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PVP news from the guild summit

sean.plackerb14_ESO
sean.plackerb14_ESO
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Information from the PVP segment of the ESO guild summit. The PVP Q and A, as well as a lot more information about the future of ESO in general is available at the link bellow.

tamrielfoundry.com/2014/10/eso-guild-summit/

More information from the second day of the guild summit avaliable at the link below. I put most of the stuff that I feel applies to PVP directly below though. Topics being discussed today include combat and abilites, lore, justice system, zones and content.

tamrielfoundry.com/2014/10/eso-guild-summit-day2/

AoE Target Cap Updates

Eric recognized the current meta of stacking in AoE and distributing damage throughout your group. This isn’t the gameplay ZOS wants, they want large groups of abilities to be vulnerable to AoE and afraid of AoE. Some important concerns to consider with increasing the AoE cap are:
  • Effect on Ultimate generation
  • Application of secondary effects (stuns, CCs)
  • Additional server load
  • Effects on PvE balance
  • The solution ZOS is currently considering involves healing remaining capped at 6 targets, but AoE damage being unlimited in the number of targets it can affect, but subjecting that damage to a damage falloff effect where as an AoE hits more and more targets the damage dealt to additional targets decreases by some scaled percentage.

Gameplay and Itemization

Eric Wroebel started the day off with a presentation on gameplay and intemization improvements that the ZOS team is working on. Some of their future plans include:
  • Increasing build diversity
  • Moving towards Stamina and Magicka dealing comparable damage
  • One weapon isn’t the best for all damage specs
  • Niche abilities are more useful for their specific role
  • The first major push they have made towards achieving this re-balancing effort involves modifications to weapon abilities:
  • Heavy attacks restore Stamina/Magicka (already live in Update 4)
  • Buff to stamina based abilities (coming soon)
  • Make damage competitive between Magicka and Stamina
  • New AvA abilities – AoE damage, stealth detection, healing debuff, a Stamina based heal

Ultimates

Changes to Ultimate abilities and the way that Ultimate generation works are also coming soon to reconcile the difference between fast-ticking DoT stacking builds and slow attacking tanks to even out the rate at which different build types generate Ultimate resource.
  • Reduce variation in Ultimate generation between builds
  • Ultimates will scale off your highest stat and critical strike chance

Abilities and Morphs

Eric also talked about many of the under-used abilities and morphs currently in game:
  • Haste – because of light attack weaving is not currently very useful. Abilities like this which have fallen below the usefulness threshold will be improved to feel much more useful and powerful. The plan is to buff up lesser used abilities, not to nerf the already popular abilities.
  • Annulment no longer gives a flat 50% reduction, but the value of the shield granted has been increased by 150%, but only works against spells.
  • Shadow Cloak – QA has been hard at work to identify the affects of using every single ability in the game with/against a character who is cloaked, so they are aware of all the issues and will be working on resolving them for future updates.
  • Eric also wants more class abilities to be useful to Stamina builds. Possibilities include morphs to class abilities that would allow them to cost and scale off Stamina instead of Magicka. Some examples he cited were Veiled Strike (Nightblade) and Dark Deal (Sorcerer).

Two-Handed
  • Cleave – increased the damage and radius of Cleave to be more competitive with Impulse
  • Critical Charge – reduced the base damage a bit to combat the “charge spam build”, but increased the damage on the morph that scales with distance charged
  • Uppercut – Reduced the cast time, increased the damage to make this the “bread and butter” damage ability for the 2h line (seeing the ability used live looks much faster and more powerful)
  • Reverse Slash – improved the morph which deals AoE splash damage to be more attractive compared to Executioner
  • Momentum – Now increases Weapon Power by a flat 20% for 30 seconds and applies a small HoT for the entire duration. The morph which currently heals you at the end will allow you to cash in that heal at any time by using the ability again.
  • Forceful (passive) – now deals splash damage to 2 targets instead of 1
  • Follow Up (passive) – this new passive replaces Arcane Fighter and now increases the damage of fully charged Heavy Attacks by 5/10%.

Bow
  • Poison Arrow – Increased the DoT component, but kept the base damage where it is
  • Volley – Increased the base damage
  • Arrow Spray – made the true area of effect more closely match the displayed template
  • Snipe – Reduced the cast time of snipe to become the bread-and-butter damaging ability for the bow line.
  • Long Shots (passive) – Reduced the range threshold required to receive the bonus to work well with the maximum range of all bow abilities

Synergies
  • ZOS also wants to make sure that all Synergies are fully useful, so that players always want to use them, not avoid them like with some of the more annoying synergies. Eric also plans to move towards more contextual synergy usage, where certain synergies will only prompt themselves as available if certain conditions are met (like Blood Altar and Templar Cleanse currently work).
  • The goal is to reduce the overall number of “Press X” prompts that you have at any given time, but to increase the usefulness of Synergies that players DO use.

Global Changes for Abilities
  • More clear ability derived stats – abilities will very obviously scale off either Stamina or Magicka, and use the relevant critical chance for that resource
  • Ability usage vs CC immune bosses (for example, maybe using Stonefist against a stun-immune enemy would give the player a temporary Armor buff instead)
  • Tooltip clarity pass

AvA and Imperial City

Brian Wheeler is up next with the PvP team who handles content and rules in PvP zones including keeps, objectives, alliance points, etc… He would especially like to remind folks that his team does not handle abilities, items, general gameplay, or PvE related issues. He and his team follow the forums closely and has, in the past, both made changes and reverted made changes based on player feedback.

Blocking During Ability Usage

Block needs to feel responsive
ZOS wants there to be a tradeoff between acting defensively and your offensive potential. Some alternative treatments are being considered, and it’s a problem that they are working on.

Gameplay/Itemization Questions
  • Stealth detection potions and their current effectiveness versus abilities like Shadow Cloak.
    They will investigate the effectiveness of these potions to make sure they are in-line with the effectiveness of stealth granting abilities.
  • The current ineffectiveness of CC in PvP due to the availability of CC break and Unstoppable. CC in ESO is really ineffective.
    Eric commented on DAoC and the role of CC in that game versus the way that ESO is set up, and generally suggested that the dynamics of combat in ESO are not necessarily designed around large scale, multi-target CC in mind.
  • The possibility of increasing the action bar capacity beyond 5 abilities:
    It’s about meaningful choices, and ZOS is working on buffing some of the less used and niche abilities to be more powerful, but they like having players face tradeoffs in the way they set up their characters for any given fight. They are considering adding some kind of loadout manager built into the UI which would make it easier for players to swap out their setup in-between combat.
  • Considering a synergy prioritization system so you can volunteer to ignore particular synergies or set your own priority order:
    They are looking into ways to change the way that synergies work so that they are almost universally more desirable and you won’t be stuck in a position of having to burn through nuisance synergies before you get to the one you want to use.
  • Dragonknights and their incredible level of sustain and defensiveness with reflects and self-heals.
    They are looking into ways to adjust the power level of abilities like Reflective Scales and Battle Roar without going too far into nerfing commonly used abilities.
  • Why no cloaks?
    Cloaks are cool, but they are an artistic challenge to have them move, reflect light, and match the overall aesthetic quality of the rest of the game’s equipment. Adding cloaks which moved naturally would be incompatible with having a high number of character models on screen at a given time.
  • The multi-dependency of Stamina in combat, is this something that is a concern for the future? Have you considered the possibility of implementing a separate resource pool for defensive actions?
    Stamina users have several advantages when it comes to using defensive actions, they can take those actions more frequently because of their larger pool and have their Magicka reserved for using defensive or buff abilities. We have seen the suggestions to separate this resource, but its not something we are considering for now.
  • Any plans for a transmogrify system?
    No plans for transmog right now, but it is a cool system that we might consider adding in the future.
  • How do you balance the importance of crafting with the need for future itemization, vertical progression, and more. Have you considered any systems to allow crafters to help upgrade existing items like craft-in-trade to redo item traits or styles? What about the economy for legendary upgrade materials which has been screwed up since day 1?
    We are talking closely with the crafting team about the possibilities of adding new tiers of item upgrade mats, as well as ways for crafters to possibly modify existing items to keep crafting relevant even if they are no longer directly creating the most powerful items in the game.
  • What about CC stacking and the differentiation between a hard CC and a soft CC? Why is it that you can rotate short-duration CCs so effectively like alternating between Streak and Crystal Fragments?
    We are looking at making sure that everything is applying CC immunity in the way
    that you would expect, and it’s likely that some effects will need to have additional immunities applied to them.

Coming up in Update 5
  • Minimum rank requirement to purchase Forward Camps
  • Buffs will be local to the campaign only for PvP only, they are still considering how to handle buffs for PvE
  • Anti-tunneling boundaries and ways to block exploits where players wiggle through terrain objects and get underneath the world.

Future Updates
  • Oil pot adjustments, they are aware of the ways that pots are currently used and adjustments will be made to enforce a minimum pour distance or some other control.
  • Elder Scroll bonus changes
  • Population imbalance adjustments
  • Crashes both client and server-side
  • Spirit of the game “antics”, spies, trolls, guesting issues

Imperial City

  • The city is basically just a PvE zone with PvP.
  • The sewers – super large public dungeon
  • Districts – contain capture locations with PvE events
  • Difficulty is tuned for 1-2 players at high level
  • Each campaign has their own Imperial City
  • All 3 sides will potentially have access at the same time.
  • Access is gated by controlling your 6 home keeps – making defending and home security more important.
  • The population cap is shared between Cyrodiil and the Imperial City, so as one side floods into the city, their power in Cyrodiil itself will wane allowing other alliances to retake less defended objectives.

What’s Inside the City?
  • New armor sets + the new Xivkyn crafting style
  • 6 new 8 hour Buffs from the Divines – these are similar to Mundus Stone buffs, but temporary. They are AoE beneficial, so if you have a buff it will affect all your nearby allies as well.
  • Lots of enemies to kill, get money, exp, loot.
@sean8102 - Carlore - Daggerfall Covenant
  • Aoe_Barbecue
    Aoe_Barbecue
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    News on AoE cap removal or increase? Even a flat out "we're not going to do that" would be acceptable so long as they definitively answer that issue.
  • sean.plackerb14_ESO
    sean.plackerb14_ESO
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    News on AoE cap removal or increase? Even a flat out "we're not going to do that" would be acceptable so long as they definitively answer that issue.

    There should be a Q and A posted soon like they had for the other sections. I would imagine someone is going to ask about that. Hopefully we get some kind of useful info like you said.
    @sean8102 - Carlore - Daggerfall Covenant
  • Sotha_Sil
    Sotha_Sil
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    @sean.plackerb14_ESO

    So we are sure Imperial City won't come at update 5 ? :(
    Edited by Sotha_Sil on October 1, 2014 8:17PM
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    AoE caps is something that can (and likely will) be discussed with our gameplay team, which is scheduled for tomorrow.
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • Huntler
    Huntler
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    News on AoE cap removal or increase? Even a flat out "we're not going to do that" would be acceptable so long as they definitively answer that issue.

    The team that spoke about PvP doesn't cover those issues, as stated above by our friendly community manager, its a different team who apparently will be on tomorrow.
  • sean.plackerb14_ESO
    sean.plackerb14_ESO
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    Sotha_Sil wrote: »
    @sean.plackerb14_ESO

    So we are sure Imperial City won't come at update 5 ? :(

    Yeah it's def not update 5, but my guess would be update 6. Nothing more than a guess though, probably wishful thinking.
    Edited by sean.plackerb14_ESO on October 1, 2014 11:43PM
    @sean8102 - Carlore - Daggerfall Covenant
  • Zintair
    Zintair
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    Min Rank to purchase Forward Camps? Not even gonna pretend how that fixes anything. Perhaps USE them but purchase?!?! Ok guild banks and that solved nothing.

    Point 2 - Excellent

    Point 3 - Ok

    I see yet again correcting the major issues are still being pushed to the back end. We have a barely playable Cyrodiil and performance isn't at the top of the list? If it's not Update 5 that means it is at least another 2 campaigns away. I doubt there will be anyone here playing if you wait that long.

    Hope they get hammered in the Q/A about this.
    Edited by Zintair on October 1, 2014 8:38PM
    Vokundein
    Zintair aka Primetime - VR14 - Guild Leader and PvP Dept Leader

    www.Legend-Gaming.net
  • Kickimanjaro
    Kickimanjaro
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    Thanks for the update! I am really happy to see more communication between us and the devs.
  • seanolan
    seanolan
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    I still want to know why the [snip] this is not a public discussion, but rather a private one with guild leaders. I do not understand this "elitism" if you will, or, if you won't, this lack of attention to the general public of their game playing base. Seriously, are the guild leaders telling them ANYTHING we haven't said a hundred times before? Since when do we need [snip] LOBBYISTS to get things done in ZOShington?

    [Moderator Note: Edited per our rules on Cursing & Profanity]
    Edited by ZOS_ShannonM on October 11, 2014 10:26PM
  • Lfehova
    Lfehova
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    Could we get some insight as to why each campaign will have their own imperial city?

    I think for some intense and fun pvp/pve, they could potentially link all imperial cities as one.

    Or at least limit imperial cities to the two 30 day campaigns.

    I can already foresee that everyone will take a buff server (ad has 2 atm, and dc has 1) and only play imperial city there.

    If imperial city is meant to be a hotly contested pvp ground while pveing, we would need to consolidate some population.

    In addition, limiting it to the two 30 day population campaigns would spread out the population onto those two campaigns likely equally. And population would flip back and forth between the two potentially creating two active and balanced campaigns with players fighting to hold home keeps to gain access to imperial city.

    Just some food for thought. Hopefully someone at the summit can bring this up as a suggestion. I'm curious what the answer is :)
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • c0rp
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    "nerfing camps and possibly removing them"

    interesting... my vote is lets skip the nerfing and get right to the removing.
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • rophez_ESO
    rophez_ESO
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    Unfortunately Brian Wheeler had the wrong answer to one very important question to me and my guild:
    Q: Alliance Point progression and their role in character development. How will AvA contribute to character depth, additional skills, gear in the future.

    A: Basically, there are no plans currently to expand the role of AP and AvA progression.

    Not sure I can keep my friends around (nor do I really think I'll stick around) with little to no character progression at end game through PVP. Really wanted to hear that they were working on some kind of DAOC style realm ability system.

    Here's to looking for the next best thing...
    Edited by rophez_ESO on October 1, 2014 8:54PM
  • Huntler
    Huntler
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    rophez_ESO wrote: »
    Unfortunately Brian Wheeler had the wrong answer to one very important question to me and my guild:
    Q: Alliance Point progression and their role in character development. How will AvA contribute to character depth, additional skills, gear in the future.

    A: Basically, there are no plans currently to expand the role of AP and AvA progression.

    Not sure I can keep my friends around (nor do I really think I'll stick around) with little to no character progression at end game through PVP. Really wanted to hear that they were working on some kind of DAOC style realm ability system.

    Here's to looking for the next best thing...

    This is a pretty big deal for me as well... that plus the question on any sort of benefit to owning the imperial city.... and basically they said... no... (no getting to do PvE encounters is not what I was looking for). Similar to owning a scroll I think owning the imperial city should come with some benefit.
  • ghengis_dhan
    ghengis_dhan
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    Zintair wrote: »
    I see yet again correcting the major issues are still being pushed to the back end.
    As a software developer for business applications, I can tell you that your quote is not a fair assessment. Just because important and major fixes are not being done does not mean that they are pushed to the back burner.

    They could be working feverishly trying to fix these issues; it just may be harder to fix than it appears. And what you see as major could pale in comparison to behind-the-scenes bugs that need to be corrected first.

    Truthfully, we don't know...well..other than the list of fixes that go into each patch.

    Many of the devs play this game, so I'm sure they want the game running smoothly as well.
    Edited by ghengis_dhan on October 1, 2014 9:22PM
    "It is not the critic who counts: not the man who points out how the strong man stumbles or where the doer of deeds could have done better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood, who strives valiantly, who errs and comes up short again and again, because there is no effort without error or shortcoming, but who knows the great enthusiasms, the great devotions, who spends himself for a worthy cause; who, at the best, knows, in the end, the triumph of high achievement, and who, at the worst, if he fails, at least he fails while daring greatly, so that his place shall never be with those cold and timid souls who knew neither victory nor defeat."

    Teddy Roosevelt, Paris, 1910
  • c0rp
    c0rp
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    rophez_ESO wrote: »
    Unfortunately Brian Wheeler had the wrong answer to one very important question to me and my guild:
    Q: Alliance Point progression and their role in character development. How will AvA contribute to character depth, additional skills, gear in the future.

    A: Basically, there are no plans currently to expand the role of AP and AvA progression.

    Not sure I can keep my friends around (nor do I really think I'll stick around) with little to no character progression at end game through PVP. Really wanted to hear that they were working on some kind of DAOC style realm ability system.

    Here's to looking for the next best thing...

    Once the champion system comes around PVP will have a greater impact on character development.

    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • rophez_ESO
    rophez_ESO
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    c0rp wrote: »
    rophez_ESO wrote: »
    Unfortunately Brian Wheeler had the wrong answer to one very important question to me and my guild:
    Q: Alliance Point progression and their role in character development. How will AvA contribute to character depth, additional skills, gear in the future.

    A: Basically, there are no plans currently to expand the role of AP and AvA progression.

    Not sure I can keep my friends around (nor do I really think I'll stick around) with little to no character progression at end game through PVP. Really wanted to hear that they were working on some kind of DAOC style realm ability system.

    Here's to looking for the next best thing...

    Once the champion system comes around PVP will have a greater impact on character development.

    Will it? Or will it be 10x as fast to farm champion points in whatever the PVE zone dujour is? I hope you're right.
  • Lfehova
    Lfehova
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    rophez_ESO wrote: »
    c0rp wrote: »
    rophez_ESO wrote: »
    Unfortunately Brian Wheeler had the wrong answer to one very important question to me and my guild:
    Q: Alliance Point progression and their role in character development. How will AvA contribute to character depth, additional skills, gear in the future.

    A: Basically, there are no plans currently to expand the role of AP and AvA progression.

    Not sure I can keep my friends around (nor do I really think I'll stick around) with little to no character progression at end game through PVP. Really wanted to hear that they were working on some kind of DAOC style realm ability system.

    Here's to looking for the next best thing...

    Once the champion system comes around PVP will have a greater impact on character development.

    Will it? Or will it be 10x as fast to farm champion points in whatever the PVE zone dujour is? I hope you're right.

    Well my concern for imperial city that I posted above is directly related to your concerns. If what I suggested is implemented, it would give pvp value in terms of pve and progression. Read my post and let me know what you think.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • rophez_ESO
    rophez_ESO
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    Lfehova wrote: »
    rophez_ESO wrote: »
    c0rp wrote: »
    rophez_ESO wrote: »
    Unfortunately Brian Wheeler had the wrong answer to one very important question to me and my guild:
    Q: Alliance Point progression and their role in character development. How will AvA contribute to character depth, additional skills, gear in the future.

    A: Basically, there are no plans currently to expand the role of AP and AvA progression.

    Not sure I can keep my friends around (nor do I really think I'll stick around) with little to no character progression at end game through PVP. Really wanted to hear that they were working on some kind of DAOC style realm ability system.

    Here's to looking for the next best thing...

    Once the champion system comes around PVP will have a greater impact on character development.

    Will it? Or will it be 10x as fast to farm champion points in whatever the PVE zone dujour is? I hope you're right.

    Well my concern for imperial city that I posted above is directly related to your concerns. If what I suggested is implemented, it would give pvp value in terms of pve and progression. Read my post and let me know what you think.

    You have some extremely valid concerns, but I think ZOS is going to address buff campaigns differently. I think they are going to give underdog populations a serious bump, and by sharing the pop cap for Cyrodiil and the City, then when the more numerous zerg get's control and heads inside to claim their PVE rewards, it will give the other underdog factions a shot. Of course they'll have to deal with people like the emperor on Chillrend that rushes out with this ball of impulse spamming fanatics anytime an opposing force threatens his buff server. Hah, who knows what they'll do.
  • Lfehova
    Lfehova
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    rophez_ESO wrote: »
    Lfehova wrote: »
    rophez_ESO wrote: »
    c0rp wrote: »
    rophez_ESO wrote: »
    Unfortunately Brian Wheeler had the wrong answer to one very important question to me and my guild:
    Q: Alliance Point progression and their role in character development. How will AvA contribute to character depth, additional skills, gear in the future.

    A: Basically, there are no plans currently to expand the role of AP and AvA progression.

    Not sure I can keep my friends around (nor do I really think I'll stick around) with little to no character progression at end game through PVP. Really wanted to hear that they were working on some kind of DAOC style realm ability system.

    Here's to looking for the next best thing...

    Once the champion system comes around PVP will have a greater impact on character development.

    Will it? Or will it be 10x as fast to farm champion points in whatever the PVE zone dujour is? I hope you're right.

    Well my concern for imperial city that I posted above is directly related to your concerns. If what I suggested is implemented, it would give pvp value in terms of pve and progression. Read my post and let me know what you think.

    You have some extremely valid concerns, but I think ZOS is going to address buff campaigns differently. I think they are going to give underdog populations a serious bump, and by sharing the pop cap for Cyrodiil and the City, then when the more numerous zerg get's control and heads inside to claim their PVE rewards, it will give the other underdog factions a shot. Of course they'll have to deal with people like the emperor on Chillrend that rushes out with this ball of impulse spamming fanatics anytime an opposing force threatens his buff server. Hah, who knows what they'll do.

    A hahahah. That emperor is me. And I support killing buff campaigns via the addition of imperial city to only the two 30 day campaigns.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Sypher
    Sypher
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    Lfehova wrote: »
    Could we get some insight as to why each campaign will have their own imperial city?

    I think for some intense and fun pvp/pve, they could potentially link all imperial cities as one.

    Or at least limit imperial cities to the two 30 day campaigns.

    I can already foresee that everyone will take a buff server (ad has 2 atm, and dc has 1) and only play imperial city there.

    If imperial city is meant to be a hotly contested pvp ground while pveing, we would need to consolidate some population.

    In addition, limiting it to the two 30 day population campaigns would spread out the population onto those two campaigns likely equally. And population would flip back and forth between the two potentially creating two active and balanced campaigns with players fighting to hold home keeps to gain access to imperial city.

    Just some food for thought. Hopefully someone at the summit can bring this up as a suggestion. I'm curious what the answer is :)

    Completely agree. When they remove the incentive to have a buff server by making the buffs apply to your local campaign only. Adding in the imperial city on dead campaigns will just give a replacement incentive for your alliance to have a buff campaign.

    I hope the imperial city is treated as a different zone from cyrodiil, because that will cause a little stress on the server if the imperial city is hosted as a separate zone.
    DC Dragonknight 'Sypher - AD Nightblade Sypher Ali - AD Sorcerer Sypher Sensei - EP Sorcerer Sypharian - DC Templar Ali Sypher

    Youtube: www.youtube.com/SypherPK
    Twitch: www.twitch.tv/SypherPK
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Ok city is hopefuly gonna be awesome but here's my question. What about the bug/abuse in PvP? Such as block casting, armor abuse, impules-batswarm spamming, dragon leap cheat, and so on are they finally getting fixed so PvP can see some real plays instead of this rage causing firebats spamming????
  • Gilvoth
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    Ok city is hopefuly gonna be awesome but here's my question. What about the bug/abuse in PvP? Such as block casting, armor abuse, impules-batswarm spamming, dragon leap cheat, and so on are they finally getting fixed so PvP can see some real plays instead of this rage causing firebats spamming????
    that is definately everyones question here as well, but unfortunately the problem here is that thier using this sentence as an excuse as they stated above

    "Brian Wheeler is up next with the PvP team who handles content and rules in PvP zones including keeps, objectives, alliance points, etc… He would especially like to remind folks that his team does not handle abilities, items, general gameplay, or PvE related issues. He and his team follow the forums closely and has, in the past, both made changes and reverted made changes based on player feedback."

    basicly letting themselves off the hook about answering your questions, that we do all share a want to hear the answers of basicly the same questions.
  • Tintinabula
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    They're not going to have anyone by christmas. They need to discuss their TWO servers and an empty Imperial city when Santa is coming to town.
  • Forestd16b14_ESO
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    @Hlaren_shortsheath‌ Then who in oblivion do we go to too fix these bugs/abuses ? Cause who ever they are is doing a pretty horrible job at fixing these bugs/abuses and not making the game fair and fun again. Like the dragon leap bug i can see slipping by for the past few months not every DK uses dragon leap and knew about it's awesome power (been using dragon leap since beta and before it became cool) . But block casting is something that should have never even made it out of beta let alone last this long with out being fixed.
  • Brother_Numsie
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    Ok city is hopefuly gonna be awesome but here's my question. What about the bug/abuse in PvP? Such as block casting, armor abuse, impules-batswarm spamming, dragon leap cheat, and so on are they finally getting fixed so PvP can see some real plays instead of this rage causing firebats spamming????
    that is definately everyones question here as well, but unfortunately the problem here is that thier using this sentence as an excuse as they stated above

    "Brian Wheeler is up next with the PvP team who handles content and rules in PvP zones including keeps, objectives, alliance points, etc… He would especially like to remind folks that his team does not handle abilities, items, general gameplay, or PvE related issues. He and his team follow the forums closely and has, in the past, both made changes and reverted made changes based on player feedback."

    basicly letting themselves off the hook about answering your questions, that we do all share a want to hear the answers of basicly the same questions.


    Most of those are for the Skill Line team (or whatever it is called) not for the PVP team.

    So no, Brian is not going to have those answers, nor should he be expected to answer questions for another team. He would also, because he is not on said team, lack the knowledge to answer any of those questions properly and thoroughly enough to satisfy the community. He can, however give other teams a heads up (and I'm sure he has) that there is a problem.
  • Forestd16b14_ESO
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    @Brother_Numsie‌ Well the skill line team better fix these bugs for update 5 cause PvP is basicly nothing right now with the only sever that's playable suffering from non-stop lag, crashes, and roll backs and they other severs having ganks non-stop pvdoor with these broken skills and bugs.
  • Gilvoth
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    thats why they put brian wheeler in that position, they knew he was not the one who could answer those questions, and nor could he as he does not lead that team.
    look, brian wheeler has done nothing wrong, he has done a great job in my eyes accept for two things and that would be allowing people to have more then one campaign and allowing people to share emporor positions. but, thats not realy as much of an issue as class imbalances and pvp imbalances because of class imbalances.
    the person who is responcible for those types of questions to be answered in my belief is remaining hidden for a reason that we cannot see. that reason might be because of alot of various reason like for example the dark brotherhood skill line we Might see? or perhaps all kinds of reasons but it's a fact we are being blocked from knowing the answers to alot of very important questions that is causing alot of frustration with alot of people to the point they are even canceling thier subscriptions.
    brian wheeler is not to blame for any of that in my opinion.
  • Samadhi
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    AoE caps is something that can (and likely will) be discussed with our gameplay team, which is scheduled for tomorrow.

    Will be looking forward to it. :)
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Brother_Numsie
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    @Brother_Numsie‌ Well the skill line team better fix these bugs for update 5 cause PvP is basicly nothing right now with the only sever that's playable suffering from non-stop lag, crashes, and roll backs and they other severs having ganks non-stop pvdoor with these broken skills and bugs.

    The skill line team wouldn't have anything to do with the lag or crashes, that would be another team. (Unless of course every time a Nightblade uses Shadow Cloak the server takes a dump.)

    I know it gets frustrating, all these different teams in charge of different content, in fact this may be our actual problem: Is there enough communication going on between the various teams before content gets implemented in the game?
  • Forestd16b14_ESO
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    @Brother_Numsie‌ that is a very good question.
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