Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
olemanwinter wrote: »Forward camps are long gone - it supposed to solve all that problems you mentioned - ofc it didnt. It caters to high lvl expirienced players, but scares away new players or makes pvp for them quite frustratiing. Now you want to take another step on that road. Fine by me but consequences will be - even more reasons to group up in huge zergs, even less freindly for new players.
If you want pvp in eso to turn into elite gentlemans (and ladies) club go ahead.
How do you think a new player feels when they log on and find every keep, every outpost, every resource, and every scroll controlled by an alliance other then theirs?
How do you think they feel when they and maybe 6 of their friends ride to one of these things and siege it only to be attacked by 3 times their number 90 seconds after it bursts?
A bunch of campaigns are empty. I'm talking EMPTY. You can't buy a fight of any kind. And you are talking about catering to specific players.
I'm talking about doing something other than making PvP obsolete and nothing but permanent buff servers.
But thanks for your input.
olemanwinter wrote: »The biggest problem currently facing PvP in ESO is the domination of each campaign by a specific faction. This domination, if not permanent, at least lasts for a significant portion of the campaign duration, if not much longer. These servers become buff servers and the population dwindle even among the winning faction.
olemanwinter wrote: »Joy_Division wrote: »We are saying that we'd rather just go out and have a good fight first
I agree completely. Please direct me to said fight. I'm a DC player on Azura's Star. From approximately 11:00am EST to 6:00pm EST today AD controlled every keep, every outpost, every resource, every scroll, and nobody was online. Nobody.
I guess I'm supposed to constantly hop around from campaign to campaign looking for a chance at ideal PvP that is perhaps better than my plan, when 90% of the PvP in ESO is far far worse than my plan and would benefit greatly from it imo.
IMHO, if any of the people commenting on my plan are comparing it to their PvP experience gained by moving across campaigns chasing competition, then that is an unfair scrutiny. Their opinions carry a bit less weight in my view when they are largely avoiding the situation I'm trying to remedy.
I agree with those who want to increase the challenge of capturing and holding the entire map, but I *also* agree with those who point out the problems with having to ride so far only to be ganked or zerged in 0.5 seconds once they arrive. There are other possibilities (also with flaws/limitations) to address this as well, as noted here. Two things from that post that fit with the goal mentioned throughout this thread:olemanwinter wrote: »Exactly, which is what I was saying in the OP. It would be more riding for some, but less for others. More for some circumstances and less for other circumstances. But what it would do without question is increase the challenge associated with dominating and holding an entire map..It would only be horse simulator for those who have many keeps in enemy territory, meaning those who are dominant in the campaign. This way it would be harder to stay on top and truly be an accomplishment to hold the entire map.
Not a fan of making strongholds that are cut off Imperial, but the supply line idea is a good one. It could work with some aspects of the domination penalty/stretched too thin concept from the previous section just above, especially the weaker walls/gates/soldiers, or even having fewer soldiers at the stronghold being cut off.Rune_Relic wrote: »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.
olemanwinter wrote: »Zone chat coordination or lack thereof is much about lack of trust and spies. So serious coordination may remain as tells between those trusted and zone chat left to counter-intelligence.
You have a good point here, and one I had already thought of. I tried to be careful in my language, but I didn't want to get into examples in the main post. But I will now.
I don't mean sharing strategy in zone chat. I don't mean posting things like "We are prepping Chalman now, bursting in 2 min". I understand why that won't happen in most cases and I agree.
What I mean is when a group/guild is sitting at Roebeck and watching siege get placed and watching it come under attack and saying nothing in zone. And when it finally bursts, someone might ask in zone "What's the status at Roebeck" and get no reply.
I haven't seen an advanced warning go out in chat about an impending attack PRIOR to burst in ages.
Keep gets attacked. Those there stay hushed to farm AP. Keep bursts. Someone else in zone not at keep alerts the zone. People rush towards keep as it flips.
The groups in Cyrodiil need a reason to call on support (different than sharing strategy and different than giving orders) that is bigger than their reason to avoid help to farm AP imo.
Forestd16b14_ESO wrote: »Here is the top 3 choices that will save PvP.
1. Remove PvP buffs from PvE.
2. Add 1 or 2 more pvp servers.
3. Add a arena/dueling system.
Joy_Division wrote: »buff servers are easy to invade and the defenders only "win" because the invaders log off
olemanwinter wrote: »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..
Perhaps they aren't making changes because nobody will agree on any changes. Whoever is winning thinks anything that's a change is bad. And whoever is losing at the moment will take almost any change.
What do you propose as a change?
[/quote]olemanwinter wrote: »Firstly I think that reducing mobility in Cyrodiil is going to drastically reduce the number of active fights.
Perhaps compared to the first 24 hours of a hotly contested campaign. However I think you very wrong if you compare it to the long term number of active fights in a campaign like Thornblade, or Azura's star, or Haderus when it was 100% yellow for months, etc.
[/quote]olemanwinter wrote: »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.
You are clearly speaking as someone who is enjoying a map their alliance controls and that's okay, but I would just ask you to remember this proposal when things change. The next time that you find the entire map a different color, please DON'T LEAVE. Don't jump campaigns. Stay there and try to find a fight.
olemanwinter wrote: »You cannot possibly engineer more riding than is required for a DC player in Azura's Star atm. And you cannot possibly engineer less fighting between DC and AD.
It's the same as it was between DC and EP before I left Thornblade.
The enemy knows that the "big zerg guilds" aren't online, so they ignore you. You can burst something and they don't even care. You can start taking your home keeps and they don't even care. Then the very moment you extend to something they care about they "insta-port" to you and wipe you with 40 people. Then the campaign goes quiet with no population for any alliance until a few days later when some tries again.
olemanwinter wrote: »[*] 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
In this case, nothing changes because if you are non-dominant you don't own any keeps past those anyway, and still have to ride to those far away "PvP experiences".
olemanwinter wrote: »[*] 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.
If you aren't part of the nightcapping push, then by the time you log on the other side will have already pushed back and be pushing back.
Under my plan it will be almost impossible to hold enemy home keeps for very long and actually quite challenging to hold distant center keeps.
It will mean the end of "EMPEROR: Bob. Reigning 27 days"
[/quote]olemanwinter wrote: »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.
This may decrease the "desire" to zerg, but it would DECREASE the "EFFECTIVENESS" of zerging.
You are AD and you have emperor and you have to ride from your home keep to Chalman when you see EP attack it. How long do you think you can wait to build up your super zerg before it's too late???
And while you are slowly moving that way, what else is EP up to on other parts of the map? What about DC?
Found to be ineffective, I think the "desire" to zerg would be reduced.
Big armies move slowly in REAL LIFE. Because they can't insta-port. There is a reason why combat has continued to move further and further away from giant Zerg VS Zerg combat in REAL LIFE. It has evolved from Ancient giant battles where nations would throw everything at their enemy who did the same, to colonial fighting where armies were spread out but still face off head to head, to modern combat which is highly specialized, mobile, and dynamic.
There are perhaps many reasons not to like this plan, but increased zerg activity and domination is NOT one of them.
olemanwinter wrote: »The first link I clicked on took me to one of your posts than in the very sentence told me to go to another post.
LOL NO.
But, if you think things like Barrier being nerfed are going to fix pvp...I don't even know where to begin to get you on the same page as me.
Not sure what you're talking about but there you go. I don't think nerfing barrier is going to fix PvP but I do think it will go some way to stopping trains. In any event the reason I posted those links was to demonstrate that I have made suggestions that I think will improve PvP, which contradicts your obvious insinuation that I did not.
olemanwinter wrote: »Not sure what you're talking about but there you go. I don't think nerfing barrier is going to fix PvP but I do think it will go some way to stopping trains. In any event the reason I posted those links was to demonstrate that I have made suggestions that I think will improve PvP, which contradicts your obvious insinuation that I did not.
Obvious Insinuation huh?
Is that like a specific generalization? Or maybe like a regular anomaly? Or perhaps a vague detail?
I simply asked....what do you suggest?
And that looks like a really fun treasure hunt across the history of the forum to track down all your opinions. I'll get right on that. BRB