So you don't group, but you claim to have a understanding of large group strategies based off of one anecdotal example. I see what is going on now.
I see what is going on now.
It's only going to accentuate what happened when they removed FC's... Zerg rules. If you make the run back even longer it's going to increase the value of player resses even more than what it is now, and the easiest way to make sure player resses go off is to have more people than the enemy. Your proposal only encourages zerging.
Say what you want about FC's, but they spread out the faction until south-ga and AD ruined it. They just need to change FC's to not be exploitable like they were.
Joy_Division wrote: »OP has never ridden a horse from Arrius to Blackboot.
This is already possible, but you can respawn at your relevant Emp Keeps (Ash Aleswell, BRK Chal, or Alessia Roe). So under your system these get taken, and your faction has no spawn point except the gate. The very thing you want to avoid you create. .
I am hoping that these kind of threads do draw the attention of ZOS and make them realise that people are desperate for something to change, because currently PvP in this game is in a bad place..
Firstly I think that reducing mobility in Cyrodiil is going to drastically reduce the number of active fights.
If you limit the distance people can travel and force them to spend a lot of time on horses, this will in turn lead to people getting frustrated and playing less. I for one wouldn't bother logging in if this change was implemented - it can be hard enough to find fights.
[*] I am the non-dominant faction, I have a short ride to the keeps near me but when I finish my ride I get a fantastic PvDoor, rather than PvP experience because the opposing faction is busy on the other side of the map or they understandably can't be
[*] I am the dominant faction, although had no involvement in the nightcapping or one sided push that painted the map one colour, suddenly I am penalised for the actions of others by having to ride for ten minutes before getting ganked and having to do that ride all over again. No thanks, I'm logging out.
Furthermore I have to say that I agree with what Dennegor said earlier in this thread. The current meta game encourages zerging in a number of ways, but introducing this change only increases the innate desire for players to seek safety in numbers, particularly those of less experience. Set the cost of dying too high (i.e. you have to ride to the other side of the map if you die, or perhaps wait and get frustrated as everyone runs over you without giving you a res) and you encourage people to run together to significantly reduce the risk of dying. Increasing the desire to zerg is definitely not a good thing, and is reason enough alone not to introduce the change suggested.
If you could rez / port only at the 3 inner home keeps, there would be a large part of the map where no one can travel, leading to opposing forces avoiding each other - or at least one would avoid the other if it's clear who has the stronger group(s).
olemanwinter wrote: »If you could rez / port only at the 3 inner home keeps, there would be a large part of the map where no one can travel, leading to opposing forces avoiding each other - or at least one would avoid the other if it's clear who has the stronger group(s).
Like...real life :-)
Wouldn't it be awesome to see a giant army trying to give chase to a smaller mobile force (just like real life) or to see a smaller force being faster and more cunning to strike behind the large army where they didn't expect and can't respond fast enough (just like real life)
And just like in real life, sooner or later someone gets the upper hand and they face off. Good stuff.
olemanwinter wrote: »It's only going to accentuate what happened when they removed FC's... Zerg rules. If you make the run back even longer it's going to increase the value of player resses even more than what it is now, and the easiest way to make sure player resses go off is to have more people than the enemy. Your proposal only encourages zerging.
Say what you want about FC's, but they spread out the faction until south-ga and AD ruined it. They just need to change FC's to not be exploitable like they were.
All that you say is only because people can insta-port to the fight.
If you are AD (and have emp) and you see chalman under attack, you cannot wait around to gather up your group of 50 people. You have a long way to go and need to start now. You can't just say "Everyone blood port to X" either.
If you wait to go in a giant zerg group, you won't make it in time!
Also, what if that's not the main force? What if 6 people are bursting Chalman and you take your giant big zerg up to chalman to find that when you arrive the main enemy force is bursting Ash? Whoops. :-)
There may be a lot of reasons not to like my plan, but more zergs isn't one of them.
olemanwinter wrote: »If you could rez / port only at the 3 inner home keeps, there would be a large part of the map where no one can travel, leading to opposing forces avoiding each other - or at least one would avoid the other if it's clear who has the stronger group(s).
Like...real life :-)
Wouldn't it be awesome to see a giant army trying to give chase to a smaller mobile force (just like real life) or to see a smaller force being faster and more cunning to strike behind the large army where they didn't expect and can't respond fast enough (just like real life)
And just like in real life, sooner or later someone gets the upper hand and they face off. Good stuff.
And you want to outmaneuver a zergball, that is already aware of and chasing you, with a smaller force and hit them from behind? rofl
Jesus Christ... even if you want to compare this to real life, the game is based in a Medieval setting, and so your argument makes no sense at all in this regard.
Your other argument that it would make zergs weaker is... stupid to say the least.
Joy_Division wrote: »OK, you rode a horse from High Rock to Morrowind. And having suffered through that, and I use that word intentionally, do you honestly think that most of the people who play this are going to log back in after getting insta-killed by some Nightblade who feared them? That's 15 minutes of riding for a three second fight. How you can possibly fathom that that is somehow compelling gameplay is beyond me.
You are convinced that won't happen. In your mind, the game will be dynamic, strategic, and unpredictable. I am guessing that is the type of game that you enjoy and would like to see. That's fine, but you are underestimating how much horse-riding and overestimating how much fighting will actually happen under your proposal
You laid out an example where a Red force at Arrius was defending Emperor against a Blue invasion at Aleswell. You got excited about the multiple strategies that could play out under your system. You actually believe this is a serious possibility: "EP thinks DC is headed for Ash and gambles to head there and wipe them. But DC is making a direct Eastward march and get a lot of ground while EP went the long and wrong way. Whoops." And called it "epic fun"
No and no. Do you honestly think a Red defending force will ride their horses from Arrius to BRK past Sejanus across the Alessia Bridge to Alessia proper then cut across AD territory to Roe then to Nickel and finally to Ash to defend their Emperor? This tells me that even though you claim to have grouped before that you do not understand the psychology of most players. Most people, and that includes these guilds,are just looking for good fights. They don't want to play army general and devise grand strategy to outmaneuver the enemy, they just want some intense action vs organized opposition. Occasionally you'll see the sort of surprise attack with the specific purpose of dethroning as happened to Anon and when AD took out Hovaling. But we grinded all those levels, gear, champion points, etc. to PvP, not PvDoor. When you see on your screen enemy players constantly pick up and drop scrolls, they are not doing it to annoy you. It's an open invitation that says "We are here. We don't care about taking your keeps or scrolls, we just want to pick a fight."
A lot of us don't want to spend half of our time debating in zone chat with people on our ignore list listening to their lewd self-serving utterings, we just want to go where there are some crossed swords. In your posts you claim those crossed swords are hard to find. No they are not. The campaigns are so in flux now with so many AD and DC players migrating and jumping from campaign to campaign desperately trying to avoid Thornblade 2.0, that it's hard to avoid fights if you aren't a Red.
No matter how you slice it, you idea is a *lot* less PvPing and a *lot* more horse riding.
Also consider the sort of PvP your proposal would eliminate. A few nights ago on was on my yellow at BRK which was the last Emperor keep. There were about 10 us there while most of the other AD tried to take back Alessia. About 8 or 9 reds started poking their noses around the north gate. So we jumped down and fought them. It was fun. When it was over, a few minutes later they came back with a bit more numbers and we had at it again. It was completely random with no alliance politics going on. This would have not happened under your proposal. The closest spawn point for those who died jumping off the walls was Bloodmayne [!] which means an unacceptably long horse-ride back. So instead of having some fun and jumping off, people will set up fire trebuchets. It's a game. I don't want to carry the burden of an alliance Emperor or some intricate grand strategy that I can mess up by simply fighting an enemy. It's already not fun to die or lose, why must I ride my horse 10 minutes back when the enemy has done nothing. At least make them set up siege and earn the rez restriction. People say there should be a penalty for dying. Fine, but that penalty should not be boredom.
Joy_Division wrote: »OK, you rode a horse from High Rock to Morrowind. And having suffered through that, and I use that word intentionally, do you honestly think that most of the people who play this are going to log back in after getting insta-killed by some Nightblade who feared them? That's 15 minutes of riding for a three second fight. How you can possibly fathom that that is somehow compelling gameplay is beyond me.
You are convinced that won't happen. In your mind, the game will be dynamic, strategic, and unpredictable. I am guessing that is the type of game that you enjoy and would like to see. That's fine, but you are underestimating how much horse-riding and overestimating how much fighting will actually happen under your proposal
You laid out an example where a Red force at Arrius was defending Emperor against a Blue invasion at Aleswell. You got excited about the multiple strategies that could play out under your system. You actually believe this is a serious possibility: "EP thinks DC is headed for Ash and gambles to head there and wipe them. But DC is making a direct Eastward march and get a lot of ground while EP went the long and wrong way. Whoops." And called it "epic fun"
No and no. Do you honestly think a Red defending force will ride their horses from Arrius to BRK past Sejanus across the Alessia Bridge to Alessia proper then cut across AD territory to Roe then to Nickel and finally to Ash to defend their Emperor? This tells me that even though you claim to have grouped before that you do not understand the psychology of most players. Most people, and that includes these guilds,are just looking for good fights. They don't want to play army general and devise grand strategy to outmaneuver the enemy, they just want some intense action vs organized opposition. Occasionally you'll see the sort of surprise attack with the specific purpose of dethroning as happened to Anon and when AD took out Hovaling. But we grinded all those levels, gear, champion points, etc. to PvP, not PvDoor. When you see on your screen enemy players constantly pick up and drop scrolls, they are not doing it to annoy you. It's an open invitation that says "We are here. We don't care about taking your keeps or scrolls, we just want to pick a fight."
A lot of us don't want to spend half of our time debating in zone chat with people on our ignore list listening to their lewd self-serving utterings, we just want to go where there are some crossed swords. In your posts you claim those crossed swords are hard to find. No they are not. The campaigns are so in flux now with so many AD and DC players migrating and jumping from campaign to campaign desperately trying to avoid Thornblade 2.0, that it's hard to avoid fights if you aren't a Red.
No matter how you slice it, you idea is a *lot* less PvPing and a *lot* more horse riding.
Also consider the sort of PvP your proposal would eliminate. A few nights ago on was on my yellow at BRK which was the last Emperor keep. There were about 10 us there while most of the other AD tried to take back Alessia. About 8 or 9 reds started poking their noses around the north gate. So we jumped down and fought them. It was fun. When it was over, a few minutes later they came back with a bit more numbers and we had at it again. It was completely random with no alliance politics going on. This would have not happened under your proposal. The closest spawn point for those who died jumping off the walls was Bloodmayne [!] which means an unacceptably long horse-ride back. So instead of having some fun and jumping off, people will set up fire trebuchets. It's a game. I don't want to carry the burden of an alliance Emperor or some intricate grand strategy that I can mess up by simply fighting an enemy. It's already not fun to die or lose, why must I ride my horse 10 minutes back when the enemy has done nothing. At least make them set up siege and earn the rez restriction. People say there should be a penalty for dying. Fine, but that penalty should not be boredom.
Rune_Relic wrote: »OP
I see and understand most of what you are saying.
Problems are as noted..
1. Spies in zone chat.
2. Horsegame
That said I do agree that instant teleporting across the map makes any ground taken/lost meaningless.
Especially when larger guilds can just port to map and wipe it in 30 minutes chain keep jumping.
As you bought up real life....supply lines have always been the limiting factor of any wars distance from origin.
I would therefore prefer the ability to take a keeps mine/farm/lumber resources half way along a chain of keeps, destroy the supply line, all keeps beyond that point then become neutral with old empire guards.
Obviously the deeper into enemy territory you try to break the chain of keeps the stiffer the resistance and higher numbers you face.
Adding neutral keeps would also have a major impact on scoring.
This way protecting your resources becomes a priority and more important than protecting keeps.
You MUST have scouts to watch resources.
Open warfare becomes more important protecting resources (but you cant be everywhere at once)
Small rapid teams can take out resources (and can be all over the map).
Large slow teams can take out keeps or consolidate ground taken.
Strategy becomes much more important if your numbers are too thin and supply line too long to protect.... you risk losing the lot.
This also means small man teams can have a massive impact on the map using well planned strategies deep into enemy lines.
Need a lot of thought is this would have a massive change on any campaign.
Joy_Division wrote: »OK, you rode a horse from High Rock to Morrowind. And having suffered through that, and I use that word intentionally, do you honestly think that most of the people who play this are going to log back in after getting insta-killed by some Nightblade who feared them? That's 15 minutes of riding for a three second fight. How you can possibly fathom that that is somehow compelling gameplay is beyond me.
You are convinced that won't happen. In your mind, the game will be dynamic, strategic, and unpredictable. I am guessing that is the type of game that you enjoy and would like to see. That's fine, but you are underestimating how much horse-riding and overestimating how much fighting will actually happen under your proposal
You laid out an example where a Red force at Arrius was defending Emperor against a Blue invasion at Aleswell. You got excited about the multiple strategies that could play out under your system. You actually believe this is a serious possibility: "EP thinks DC is headed for Ash and gambles to head there and wipe them. But DC is making a direct Eastward march and get a lot of ground while EP went the long and wrong way. Whoops." And called it "epic fun"
No and no. Do you honestly think a Red defending force will ride their horses from Arrius to BRK past Sejanus across the Alessia Bridge to Alessia proper then cut across AD territory to Roe then to Nickel and finally to Ash to defend their Emperor? This tells me that even though you claim to have grouped before that you do not understand the psychology of most players. Most people, and that includes these guilds,are just looking for good fights. They don't want to play army general and devise grand strategy to outmaneuver the enemy, they just want some intense action vs organized opposition. Occasionally you'll see the sort of surprise attack with the specific purpose of dethroning as happened to Anon and when AD took out Hovaling. But we grinded all those levels, gear, champion points, etc. to PvP, not PvDoor. When you see on your screen enemy players constantly pick up and drop scrolls, they are not doing it to annoy you. It's an open invitation that says "We are here. We don't care about taking your keeps or scrolls, we just want to pick a fight."
A lot of us don't want to spend half of our time debating in zone chat with people on our ignore list listening to their lewd self-serving utterings, we just want to go where there are some crossed swords. In your posts you claim those crossed swords are hard to find. No they are not. The campaigns are so in flux now with so many AD and DC players migrating and jumping from campaign to campaign desperately trying to avoid Thornblade 2.0, that it's hard to avoid fights if you aren't a Red.
No matter how you slice it, you idea is a *lot* less PvPing and a *lot* more horse riding.
Also consider the sort of PvP your proposal would eliminate. A few nights ago on was on my yellow at BRK which was the last Emperor keep. There were about 10 us there while most of the other AD tried to take back Alessia. About 8 or 9 reds started poking their noses around the north gate. So we jumped down and fought them. It was fun. When it was over, a few minutes later they came back with a bit more numbers and we had at it again. It was completely random with no alliance politics going on. This would have not happened under your proposal. The closest spawn point for those who died jumping off the walls was Bloodmayne [!] which means an unacceptably long horse-ride back. So instead of having some fun and jumping off, people will set up fire trebuchets. It's a game. I don't want to carry the burden of an alliance Emperor or some intricate grand strategy that I can mess up by simply fighting an enemy. It's already not fun to die or lose, why must I ride my horse 10 minutes back when the enemy has done nothing. At least make them set up siege and earn the rez restriction. People say there should be a penalty for dying. Fine, but that penalty should not be boredom.
Look at his proposition again but this time allowing travel to all home keeps and outposts as well. That long arrius-ash walk becomes bleakers-ash which isn't that far a ride tbh. Because i'm assuming if reds are defending emp at ash it means they have outposts like bleakers under control. the only time when riding truly becomes longer is when attacking/defending outer keeps like dc/brindle/drakelowe or home gates. That sounds perfectly reasonable to me. This wouldn't slow down movement to defend home keeps and it wouldn't even slow emp keep defense that much.
Joy_Division wrote: »OK, you rode a horse from High Rock to Morrowind. And having suffered through that, and I use that word intentionally, do you honestly think that most of the people who play this are going to log back in after getting insta-killed by some Nightblade who feared them? That's 15 minutes of riding for a three second fight. How you can possibly fathom that that is somehow compelling gameplay is beyond me.
You are convinced that won't happen. In your mind, the game will be dynamic, strategic, and unpredictable. I am guessing that is the type of game that you enjoy and would like to see. That's fine, but you are underestimating how much horse-riding and overestimating how much fighting will actually happen under your proposal
You laid out an example where a Red force at Arrius was defending Emperor against a Blue invasion at Aleswell. You got excited about the multiple strategies that could play out under your system. You actually believe this is a serious possibility: "EP thinks DC is headed for Ash and gambles to head there and wipe them. But DC is making a direct Eastward march and get a lot of ground while EP went the long and wrong way. Whoops." And called it "epic fun"
No and no. Do you honestly think a Red defending force will ride their horses from Arrius to BRK past Sejanus across the Alessia Bridge to Alessia proper then cut across AD territory to Roe then to Nickel and finally to Ash to defend their Emperor? This tells me that even though you claim to have grouped before that you do not understand the psychology of most players. Most people, and that includes these guilds,are just looking for good fights. They don't want to play army general and devise grand strategy to outmaneuver the enemy, they just want some intense action vs organized opposition. Occasionally you'll see the sort of surprise attack with the specific purpose of dethroning as happened to Anon and when AD took out Hovaling. But we grinded all those levels, gear, champion points, etc. to PvP, not PvDoor. When you see on your screen enemy players constantly pick up and drop scrolls, they are not doing it to annoy you. It's an open invitation that says "We are here. We don't care about taking your keeps or scrolls, we just want to pick a fight."
A lot of us don't want to spend half of our time debating in zone chat with people on our ignore list listening to their lewd self-serving utterings, we just want to go where there are some crossed swords. In your posts you claim those crossed swords are hard to find. No they are not. The campaigns are so in flux now with so many AD and DC players migrating and jumping from campaign to campaign desperately trying to avoid Thornblade 2.0, that it's hard to avoid fights if you aren't a Red.
No matter how you slice it, you idea is a *lot* less PvPing and a *lot* more horse riding.
Also consider the sort of PvP your proposal would eliminate. A few nights ago on was on my yellow at BRK which was the last Emperor keep. There were about 10 us there while most of the other AD tried to take back Alessia. About 8 or 9 reds started poking their noses around the north gate. So we jumped down and fought them. It was fun. When it was over, a few minutes later they came back with a bit more numbers and we had at it again. It was completely random with no alliance politics going on. This would have not happened under your proposal. The closest spawn point for those who died jumping off the walls was Bloodmayne [!] which means an unacceptably long horse-ride back. So instead of having some fun and jumping off, people will set up fire trebuchets. It's a game. I don't want to carry the burden of an alliance Emperor or some intricate grand strategy that I can mess up by simply fighting an enemy. It's already not fun to die or lose, why must I ride my horse 10 minutes back when the enemy has done nothing. At least make them set up siege and earn the rez restriction. People say there should be a penalty for dying. Fine, but that penalty should not be boredom.
Look at his proposition again but this time allowing travel to all home keeps and outposts as well. That long arrius-ash walk becomes bleakers-ash which isn't that far a ride tbh. Because i'm assuming if reds are defending emp at ash it means they have outposts like bleakers under control. the only time when riding truly becomes longer is when attacking/defending outer keeps like dc/brindle/drakelowe or home gates. That sounds perfectly reasonable to me. This wouldn't slow down movement to defend home keeps and it wouldn't even slow emp keep defense that much.

olemanwinter wrote: »PvP right now is a mess. It's not truly fun for even many of the people that play it often. I think I may have stumbled onto a very simply tweak that would have a great impact on several fronts.
I'd like to begin with what I think open world PvP should be; ...
Thank you for posting this and I agree with you.
Rune_Relic wrote: »OP
I see and understand most of what you are saying.
Problems are as noted..
1. Spies in zone chat.
2. Horsegame
That said I do agree that instant teleporting across the map makes any ground taken/lost meaningless.
Especially when larger guilds can just port to map and wipe it in 30 minutes chain keep jumping.
As you bought up real life....supply lines have always been the limiting factor of any wars distance from origin.
I would therefore prefer the ability to take a keeps mine/farm/lumber resources half way along a chain of keeps, destroy the supply line, all keeps beyond that point then become neutral with old empire guards.
Obviously the deeper into enemy territory you try to break the chain of keeps the stiffer the resistance and higher numbers you face.
Adding neutral keeps would also have a major impact on scoring.
This way protecting your resources becomes a priority and more important than protecting keeps.
You MUST have scouts to watch resources.
Open warfare becomes more important protecting resources (but you cant be everywhere at once)
Small rapid teams can take out resources (and can be all over the map).
Large slow teams can take out keeps or consolidate ground taken.
Strategy becomes much more important if your numbers are too thin and supply line too long to protect.... you risk losing the lot.
This also means small man teams can have a massive impact on the map using well planned strategies deep into enemy lines.
Need a lot of thought is this would have a massive change on any campaign.
or instead of making keeps neutral if you cut the transit, just make it impossible to rez there, but still possible to travel? So defenders would just have to get the ressources back before going back to defend
Joy_Division wrote: »No matter how you slice it, you idea is a *lot* less PvPing and a *lot* more horse riding.
Joy_Division wrote: »We are saying that we'd rather just go out and have a good fight first
Excellent Idea. It would make over-extending harder and defending easier. The only thing I would change is that players should be allowed to travel and res at home keeps as shown on this map.

olemanwinter wrote: »Excellent Idea. It would make over-extending harder and defending easier. The only thing I would change is that players should be allowed to travel and res at home keeps as shown on this map.
Okay, working off your premise, but a little more restrictive, I wouldn't mind seeing something like this:
REFERENCE:
Solid Line: Rez and Port
Dashed Line: Port only
No line: No revive and No transport