PvP Strategy Meeting. Getting what we want from ZOS

Armitas
Armitas
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Preface
This is an open meeting to discuss how we can get better support out of ZOS regarding PvP issues such as bugs, imbalances, content, and mechanics. I will open with my own thoughts and if you have any ideas or disagreements post them below. This is about what we can do, support, or participate in to improve our response from ZOS. I have no special knowledge of ZOS's interworkings, my comments come from inference derived from ZOS posts, eso live episodes, and comments made by players who speak with them. As such all of my premises could be wrong, but I think my conclusion will still produce a positive result.

Structure of fixes.

There are two channels to request changes in this game.
  • /feedback /bug
  • forum posts
As we know from one of the eso live episodes they have employees that sort fixes and feedback based on a certain set of criteria. We don't know the full set of criteria but it is reasonable to conclude that this criteria includes how much a bug or issue impairs the players, and how many players are impaired. As far as forum posts go, visibility and well refined posts will be more likely to reach our audience while internal trolling will only obfuscate the good information we are trying to convey.

Improving the communication channels.

Brian Wheeler is in charge of pvp, not classes, or bugs. Eric Wrobel works on the classes, and a different department is involved with bug fixes. In a sense Brian Wheeler is our lobbyist to those other departments. We can sort our issues by priority here on the forums, then he can take our issues to the other departments and try to get them prioritized. Brian Wheeler is our guy on the inside, so working well together is to our advantage even if we disagree.

How to get our pvp issues prioritized.
Most of us have played other MMOs and know that PvE tends to be prioritized over PvP. Typically the PvErs out number the PvPers, and if you recall one of the prioritization criteria I listed was "how many players are impaired". It is simply more likely that a PvE issue will impair more players and so it will take greater priority.

We can improve our prioritization simply by improving our population numbers. The more people we have in cyrodiil the more our issues will move up the prioritization list. It's better if Mr Wheeler can go into a meeting and say "This issue is affecting 35% of the player base" rather than 25%. B2P improved our total population by a lot, and if that population holds it will be good for us. There are other mechanics that we complain about as PvPers that are also helping our numbers because they are bringing in players that would not define themselves as PvPers. Without these mechanics our total population would be significantly lower. Some of these mechanics include...
  • Alliance war skills
  • Achievements
  • Skill points per rank
  • Sky shards
  • XP in dolmens
  • Repeatable quests
  • Upcoming Cyrodiil City
  • Daily quests
  • PvP Item sets
  • Cold Harbor siege (for those who want to make money selling them
  • Most significantly PvE buffs

All these things are helping the weight of our issues by fluffing our total PvP numbers through the PvErs who enter Cyrodiil for these things. I'm asking for some out of the box thinking here but the more we allow these PvErs to enter Cyrodiil the better shot we have at getting our issues prioritized. This means helping them in zone, or simply allowing them to do dailies without being ganked. It also means sticking through the tough times rather than giving ultimatums. You can PvP for free now, saying you're leaving because of pvp isn't going to matter as much as staying, continuing the fight and keeping the population up. We can also maintain our population by not supporting buff servers, and refusing to use known exploits that lead to other players quitting or reducing their play time.

Summary and conclusion.

For the most part we are not fighting with Mr Wrobel or Mr Wheeler to be heard, we are fighting the prioritization list. That prioritization list is likely sorted based on how many players are affected and how deeply they are affected. How deeply we are affected is not in our control, but how many are affected is. As the size of the PvP community increases, so does the number of players affected by PvP bugs and issues. Which results in greater prioritization. The size of the PvP community can be inflated through PvErs, and maintained by fair play which will naturally place us higher on the list. In addition to that we can bump up our place on the list by producing clear communication in the forums.

I'm not expecting amazing things from this, maybe it bumps us up on the list from #20 to #19, but it's a start and it's something we have some control over. Even #1 on the list is going to take some time, #19 is going to take a lot longer, but it's better than waiting for #20 I think. If you can think of anything else or simply disagree leave it below.
Retired.
Nord mDK
  • Soulac
    Soulac
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    They don't care about what we want.
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

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  • Teargrants
    Teargrants
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    Tell them how the bugs break your immersion or that you would be willing to buy hot fixes in the crown store, best way to get things fast tracked.
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    ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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    DC ※ Kirsi ※
    Vehemence Council
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    ┬┴┬┴┤(・_├┬┴┬┴
  • Ffastyl
    Ffastyl
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    I... I am at a lack for words. @Armitas , this is a rational, well-thought post with a clear plan of action. Being in agreement, I can find nothing to add.
    Edited by Ffastyl on April 13, 2015 9:50PM
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

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  • WarrioroftheWind_ESO
    WarrioroftheWind_ESO
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    They can start with more transparency. Why did they railroad facial animations and lighting effects when there were obvious flaws to the game's performance in Cyro? Why the repeated nerfs to class abilities that were clear counters to fotm builds rather than equalizing abilities. I'm getting an immense vibe that alot of corporate greed is to blame for the road the game's taken thus far. I'm willing to stick with it for the long haul, but they need to bite the bullet and address the problems at hand, not tinker around with what they could be doing or what they haven't been doing with our money.
  • Weberda
    Weberda
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    Nice try Armitas but it isn't our priorities that matter to Mr. Wheeler et al. It's ZOS's business priorities that matter to him and all the other employees there. That means the silly crown store and console release are way above PvP on the list of things to do.

    For a company to dedicate themselves to putting out a quality product requires some sacrifices to the bottom line. My company has it ingrained in their corporate cultural. However I think we're looking here at a organization on a shoestring budget that isn't prepared to do the same thing.
    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    Great post @Armitas. Obviously there will be naysayers peddling nonconstructive fatalism in here but that is to be expected in this community given its history of neglect.

    You nailed the crux of the issue however and I can prove that your method works.
    We can improve our prioritization simply by improving our population numbers.

    Your thesis has already been proven. At the start of Tamriel Unlimited, many returned to PvP, long dead campaigns sprung back to life, and suddenly we got a few cookies.
    • Improved XP in cyrodiil
    • Long awaited VR14 versions of PvP gear
    • Coldharbour trebuchets
    • And Brian Wheeler actually started communicating with the community after months of silence where we worried about his well-being. :)

    So now that we know this method works, how do we sustain and further improve our population numbers and climb the prioritization list? A lot of your suggestions are great and I would like highlight a few of my own that I posted in a similar thread a few months ago titled A Plea to the PvP Community. You can read my full list of suggestions there. Here are a few that you didn't mention or I would like to expand on.
    • PvP guilds: Open up your exclusive cliques and TS only groups!! This is one of the biggest issues I see consistently with new players. Some players complain they cant get invited to a group. Some groups are very cold towards new players. I personally have witnessed conflicts of interest where groups remain exclusive to farm AP and care very little about the overall health of the campaign as long as they remain on top of the leaderboards. One of the most challenging concepts for inexperienced players to understand is that PvP is a group activity. Unless you are well leveled, geared and experienced, solo roaming is not going to be very rewarding. Getting a new player into a group, downloading and and configuring a voice chat program, and setting it to "push to talk" feels like pulling teeth sometimes but it can be overcome with patience, kindness, and persistence.
    • Organize PvP training events. Go into the PvE Zones and recruit people to the cause. ZOS has a whole segment of "community events" on ESO live. Not surprisingly, these events are all RP or PvE. If we had consistent training events, we could get on that list and maybe the ESO livestream wouldn't be such a PvE fest.
    • Support PvP streamers. There are several members of our community that stream regularly on sites like twitch. Streams bring new players to the game. ESO don't have near the same following as streamers of other games. Sign up and subscribe to their channels and help increase viewership.
    • The "ganking noobs and PvE'rs" issue. There is no point in telling certain guilds not to farm new players. Cyrodiil is a war zone and we all need AP. However, there will be plenty new players in your own faction that will get farmed by your enemies. This will feed enemy factions tons of AP. Use your experience in the game to educate players in zone how to not get farmed. In my personal experience, the very guilds people love to hate or accuse of exploiting/cheating/spamming/flying are some of the most helpful and generous players in zone. Do what you can to share the wealth which leads to my next point.
    • Help new players get skyshards/complete achievements in Cyrodiil. Think of it as an "escort mission" with an "NPC" that will never have pathing issues. Do YOU or your guild have the skills to escort the level 23 to skyshards deep in enemy territory without letting them die or get ganked? This could be a whole new mini-game!!!

    Again you can read my whole post Here but those are the main things I think will bring more players to PvP.

    What other strategies can you think of?
    Edited by Yolokin_Swagonborn on April 15, 2015 1:01AM
  • Jauriel
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    Disable travel to player. That is all. This alone would make a huge difference.
  • Armitas
    Armitas
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    Wow, those were some great points. Thanks.
    Retired.
    Nord mDK
  • akredon_ESO
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    @Jauriel me personally i think they should get rid of Transit stones. it would make Deaths more meaningful and make Hard fought battles that much more hard And also mean you need to rez people . I think it would also help the Lag and add another Strategic affect to the game. just my 2 cents :smile:
  • Bouvin
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    @Jauriel me personally i think they should get rid of Transit stones. it would make Deaths more meaningful and make Hard fought battles that much more hard And also mean you need to rez people . I think it would also help the Lag and add another Strategic affect to the game. just my 2 cents :smile:

    Something I've been suggesting.

    Honestly.. it doesn't take that long to ride across the map, but no transit would make it more like a war.

    You might actually have to have scouts out and about to identify what objectives the enemy is targeting.. rather than just porting to the nearest keep and riding over after an objective is flagged.
  • akredon_ESO
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    I think this is something they really should check out , Scouts would play a Huge role.
    It would make Defending keeps and attacking keep a lot more interesting and the need to keep your fellow players alive that much more since everyone is a valuable resource. Zergs would still exist but they wouldn't be able to just go from A B back to A then back to C if you own the keeps in between. it would also favor the small man groups to go take resources on the other side of the map. The idea of this just makes me really excited unfortunately the amount of QQ would just completely kill this idea. :frowning:
  • Sacadon
    Sacadon
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    I may not agree with the reasons why we do or don't get PvP attention from ZOS. But that's largely irrelevant anyway because it's always good to see someone putting effort into making Cyrodiil a better place.
  • Cody
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    Here is what I think should happen:

    1. Lag.

    It needs to be fixed. It is completely unacceptable that it is still around after nine months. ESO PVP DOES NOT support "hundreds of players on the screen at once" it can barely support more than 40. It is game breaking and should have been top priority LONG before craglorn was even conceived. I do not care if PvP is the minority or not; the lag makes half of the game almost unplayable. That is unacceptable, and is outrageous ZOS is charging full price for a half functioning game. Please fix this lag; it has been a plague on this game for 3/4 of its existence and needs to be dealt with.

    2. Pop imbalances/buff server issues

    All one has to do is look at the EP population to see how imbalanced the population in this game's PvP is right now. I am not saying ZOS should take full responsibility; some of us could try rolling AD or DC, but ultimately, I should not be making the game worse by playing the faction I want. right now me playing EP is contributing to PvPs destruction, which should not be the case. Introduce paid transfers so I and others can quickly go to the underdog factions without spending 3 months and thousands of gold creating new characters. I do not have the time to make a new character for another faction, but I would be more than willing to do a quick "defection"(:D) to one of the underdog factions to improve PvPs state.

    buff servers are a huge controversy, and the "PvP buffs in PvE" issue, is one of the main culprits. some, like me, want PvP buffs removed from PvE, as we are tired of legions of PvErs camping a server and hogging it to their own faction 24/7 just for the buffs for trials and vet content. Others support PvP buffs being in PvE, the supporters claim it gives PvErs a reason to come to PvP in the first place. Whatever side one may take, something still has to be done. I do not have a solution for it, but something needs to be done. i'll let others come up with ideas for that.

    3. Bugs and/or exploits need to be fixed MUCH quicker.

    it took SEVEN MONTHS+ of whining until PvPers FINALLY convinced the devs into looking into the "getting behind closed gates and stealing scrolls" issue. It took the devs almost a month to fix the caltrop glitch/bug. The spawns kept getting camped, with excuses from the devs such as "its a grey area" and the most famous" no where in cyrodill is safe, there is no safe zone" the devs need to respond to bugs, exploits, and other issues faster and more consistently. and while we are on the topic, they need to work on not breaking more than they fix with every patch. what is the point in fixing a quest if another gets broken along with it? :(

    4. Imbalances in PvP.

    No, I am not calling sorcs OP(so no flaming me Ezareth:D hehehe.) I am talking about the other issues.

    infinite resource builds, damage shields(NOT TALKING ABOUT SORCERERS EZARETH:D lol. k, ill stop that now:)) ignoring crits, the truly ridiculous TTK times, sorcerers having absolutely NO stamina build capability(not as good as magicka anyway) bleeds being completly negeated by damage shields... I could go on. My point is made.

    alright, those are my top 4 priorities, and why I have sworn off PvP. Debate, flame, be like Ezareth and criticize me for saying the words "damage shields"(:D lol. Im sorry, i could not help it) whatever y'all please.

    goodnight.
    Edited by Cody on April 15, 2015 3:17AM
  • akredon_ESO
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    Cody wrote: »
    Here is what I think should happen:

    1. Lag.

    It needs to be fixed. It is completely unacceptable that it is still around after nine months. ESO PVP DOES NOT support "hundreds of players on the screen at once" it can barely support more than 40. It is game breaking and should have been top priority LONG before craglorn was even conceived. I do not care if PvP is the minority or not; the lag makes half of the game almost unplayable. That is unacceptable, and is outrageous ZOS is charging full price for a half functioning game. Please fix this lag; it has been a plague on this game for 3/4 of its existence and needs to be dealt with.

    2. Pop imbalances/buff server issues

    All one has to do is look at the EP population to see how imbalanced the population in this game's PvP is right now. I am not saying ZOS should take full responsibility; some of us could try rolling AD or DC, but ultimately, I should not be making the game worse by playing the faction I want. right now me playing EP is contributing to PvPs destruction, which should not be the case. Introduce paid transfers so I and others can quickly go to the underdog factions without spending 3 months and thousands of gold creating new characters. I do not have the time to make a new character for another faction, but I would be more than willing to do a quick "defection"(:D) to one of the underdog factions to improve PvPs state.

    buff servers are a huge controversy, and the "PvP buffs in PvE" issue, is one of the main culprits. some, like me, want PvP buffs removed from PvE, as we are tired of legions of PvErs camping a server and hogging it to their own faction 24/7 just for the buffs for trials and vet content. Others support PvP buffs being in PvE, the supporters claim it gives PvErs a reason to come to PvP in the first place. Whatever side one may take, something still has to be done. I do not have a solution for it, but something needs to be done. i'll let others come up with ideas for that.

    3. Bugs and/or exploits need to be fixed MUCH quicker.

    it took SEVEN MONTHS+ of whining until PvPers FINALLY convinced the devs into looking into the "getting behind closed gates and stealing scrolls" issue. It took the devs almost a month to fix the caltrop glitch/bug. The spawns kept getting camped, with excuses from the devs such as "its a grey area" and the most famous" no where in cyrodill is safe, there is no safe zone" the devs need to respond to bugs, exploits, and other issues faster and more consistently. and while we are on the topic, they need to work on not breaking more than they fix with every patch. what is the point in fixing a quest if another gets broken along with it? :(

    4. Imbalances in PvP.

    No, I am not calling sorcs OP(so no flaming me Ezareth:D hehehe.) I am talking about the other issues.

    infinite resource builds, damage shields(NOT TALKING ABOUT SORCERERS EZARETH:D lol. k, ill stop that now:)) ignoring crits, the truly ridiculous TTK times, sorcerers having absolutely NO stamina build capability(not as good as magicka anyway) bleeds being completly negeated by damage shields... I could go on. My point is made.

    alright, those are my top 4 priorities, and why I have sworn off PvP. Debate, flame, be like Ezareth and criticize me for saying the words "damage shields"(:D lol. Im sorry, i could not help it) whatever y'all please.

    goodnight.

    1. i think what i mentioned would help this A HELL OF ALOT.
    2. I would be more than happy to pay a certain amount of AP to become a "mercenary for XX faction"
    3. I have to agree there are certain builds that are breaking the game. I have gone against some of these builds and its not even a L2P issue. Im always trying to better my self as a player. And some of these builds are just impossible to confront.
  • Armitas
    Armitas
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    Cody brings up a going point about the way the PvE buffs perpetuate buff servers which is certainly unhealthy for PvP. I have a way around that I keep suggesting so I will bring it up again here because I really think it would work.

    If they make the PvE buffs based on total Alliance success then populations will necessarily redistribute evenly to secure them. If we only have 3 campaigns (for example sake) and everyone tried to secure a buff server then each alliance would only have a 1/3 of the possible buffs. PvErs will not be content with 1/3 of the buffs, they will push for more and to do so they must spread out. This change would necessarily spread people out across all campaigns in a more even fashion, that in turn would remove the population dominance that leads to buff servers.

    The way I envision the buffs working is that they scale based on ownership rather than provide a flat increase. Total number of home keeps, total number of enemy keeps, total number of offensive scrolls, defensive scrolls, and resources across all campaigns. Each one would provide it's own separate buff that scales based on the total held. Lets take resources for example. Lets add a +x% gold buff to resource ownership in a 4 campaign system. If AD owned all resources on all 4 campaigns they would get a +10% gold bonus, if they lost all resource on Chillrend they would have a +7.5% gold bonus. Now it would be extremely exceptional that AD would own all 4 campaigns. It will more likely be the case that each alliance owns closer to 1/3 of their objectives per campaign now that populations are evenly distributed. So the actual bonus will need to be adjusted to reflect what will happen on average.

    With these changes I believe the following would happen
    • PvE populations would distribute themselves evenly across all campaigns to secure their buffs.
    • The even distribution of PvE populations removes the possibility of holding a buff server based on population dominance.
    • The addition of resource buffs, buff scaling, and possibly outpost buffs makes each possible objective have immediate value. This value will give more incentive to divide the population across the map to objectives that were previously not valuable.
    • Both the population redistribution across campaigns, and the population redistribution within each campaign should reduce the lag because the high population campaigns will lose some of their numbers to the low pop campaigns, and the players within each campaign will now be focused on more simultaneous objectives in different locations.
    • Now that all buffs are in competition the resulting PvE buffs across all 3 alliances should be closer in line with each other, resulting in less of a trial score gap between competing PvE guilds.
    Edited by Armitas on April 15, 2015 1:10PM
    Retired.
    Nord mDK
  • Panda244
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    What @Bouvin suggested would help spread players out and at the very least increase our frames from those horrible yellow numbers you see in 40 people fights. And riding all the way to Bruma from Altadoon gate with a 60% speed horse and Rapid took me 10 minutes, I stopped at Ash for about a minute to kill two idiots then kept riding. :wink:
    Aldmeri Dominion For Life!
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    Officially Resigned From Cyrodiil As Of 4/15/15 10:24 PM EST.
  • Weberda
    Weberda
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    Panda244 wrote: »
    What @Bouvin suggested would help spread players out and at the very least increase our frames from those horrible yellow numbers you see in 40 people fights. And riding all the way to Bruma from Altadoon gate with a 60% speed horse and Rapid took me 10 minutes, I stopped at Ash for about a minute to kill two idiots then kept riding. :wink:

    I thought you quit Cyrodiil. Make up your mind for cryin' out loud.

    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • Draxys
    Draxys
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    Bouvin wrote: »
    @Jauriel me personally i think they should get rid of Transit stones. it would make Deaths more meaningful and make Hard fought battles that much more hard And also mean you need to rez people . I think it would also help the Lag and add another Strategic affect to the game. just my 2 cents :smile:

    Something I've been suggesting.

    Honestly.. it doesn't take that long to ride across the map, but no transit would make it more like a war.

    You might actually have to have scouts out and about to identify what objectives the enemy is targeting.. rather than just porting to the nearest keep and riding over after an objective is flagged.

    Terrible idea. The pops dropped wayyyy down when camps were taken out because gameplay became incredibly slow paced and fights didn't last very long. Take out traveling to a keep your faction owns and more will quit. I don't PvP to ride my god forsaken tiger all day, no matter how cool it looks.

    And no, I'm not asking for it to be all CoD like, instant-gratification, so fast paced you can't tell what's going on. I'd just for once like the game to feel like it used play, when battles actually felt like war because they lasted for hours, not 7 minutes.
    2013

    rip decibel
  • Cody
    Cody
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    Armitas wrote: »
    Cody brings up a going point about the way the PvE buffs perpetuate buff servers which is certainly unhealthy for PvP. I have a way around that I keep suggesting so I will bring it up again here because I really think it would work.

    If they make the PvE buffs based on total Alliance success then populations will necessarily redistribute evenly to secure them. If we only have 3 campaigns (for example sake) and everyone tried to secure a buff server then each alliance would only have a 1/3 of the possible buffs. PvErs will not be content with 1/3 of the buffs, they will push for more and to do so they must spread out. This change would necessarily spread people out across all campaigns in a more even fashion, that in turn would remove the population dominance that leads to buff servers.

    The way I envision the buffs working is that they scale based on ownership rather than provide a flat increase. Total number of home keeps, total number of enemy keeps, total number of offensive scrolls, defensive scrolls, and resources across all campaigns. Each one would provide it's own separate buff that scales based on the total held. Lets take resources for example. Lets add a +x% gold buff to resource ownership in a 4 campaign system. If AD owned all resources on all 4 campaigns they would get a +10% gold bonus, if they lost all resource on Chillrend they would have a +7.5% gold bonus. Now it would be extremely exceptional that AD would own all 4 campaigns. It will more likely be the case that each alliance owns closer to 1/3 of their objectives per campaign now that populations are evenly distributed. So the actual bonus will need to be adjusted to reflect what will happen on average.

    With these changes I believe the following would happen
    • PvE populations would distribute themselves evenly across all campaigns to secure their buffs.
    • The even distribution of PvE populations removes the possibility of holding a buff server based on population dominance.
    • The addition of resource buffs, buff scaling, and possibly outpost buffs makes each possible objective have immediate value. This value will give more incentive to divide the population across the map to objectives that were previously not valuable.
    • Both the population redistribution across campaigns, and the population redistribution within each campaign should reduce the lag because the high population campaigns will lose some of their numbers to the low pop campaigns, and the players within each campaign will now be focused on more simultaneous objectives in different locations.
    • Now that all buffs are in competition the resulting PvE buffs across all 3 alliances should be closer in line with each other, resulting in less of a trial score gap between competing PvE guilds.

    sounds good.

    anything to help reduce the lag and pop imbalance.

    oh and to kill buff severs.

    I HATE buff servers...
  • Cody
    Cody
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    Panda244 wrote: »
    What @Bouvin suggested would help spread players out and at the very least increase our frames from those horrible yellow numbers you see in 40 people fights. And riding all the way to Bruma from Altadoon gate with a 60% speed horse and Rapid took me 10 minutes, I stopped at Ash for about a minute to kill two idiots then kept riding. :wink:

    i hope you were in cyrodiil for questing:D If i am going to swear off PvP I need other peeps doin it with me:)
  • GorraShatan
    GorraShatan
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    PvP's been improving lately, and we've been getting new goodies. Things aren't perfect but they're going the right direction.
  • Cody
    Cody
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    PvP's been improving lately, and we've been getting new goodies. Things aren't perfect but they're going the right direction.

    I and others have yet to see it. Issues should not be in the game for 9 months straight.
  • Honfold
    Honfold
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    I do appreciate the sincerity of this post. It reminds me of this one by Dleatherus:

    http://forums.elderscrollsonline.com/en/discussion/130273/open-letter-from-the-noore-to-zenimax-addressing-unresolved-issues-driving-players-from-the-game/p1

    Unfortunately many of the issues that were discussed in the post I just linked still exist today.
  • Armitas
    Armitas
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    Honfold wrote: »
    I do appreciate the sincerity of this post. It reminds me of this one by Dleatherus:

    http://forums.elderscrollsonline.com/en/discussion/130273/open-letter-from-the-noore-to-zenimax-addressing-unresolved-issues-driving-players-from-the-game/p1

    Unfortunately many of the issues that were discussed in the post I just linked still exist today.

    I miss Dleatherus.
    Retired.
    Nord mDK
  • Oughash
    Oughash
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    Honfold wrote: »
    I do appreciate the sincerity of this post. It reminds me of this one by Dleatherus:

    http://forums.elderscrollsonline.com/en/discussion/130273/open-letter-from-the-noore-to-zenimax-addressing-unresolved-issues-driving-players-from-the-game/p1

    Unfortunately many of the issues that were discussed in the post I just linked still exist today.

    I recently re-read his entire original post in that thread. Most of the issues still exist.... :'(
  • Honfold
    Honfold
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    Ishammael wrote: »
    Honfold wrote: »
    I do appreciate the sincerity of this post. It reminds me of this one by Dleatherus:

    http://forums.elderscrollsonline.com/en/discussion/130273/open-letter-from-the-noore-to-zenimax-addressing-unresolved-issues-driving-players-from-the-game/p1

    Unfortunately many of the issues that were discussed in the post I just linked still exist today.

    I recently re-read his entire original post in that thread. Most of the issues still exist.... :'(

    Well, the sad part is that the third comment by a ZOS employee implies that the post was urgently sent to the dev team. Funny stuff.
  • Oughash
    Oughash
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    Honfold wrote: »
    Ishammael wrote: »
    Honfold wrote: »
    I do appreciate the sincerity of this post. It reminds me of this one by Dleatherus:

    http://forums.elderscrollsonline.com/en/discussion/130273/open-letter-from-the-noore-to-zenimax-addressing-unresolved-issues-driving-players-from-the-game/p1

    Unfortunately many of the issues that were discussed in the post I just linked still exist today.

    I recently re-read his entire original post in that thread. Most of the issues still exist.... :'(

    Well, the sad part is that the third comment by a ZOS employee implies that the post was urgently sent to the dev team. Funny stuff.

    Well, what they did was host a rushed "Guild Summit" a few weeks after that post. Secret guild selections and with few real outputs. In fact, I remember D coming back from the summit with little positive to add to the state and direction of the game. Can any of the Guild Summit attendees comment? Huntlar I believe was one.
  • SHELLSH0CK
    SHELLSH0CK
    Soul Shriven
    Spotted two bugs to watch out for! The first bug is pretty unique and wont happen to most players (you have to re-boot if it does); the other might be either an unknown effect from an ability that lasts over time. if this these are already known than I apologize!

    -PVP fort quartermaster bug: When capturing a fort many enemy player still linger around inside the base until driven out or eliminated. If that enemy player somehow reaches the quartermaster after the fort has been captured and proceeds to attack it Players in quartermaster menu may lose all control over character (no control for attack, menu, map etc...). Player may only be able to move his character but will not be able to unsheathe their weapon or use any other function until a re-boot!

    -PVP no health regeneration: In some cases a player might experience an issue with their health after a large or small combat situation! health simply does not regenerate on its own OR by healing abilities, potions etc..

    As I said these could be already in thee "existing issues box" but from my research nothing has come up about them! forgive me if I'm in the wrong section or post but while some may know.. If an error occurs while in a campaign as a guest.. It'll require a re-boot and can send you out of the guest campaign and back into the queue!
  • iseko
    iseko
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    Get rid of bloodportiing. If a npc has the kill blow on you. You can only a) get ressed by player b) res at the gate. Taking sejanus to cut brk off means jack *** when they can bloodport. Taking all resources means jack *** when u can bloodport. Suiciding by means of enemy npvs should not be a means of travel...
  • Leandor
    Leandor
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    Stop blobing. Seriously. If you join a campaign and a train of whatever color or setup rolls over you twice, you leave. It has been proven by example so far that all attempted fixes are turned around immediately.

    You want more PvE players join PvP? Stop blobing even if it costs you all keeps, three quarters of your AP gain, victory of the campaign and your yellow rewards.

    No more "group up on crown" is the only way to succeed.
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