I was one of those people who was actually looking forward to the AvA system on such a huge scale in eso. I recognize that AvA is ultimately more about guild vs guild, group vs group, but it seems like in an attempt to appeal to everyone they ended up stacking all the rewards into an individual merit based system. Titles and emperor are both decided entirely by AP, and there really isn't much of an incentive to hold keeps-- though adding a guild store option is more than nothing.
Now that the upcoming imperial city will placate some of those who didn't like the large scale AvA (sorry folks, no arena yet), I'm wondering about people's ideas for encouraging more people to really get involved with the AvA, beyond just farming AP. Starting off with some of the ideas I've come up with through interacting on the boards here:
1) make the interior of the keeps upgradable like the walls, so the longer you hold one the more like a makeshift guild house it becomes. Not just one dude to sell everything, but a bit of diversity and maybe even a locked storage space. There's a lot you can do, and if guilds got something like that out of it, they'd be encouraged to hold on to that keep.
2) pay people. I mean... we are soldiers, aren't we? Why not weekly gold based on number of keeps your side holds and your time/contribution in cyrodiil. With bonuses for your guild owning a keep, and any towns or unique resources your side controls.
3) make the towns more interesting and worth holding. If you made the owners of whatever guild owned the keep associated with a certain town also the owners of that town. And put in a few more interesting things to see and do for PC so not every place is a burned out crap hole, then owning those keeps would become more valuable.
4) don't make emperor just whoever has the most AP, instead make it the leader of whatever guild caps the most keeps or controls the most territory. That not only would limit emperor turnover and keep it a more prized thing, but it might encourage more interesting infighting. Maybe someone breaks away from the emperors guild to try and unseat them, pulling away members.
5) don't worry about decreasing damage on AoE spells, instead just make them cost a lot more. Even if you tripled the costs, most would still be kicking butt as far as total damage/cost, but right now the ratio of damage to cost is absurdly higher than with single target spells. You'd still be able to use them, just not spam them like crazy as you'd run out of magicka after 2-3 shots.
6) make the choke points a little ore varied, so every battle doesn't feel the same. I mean right now we've these Inexplicable terrain choices that rise up for the sole purpose of creating artificial choke points, but it's way too obvious, and really makes the map look too unnatural. Both because of that and because of the forced shape though, it really becomes more of an obviously decorated stage and battles can all feel the same.
Edited by miahq on January 5, 2015 5:05AM