when they die.
Giving any kind of bonus to the outnumbered faction is always something that can be abused. The only viable solution is to reduce the likelihood that any alliance will be outnumbered. Right now, it’s the existence of multiple campaigns and the low population cap that contributes most profoundly to population imbalances. Fix that problem, and you naturally solve the problem of being outnumbered without having to rely on unbalanced gimmicks like double AP, better healing, stronger guards, etc.
Why would you care about how much AP someone else is making? That has zero gameplay effect in Cyrodiil.
And if it serves the purpose of getting people to stick around longer on the outnumbered sides... I am really not seeing a problem.
Actually, it would have a gameplay effect. If PVPers get double AP for fighting outnumbered, they will (drumroll) seek to fight outnumbered and orchestrate situations to fight outnumbered. They will campaign-hop until they can find one where they are at a population disadvantage and farm AP there, to the detriment of gameplay on other campaigns. The whole point of OP’s proposition is to AVOID situations where you’re fighting outnumbered or fighting without opposition, but if you incentivize fighting outnumbered by providing double AP, then it will not have the intended effect.
YandereGirlfriend wrote: »YandereGirlfriend wrote: »Here's another idea:
If your alliance is outnumbered, your alliance guards increase significantly in strength and numbers. Also, they spawn siege equipment of their own and start using it. Right now the guards are basically useless aside from alerting people when they die.
Giving any kind of bonus to the outnumbered faction is always something that can be abused. The only viable solution is to reduce the likelihood that any alliance will be outnumbered. Right now, it’s the existence of multiple campaigns and the low population cap that contributes most profoundly to population imbalances. Fix that problem, and you naturally solve the problem of being outnumbered without having to rely on unbalanced gimmicks like double AP, better healing, stronger guards, etc.
Why would you care about how much AP someone else is making? That has zero gameplay effect in Cyrodiil.
And if it serves the purpose of getting people to stick around longer on the outnumbered sides... I am really not seeing a problem.
Actually, it would have a gameplay effect. If PVPers get double AP for fighting outnumbered, they will (drumroll) seek to fight outnumbered and orchestrate situations to fight outnumbered. They will campaign-hop until they can find one where they are at a population disadvantage and farm AP there, to the detriment of gameplay on other campaigns. The whole point of OP’s proposition is to AVOID situations where you’re fighting outnumbered or fighting without opposition, but if you incentivize fighting outnumbered by providing double AP, then it will not have the intended effect.
That would lead to self-balancing of the campaigns, if players from an overpopulated alliance instead opt to play elsewhere where they are outnumbered. The population of that outnumbered faction would rise, evening the odds. And the population of the faction that they left would decrease, evening the odds. What am I missing here?
Also, the universe of players who would be that sweaty to micro-manage which campaigns they play in (once that you can't even receive end-of-campaign rewards in...) simply for AP purposes is very small. Most people would continue to play in their current campaigns. The goal is to give an incentive for under-populated sides to stick around even when they're getting rolled on the map by a zerg.