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How to Fix and Improve Cyrodiil

wabajaa
wabajaa
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Have some thoughts to share.

One of the main appeals of ESO PvP is the ability to create and experiment with different builds, sets, and playstyles. However, with this one week Vengeance Cyrodiil testing, it feels like diversity has been significantly reduced. If there's no real incentive to farm new sets or upgrade gear, the meta becomes stale, and innovation is discouraged. What’s the point of having a deep crafting and set system if only a handful of setups are viable?

The lagging issue in Cyrodiil has been a persistent problem for years, and a single large campaign exacerbates it. The core problem isn't just skill effects but the sheer number of players packed into one instance. Vengeance Cyrodiil doesn’t seem to address this fundamental problem.

Why we can't:
1. Implement multiple smaller campaigns with player caps to distribute the population.
2. Split Cyrodiil into smaller maps where players can choose which zone to enter. Each smaller map could be a phase in the overall battle, with factions needing to win a map before unlocking the next one. This tiered progression could add a new layer of strategy and depth to PvP.

The current state of Cyrodiil gameplay is repetitive: dog fight, take a keep, lose a keep, repeat. There’s little strategic depth beyond zerging objectives. To make PvP more engaging, we need new mechanics and features that add variety and purpose to battles.

Suggestions:
1. New Siege Weapons & Gameplay Elements: Add innovative siege weapons beyond traditional ballistae and trebuchets. Air balloon ships that transport players into keeps, or large mobile siege factories that require fights to control, could make warfare more dynamic.
2. Resource Gathering & Battlefield Bosses: Introduce an element where players need to gather resources to spawn powerful bosses or purchase unique siege weapons. Each major keep could have a world boss that players must defeat to capture the location, adding PvE elements to PvP.
3. Capture-and-Hold Strategic Locations: Instead of just keeps, introduce small outposts, unique siege towers, or power nodes that grant faction-wide buffs.

The Vengeance Cyrodiil test is an interesting experiment, but it feels like a step backward in some ways. If ZOS truly wants to improve Cyrodiil, they should focus on addressing the root causes of lag, maintaining build diversity, and injecting fresh gameplay elements to make PvP more than just a predictable zerg fest.
  • frogthroat
    frogthroat
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    wabajaa wrote: »
    The Vengeance Cyrodiil test is an interesting experiment, but it feels like a step backward in some ways. If ZOS truly wants to improve Cyrodiil, they should focus on addressing the root causes of lag, maintaining build diversity, and injecting fresh gameplay elements to make PvP more than just a predictable zerg fest.

    Is this a joke? You are joking, right?

    This test is not to test if the Cyro is going to be without sets and non-class skills in the future. That is not the point if you have read any post regarding this from ZOS. Like any Cyro test related post would tell you this.

    The point of this test is precisely to try to find the root causes of lag. That is the point of this.
  • wabajaa
    wabajaa
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    I understand that the purpose of this test is to diagnose lag issues, but my concern is whether the method ZOS is using will lead to meaningful improvements. While the root cause of lag isn’t tied to just one or two sets or skills, it can be many of them, removing a large number of them will undoubtedly have an impact.

    Instead of taking this approach, a more effective solution could be to split Cyrodiil into smaller maps where players can choose which zone to enter. Each smaller map could act as a phase in the overall battle, with factions needing to win a map before unlocking the next one. This tiered progression would help manage population distribution while adding a new layer of strategy and depth to PvP.

    While sets and skills do contribute to lag, they are not the only culprits. The number of players concentrated in a single campaign and how server resources are allocated play significant roles. Addressing these issues directly—such as through better population management and optimized server performance—could be a more effective solution rather than removing core mechanics that define ESO PvP.
  • SolarRune
    SolarRune
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    isn't what you are suggesting effectively making cyro IC?
  • colossalvoids
    colossalvoids
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    Whilst they're not testing for player satisfaction, balance or actually cutting most of the game from Cyro there's one thing to acknowledge, people on larger scale like Cyro cause big sieges and lots of action around the map, which this test ultimately excels at. People do have issues with ball groups (not zergs), "unkillable" tanks and "one shot" gankers, (toxic/proc) meta, lag and lack of balance, last two points are still a thing (lag to a degree) in a test but others aren't which is the reason for such a huge population currently no matter the time.

    Honestly such tests are a breath of fresh air from time to time, it might be boring and sleep inducing after an hour but action is an action, it's more fun than 10 people chasing one guy on a tower to die repeatedly.
  • Getsugatenso
    Getsugatenso
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    Performance alone is not enough to keep players playing, Cyrodill without builds is very boring, this campaign mode in two weeks would be dead
  • CatoUnchained
    CatoUnchained
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    Performance alone is not enough to keep players playing, Cyrodill without builds is very boring, this campaign mode in two weeks would be dead

    Most in my daily guild raid are already bored with the template only version. And most of us are very afraid that this signals ZOS is planning on phasing out the original PvP options. That's why the new template mode with no attention to fixes of what we already have like adjustments to RoA and heal/shield stacking. ZOS is going in a different direction and not fixing what they've already created.

    Feels bad man.
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