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Potential way to increase PVP population and handle buff servers at the same time

derpsticks
derpsticks
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Add a new daily quest with one simple objective:

Earn 100k alliance points in your home campaign.

Reward:

Chance of 1-3 random purple or gold improvement mats. ~10k value at best, not to mention the 100k AP that the player can also spend.

Why this would work:

Everyone likes gold improvement mats and it can be done on all eight characters.

Good luck getting 100k AP quickly on a buff server.

This will created enough demand for action on all of the servers that players will join a non buff campaign just to earn the AP quickly. There will be so many people trying to get this that waiting in a queue for 2 hours won't be an option. This will effectively destroy buff campaigns and improve PVP population across all servers.

Thoughts? Also, sorry if this is not a new idea.
  • Asgari
    Asgari
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    This will only increase the demand for zergs to grow even further. It's a nice idea, but until AoE caps are removed those Zerg balls will prevail. Purge bug shows what will happen when AoE caps are removed and people won't group up so tight anymore.
    Formerly @Persian_Princess .. Now @Asgari
    Princess Asgari | Sorc
    Asgari | NB
    -Asgari | Stamplar
    Ariana Kishi | DK | True Liberator of Haderus
    Banner Down!
    No Mercy
    Youtube: Asgari
  • derpsticks
    derpsticks
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    They are changing aoe caps in 1.6
  • derpsticks
    derpsticks
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    @Princess_Asgari‌

    I did some thinking and believe the demand for zergs could be mitigated by adding a random secondary objective to the daily quest.

    The random objective could be any one of:

    1. Pickup the package from <insert random town> and deliver it to <insert random town>.

    2. Retrieve the items cached in <insert random delve> and deliver them to <insert random town>.

    3. Help destroy any two dolmens.

    4. Scout <insert random ruin> and report your findings to the operative at <insert random mundus stone>.

    I think that these objectives would encourage players to form smaller groups each comprised of other players trying to complete the same task. These objectives would also disperse players across the entire map and result in smaller battles between the various groups. More solo players would find it beneficial to travel past various landmarks looking for a manageable fight. While a zerg could try to take advantage of these players, they would effectively leave their keeps and resources at risk if they did so. Also, with so many players trying to complete their daily the size of an average zerg might decrease.

    After completing the secondary objective (and hopefully earning a bit of AP while doing so) a player would then join the main battle to earn the rest of the AP needed for the primary objective.
  • Laggus
    Laggus
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    Sounds like PvE to me..eew.
  • derpsticks
    derpsticks
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    @Laggus‌

    While it does sound a little like PVE I think the opportunities created for small scale PVP while completing the objective is what counts.

    I realize these quests are similar to the quests available from each of the towns in Cyrodiil but they differ vastly because a players motivation to complete one once a day should be much higher given the rewards. Besides the dolmen and delve objectives the others boil down to just going to a place on the map.

    Players are given so much opportunity to find small battles quickly because they can simply head to any marker on the map for a fight. Players can take satisfaction in each kill knowing that they are actively preventing other players from completing their daily. In response those players will group up to complete the objectives without running into too much trouble, which will create even better battles.

    It really comes down to the daily rewards for the quest. The quests given at the towns lack PVP incentive since they don't require a certain amount of AP to complete. If the rewards are worthwhile and AP is required for completion I think players will participate even if the daily involves a little PVE since fighting players will inevitably happen.
  • Asgari
    Asgari
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    derpsticks wrote: »
    @Laggus‌

    While it does sound a little like PVE I think the opportunities created for small scale PVP while completing the objective is what counts.

    I realize these quests are similar to the quests available from each of the towns in Cyrodiil but they differ vastly because a players motivation to complete one once a day should be much higher given the rewards. Besides the dolmen and delve objectives the others boil down to just going to a place on the map.

    Players are given so much opportunity to find small battles quickly because they can simply head to any marker on the map for a fight. Players can take satisfaction in each kill knowing that they are actively preventing other players from completing their daily. In response those players will group up to complete the objectives without running into too much trouble, which will create even better battles.

    It really comes down to the daily rewards for the quest. The quests given at the towns lack PVP incentive since they don't require a certain amount of AP to complete. If the rewards are worthwhile and AP is required for completion I think players will participate even if the daily involves a little PVE since fighting players will inevitably happen.

    Less PvE and COD search and destroy stuff .. More murder death kill please.

    I'd rather see the small PvE towns become claimed as you own the keeps around them and allow port to and from them. Think of them like a resource. Zos wants cryo lore friendly so we can be adding more PvE there other than imperial city.
    Formerly @Persian_Princess .. Now @Asgari
    Princess Asgari | Sorc
    Asgari | NB
    -Asgari | Stamplar
    Ariana Kishi | DK | True Liberator of Haderus
    Banner Down!
    No Mercy
    Youtube: Asgari
  • derpsticks
    derpsticks
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    @Princess_Asgari‌

    So first you say that my idea is good but will increase the demand for zergs. I respond with a solution that discourages zergs and specifically gives solo players and small groups more options to kill other solo players and small groups. Then you say you want less PVE and search and destroy, but more of pure killing players kinda thing.

    First, I find the level of PVE required by the objectives I listed to be minimal at best. Second, there is very little search and destroy going on because no one is hiding since everyone is trying to get to the same location, if anything there might be someone waiting in stealth to kill a player that comes along, which in my opinion makes for good PVP. Third, I don't understand how these objectives aren't creating more mdk.

    What you are talking about reminds me of how Planetside 2 handles their map. The map is divided into smaller pieces and each piece is worth something different. Instead, I would add an influence meter to each town. As players from each faction complete objectives for the town's people, spend their AP to bribe townsfolk, and stay in the area longer the town will then become accessible. At various influence levels the town would allow players to teleport there, special stores will become available, and maybe even faction guards will help protect it.

    I think the Ayleid ruins will eventually be made into complete delves and the whole map will start to be populated with a little more stuff in general. But we shall see.
  • Asgari
    Asgari
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    derpsticks wrote: »
    @Princess_Asgari‌

    So first you say that my idea is good but will increase the demand for zergs. I respond with a solution that discourages zergs and specifically gives solo players and small groups more options to kill other solo players and small groups. Then you say you want less PVE and search and destroy, but more of pure killing players kinda thing.

    First, I find the level of PVE required by the objectives I listed to be minimal at best. Second, there is very little search and destroy going on because no one is hiding since everyone is trying to get to the same location, if anything there might be someone waiting in stealth to kill a player that comes along, which in my opinion makes for good PVP. Third, I don't understand how these objectives aren't creating more mdk.

    What you are talking about reminds me of how Planetside 2 handles their map. The map is divided into smaller pieces and each piece is worth something different. Instead, I would add an influence meter to each town. As players from each faction complete objectives for the town's people, spend their AP to bribe townsfolk, and stay in the area longer the town will then become accessible. At various influence levels the town would allow players to teleport there, special stores will become available, and maybe even faction guards will help protect it.

    I think the Ayleid ruins will eventually be made into complete delves and the whole map will start to be populated with a little more stuff in general. But we shall see.

    That small objective stuff wont break up zergs. Keeps and the 3 outposts are where the AP is at. Even the 3 major mile gates can be added to where the AP is at. The zerg trains are there to crown emp and take scrolls all while making lots of AP. They are there for capture this staff of who cares and this gem of idgaf. We all log on to kill or be killed PvP style, not have more PvE content added into the only zone we can kill one another.

    When the AoE caps are removed the zerg balls will be forced to spread out and with the removal of camps and hopefully never coming back but they will; those trains and balls once wiped will need to ride again and risk losing what they were taking or defending.

    Many people who have left ESO who played PvP or still play and are unsubbed waiting for their time to end will tell you they play PvP only and do not like PvE. Many of us log right into PvP and never leave that zone.

    There is much more that can be done that adding more useless delves and PvE garbage to clutter the already pathetic low pop caps and fill the server with more PvE baddies.
    Formerly @Persian_Princess .. Now @Asgari
    Princess Asgari | Sorc
    Asgari | NB
    -Asgari | Stamplar
    Ariana Kishi | DK | True Liberator of Haderus
    Banner Down!
    No Mercy
    Youtube: Asgari
  • Roechacca
    Roechacca
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    Well . Thanks for sharing !
  • derpsticks
    derpsticks
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    @Princess_Asgari‌

    So lets say, when full, the population of Thornblade consists of a large portion of dedicated PVP players, the rest being players who PVP every so often down to a smaller portion of players who are new or just checking out Cyrodiil.

    If the demand to complete this daily is high enough, the portion of dedicated PVP players will be much smaller than usual. With so many players simply joining Cyrodiil to complete this quest the size of zergs will be lower. This is due to the reduced amount of players who are zerg ball regulars being in Cyrodiil. Even if these players coming into Cyrodiil eventually join the zerg, they will be less experienced and potentially easier for you to kill.

    With more players scattered across the map, I would assume that lag associated with zergs would be reduced in general.

    This would not force anyone dedicated to PVP to do PVE if they did not feel the reward was worth it. If that player thinks they can earn more by ignoring the daily then that is their call and they are free to earn xp how they want.
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