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.
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.