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How to Generate Small Scale PvP and Improve the Economy

NordJitsu
NordJitsu
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Make the best crafting mats available only in Cyrodil. Spread them out throughout the map and no where else.

This idea was originally floated by ZOS in pre-launch. Prior to the implementation of the disastrous and unpopular Veteran System, the idea was to have level 50 mats (the highest level) available only in Cyrodil.

The benefit of this is that it would force all sorts of players to go into Cyrodil. Crafters, traditional PvE players, ect. Or, if they did not want to risk the PvP, it would stimulate the economy by driving up demand for crafting-mats in the market place.

Currently, small scale PvP is essentially non-existent in this game. All of the action centers around large battles (often zergs) and territory control.

ZOS touted the many things to do in Cyrodiil which would stimulate PvP on a smaller scale. The Skyshards, Lore Books, Public Dungeons, Ect. The problem is that almost all of these things are one time content. Once you've collected it all, there's nothing to do.

The one repeatable thing, quests in the cities, has proven to be not worth much in terms of reward. You cannot level fast enough or gain enough gold for it to be worth the risk. Even if it were, there is little benefit once you have already reached max level.

Crafting mats would be repeatable. People would continually need to go back for these and spend time all round the map (most of which is currently uninhabited.)

This would stimulate solo-PvP and small group PvP (since people would surely form harvesting groups.) Players looking for a more small scale experience could stalk resource nodes looking for a fight.

Please consider.
@NordJitsu - Guild Master (Main Character = Hlaalu Idas)
GREAT HOUSE HLAALU
  • Evergnar
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    I like this idea except it would definitely not go over well with the PvE only community. I'm all for some type of worthwhile, small scale, objectives in Cyrodiil though that would attract smaller groups.
  • sagitter
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    I like much the idea.
  • reften
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    make all the dungeons control-able by one of the factions, where the creatures from the dungeons randomly spawn patrol the areas near a keep, and don't attack those in the alliance that controls the dungeon.

    Just need more capture points, more to do...
    Reften
    Bosmer (Wood Elf)
    Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

    VR16 NB, Stam build, Max all crafts.

    Azuras & Trueflame. Mostly PvP, No alts.

    Semi-retired till the lag is fixed.

    Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
  • NordJitsu
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    Evergnar wrote: »
    I like this idea except it would definitely not go over well with the PvE only community. I'm all for some type of worthwhile, small scale, objectives in Cyrodiil though that would attract smaller groups.
    @Evergnar‌

    Well I personally don't think the communities need to be segregated. I think a lot of people who don't usually like PvP or haven't tried it might enjoy small scale PvP in this game.

    But like I said, for those who absolutely didn't want to go to Cyrodiil, it could still be a benefit for the game overall.

    You'd certainly end up with people who harvested mats just to sell them on the market and that would stimulate the economy.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Nox_Aeterna
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    Honestly this sounds completely ridiculous AND biased all in one pack to go.


    I have an idea to make trials popular , make the best crafting materials only drop in trials.

    Wait i have another one if you want people to play the new arena , make the best crafting materials only drop in that arena.

    Oh but you like PvP not PvE? That is too bad , you must play PvE if you want those mats , go get them in these places in a group.



    Do i need to continue or do you already understand why this sound ridiculous? You just made it this way because you like PvP , which is your biased view of this , another player in their biased view can change in favor of their play style just as easilly.
    Edited by Nox_Aeterna on October 2, 2014 6:25PM
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • guybrushtb16_ESO
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    No matter what you may think about it, the pve crowd would definitely riot over that.

    I personally would like to see more reasons to hang out in cyrodiil, but I don't think forcing people who don't want to be there on their own right is the right way, as those mostly wouldn't do anything to improve the problems with RvR anyway and probably would be quite annoyed by the gankers ambushing them nonstop.

    What I would like to see is really more pvp related stuff to do in cyrodiil; more pvp dailies, better rewards in general, more objectives or even a "squad finder" maybe.
  • NordJitsu
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    @Nox_Aeterna‌

    There are already things that you can only get through trials, like gear.

    I think that's good.

    Some rewards should be only in PvE endgame. Some only in PvP endgame.

    If I don't want to do trials but want the special gear, I can buy it. If you don't want to PvP but want the best mats, you should buy them.

    Same goes for the Arena. The rewards there should be unique. It's good game design.

    Diversity in reward encourages diversity in game play, which is good for the overall health of the game.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • radiostar
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    Oh, this is what they did in FE! Look how that turned out. :neutral_face:
    "Billions upon Billions of Stars"
  • Tandor
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    I have no interest in PvP and do not want to be forced to go to Cyrodil just for crafting mats or other high-end items. If the idea is that I can get them instead through the trading system, then l'd expect there to be a proper trading system put in place first.

    Given the constant complaints by PvPers about performance issues arising from large numbers of players gathering in Cyrodil, I'd have thought the last thing they'd want would be PvE players being forced to go there as well. In addition to the obvious ganking opportunities, it would have the massive disadvantage of breaking the zone's stability even more.
  • NordJitsu
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    @Tandor‌

    Another complaint you might be familiar with would be that all the action is centered in a single campaign.

    I could see a result of this system being that the PvE players and farmers go to the low-pop campaigns, which would then draw gankers to the low pop campaign, resulting in a more even spread among the campaigns. :smiley:
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Soloeus
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    As long as a few things:

    1. No looting on PVP.
    2. Mats respawn in random places instead of predictable ones.
    3. Some areas serve the function of specializing in one type of mat.
    4. Purple Items added to Rewards for the Worthy.
    5. Gold Items added to end of campaign rewards for all members of victorious faction.

    This would minimize griefing and harassing of Crafters, which is likely why Zenimax didn't stick with it. They realized the elite guilds would bully everyone else out of the magical exclusive spots and the pvp would become centered around the spot where Dreugh Wax can be farmed instead of the keeps. This would also discourage crafting and make crafting a pvp exclusive.

    This is also why Zenimax should evaluate quality of loot drops around the world for high level and max level characters to make sure content isn't gated into an exclusive style of gameplay. You want to have "Endgame" content for all player types possible to compete and cooperate in. A few player types are left out of endgame content as things are right now. Elite zones for endgame that are designed to be Solo'd instead of Group (but not Solo Only) would make the game a lot better.
    Edited by Soloeus on October 2, 2014 7:47PM

    Within; Without.
  • HomerSamson
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    radiostar wrote: »
    Oh, this is what they did in FE! Look how that turned out. :neutral_face:

    You could get top tier crafting mats outside pvp zones in FE, just not as easily. That game failed because of outdated netcode and terrible combat revamps.
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