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suggested campaign: 5 to 7 day "hardcore" campaign
Assuming the lag pvp clears up sometime soon, I would like to see a 5 or 7 day hardcore campaign for cyrodiil. In this, the death penalty for dying would be removal for the length of the campaign, removal from the emperor list, and 0% quality of armor. The positives would be rewards would be higher, especially for those that live to the end of the campaign, better rotation of emperor (if they die), fewer 'speed up' tactics like suicide zerging and suicide camp teleporting, and this would provide a higher challenge to folks. A few optional tweaks could include:
General Options:
- higher gold and chance for set item drops per the level
- vet rank or higher
- more AP for kills, defending keeps, taking objectives, and quests.
- specialized quests to kill targets in pvp (bounty hunter with leader board names that are active in the campaign area and not behind their home gate.
- short time frame, 5 to 7 days, maybe as short as 3 days.
Difficulty Options:
- disallow the use of transit to keeps, you need to ride you horse to the keep.
- your own siege can hurt you if you're operating it (i.e. oil spaming the ground around yourself)
- disable zone chat, you can only say, party, or yell things out.
- any faction can hear what is said in say or yell. Taunt your enemies, beg for you life, shout out tactics by accident to let them know you're coming
- armor degrades as you take hits. Get repair kits or visit vendors to keep yourself viable.
- All Players put into first person mode
- keeps have ALOT more health. (Cody)
- NPCs do not respawn until attackers are driven from the keep. (Cody)
- being unable to use abilities while blocking. You are in PvP; in a hardcore campaign, so fight, not hide behind block the whole time. (Cody)
Carebear Options
- allow a short time frame a soul gem can be used to revive people, in case hardcore is a bit too 'rough' for everyone
- Give players a certain number of Deaths, rather than full death, before getting kicked. suggested number may be around 10 to 20, soul gem ressing may only cost 1, while spawning at keeps or camps could cost 2 or more depending on distance.
- being killed drops your leader board rank to zero and you need to regain AP (WarrioroftheWind_ESO)
- Forward camps: spawn with only 25% of your resources, healing done and received is reduced by 50-75% for lets say 15 seconds or so. camps being unable to be placed inside keeps. (Cody)
- if you are sieging a keep for.... lets say 2 hours or more, the attackers will suffer "siege fatigue": all stats reduced by 25%, including armor, spell resistance, damage, all of your resources, and any other stat I did not mention. FCs will cost 2 spawns per player instead of one(feel free to comment on this. again, just brainstorming) siege weapons will do 25% less damage, and deteriorate 25% faster. (Cody)
Edit: Moved to Feedback & Suggestions
Edited by HeroOfNone on January 25, 2015 4:58PM Herfi Driderkitty of the Aldmeri Dominion
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