in my opinion, you are using emp trade as an excuse, since you got lot of feedback from pve players that cant stand pvp cuz its lagged and they cant play against more experienced groups
ZOS_BrianWheeler wrote: »We have no plans for Battlegrounds or Arenas at this time with "flag matches" or death-match mechanics, however our play-tests of a certain zone that resides in the center of Cyrodiil has scratched a very specific itch...
Publius_Scipio wrote: »Being emperor was designed to be special and a great achievement. Having former emperor buffs was a terrible idea from the outset. Why would you have residual powers from emperorship? You aren't emperor anymore. Removing these ridiculous buffs restores the true meaning of the title of emperor. All the players that no longer have an incentive to become emperor because there aren't any buffs to chase, good, don't invest time in chasing emperor title if you don't feel like it..
lottasay_ESO wrote: »ZOS_BrianWheeler wrote: »We have no plans for Battlegrounds or Arenas at this time with "flag matches" or death-match mechanics, however our play-tests of a certain zone that resides in the center of Cyrodiil has scratched a very specific itch...
@ZOS_BrianWheeler Why? This should be a top priority if you want to appeal to the World of Warcraft fanbase.... I myself played WoW for 6 years and play it very much on PC. I feel that ESO can become the premier console MMO if they include all the expectations that come with ex-PC MMO players.
One question to zos developer. If i got multiple faction toons , for example : Can my EP and AD toon be home/guest on same campaign or it will said (Opposite faction toon blah blah blah) ?
One question to zos developer. If i got multiple faction toons , for example : Can my EP and AD toon be home/guest on same campaign or it will said (Opposite faction toon blah blah blah) ?
Characters of opposing factions cannot home on the same campaign. You can guest to a campaign an enemy character has homed as a workaround.
There are three "Veteran" campaigns right now so there is enough for each character to home a campaign. Any less and players who play all three factions will find one or more characters unable to home any campaign.
ZOS_BrianWheeler wrote: »@SLy_Kyti When the patch comes with these Campaign changes, you will have your current campaign assignments wiped. You will also get a free reassign to use however you wish.
@vanzan He's talking about Imperial City."zone" so this is going to be an instance? An instance where all campaigns are brought together in a battle royal?ZOS_BrianWheeler wrote: »We have no plans for Battlegrounds or Arenas at this time with "flag matches" or death-match mechanics, however our play-tests of a certain zone that resides in the center of Cyrodiil has scratched a very specific itch...
I don't like this change, but I don't think it's sooo critical to my game experience as is the change of Travel-to-player jumps. Honestly, the lag will continue to be a problem, as well as big zergs of 50+ players running under the same leader. When those show up, lagging out everybody, the game just becomes ridiculous. Then, I would rather switch to a different campaign of my choice than stay there and be a passive observer of the lag fest. If you steal that option from us, ZOS, I will just log off
ZOS_BrianWheeler wrote: »There have been talks about making a "meta score" or flat out removing scoring across the board, but those are still in talk phases.
@frozywozy , this will provide minimal reduction of Gate Farming, though. Whether you rez and ride or get rez'd by your fellow man, it will only lessen it for the smaller ganking crews.The reason why they wanna make it so you cannot respawn on an enemy home gate keep such as Farragut, Kingscrest, Warden, Rayles, Bloodmayne and Black-boot is to discourage gate farming and give the outnumbered / disorganized faction a better chance to recover and catch up.
Otherwise, people get discouraged pretty quick by the poor act of sportmanship of gate camping and leave to another campaign. Then a new "buff" or "one sided campaign" is made. Such as what happened on Azura's Star 1month and a half ago.
I also understand that killing JohnyEP 10times in a row before reaching the temple is also an issue. This is why I would strongly recommend adding resurrection timers (not only from players but when you actually resurrect at a wayshrine).
For example, it could go like this :
Everytime you die and resurrect at a wayshrine or get resurrected by a player into a period of two minutes :
- First time : instant
- Second time : 15 seconds
- Third time and above : 30 seconds
@Attorneyatlawl like a streak bonus? (The "kill" kind...calm down NerfSorc types.) I'd like to see this sort of thing reward group play and defense (even small ones) a bit more than the gankfest bonus I would be worried it would become - further enhancing the Delve camping that already takes place.Attorneyatlawl wrote: »You know what would help encourage people who like both pve and pvp to come out more?
EXP gain comparable to pve grinding on average, worse if action is slow or you fail a lot, better if action is heavy or you are kicking butt in Cyrodiil.
Champion Ranks are a big deal, and earning one fifth or less at best of what typical, easy, and always available pve grind spots provide with no risk of earning less by being beaten, prove much more attractive to most people unless they hate pve or hate pvp. Yes, action in pvp is spikey by nature, but that's why you balance it by an average, not a hard goal target. So long as it's close one way or another, the majority of people who enjoy both gameplay types will show up much more often than now where you feel as if you're handicapping yourself by not just earning good CP.
Pve'rs don't come out for buffs, not consistently. And the only ones that cared about the buffs were the top end, a small number by nature of us in the first place. (I love both pve and pvp, personally... I've slacked off pvp'ing lately but am about to be back out in force. The horrifyingly slow champion gains out there are a real issue, though.) The majority of the game population otherwise either doesn't care, or in many cases even know, about those buffs in the first place.
That aside, I am glad to see these pain points finally being addressed properly. Now if we can just get our deathspam chat channel back, pretty please? That was in beta just like DAOC had and was awesome here, too!
ZOS_BrianWheeler wrote: »We know that Emperor Farming, or more accurately Former Emp Farming, is a behavior that was\is detrimental to the health of PVP. We are doing this change to get back to the original intent of Emperorship where that PVP player is a powerful ally for their Alliance while fighting in Cyrodiil, not because they have a Former Emperor 2% buff to help with grinding.
@ZOS_BrianWheeler I've still not heard justification how removing the Former Emperor buff will change peoples' attitudes and activities in PvP. A number of my peers have doctorates in psychology or sociology (my PH.D. is in a related field) and player attitude is something we often discuss. The only thing you'll be doing is placating the people who have not had and never will have the Former Emperor title such that they won't feel inferior. 2% to stats will not significantly affect a person's likelihood to win or lose in a fight. You've already stated how you're removing PvP buffs outside Cyrodill (which I agree with), so let the Former Emperors have a character effect/buff only within Cyrodiil.
I don't like this change, but I don't think it's sooo critical to my game experience as is the change of Travel-to-player jumps. Honestly, the lag will continue to be a problem, as well as big zergs of 50+ players running under the same leader. When those show up, lagging out everybody, the game just becomes ridiculous. Then, I would rather switch to a different campaign of my choice than stay there and be a passive observer of the lag fest. If you steal that option from us, ZOS, I will just log off
Travel to Player is how those 50+ zergs get around to lag out your campaigns.
Publius_Scipio wrote: »Being emperor was designed to be special and a great achievement. Having former emperor buffs was a terrible idea from the outset. Why would you have residual powers from emperorship? You aren't emperor anymore. Removing these ridiculous buffs restores the true meaning of the title of emperor. All the players that no longer have an incentive to become emperor because there aren't any buffs to chase, good, don't invest time in chasing emperor title if you don't feel like it.
The new system has a good chance of cultivating true emperors that will fight hard to make it and will fight hard alongside their alliance in order to stay emperor (if they really care about having emperor powers).
I can understand certain players with the buffs feel annoyed, but by taking away the buffs are you worse off really? A lot of you argue the buffs are insignificant and that ZOS should keep them. So if they are insignificant and ZOS takes them away what's all the uproar about?
You can argue that the change maybe won't stop "emp farming" (no one has a crystal ball). What I think no one on either side of the aisle can argue is that being emperor was intended to be the single greatest warrior in cyrodiil. Unique and all powerful. So why all these half/mini emperors running around with former emp buffs?
I will repeat myself, former emp buffs were a mistake since the idea was hatched in development. Counterintuitive to what being emperor is all about (when you can walk away with residual powers). But I do know ZOS included the buffs with good intentions for the game and players. But we know how things ended up and change is needed.
They are due with the next major update, details of which will go out in July.Lord_Draevan wrote: »Been away for a few months and I've got to say, these look like really good changes. Have these changes been implemented yet, or are they still in the works?
They are due with the next major update, details of which will go out in July.Lord_Draevan wrote: »Been away for a few months and I've got to say, these look like really good changes. Have these changes been implemented yet, or are they still in the works?
lordrichter wrote: »It makes being the Emperor more valuable. You only get the benefit while you are Emperor and keeping the throne lets you keep the perks. I think this will make getting Emperor more than a notch on the belt, if even by a little, and makes it more attractive to maintain and re-attain the position.
ZOS_BrianWheeler wrote: »We know that Emperor Farming, or more accurately Former Emp Farming, is a behavior that was\is detrimental to the health of PVP. We are doing this change to get back to the original intent of Emperorship where that PVP player is a powerful ally for their Alliance while fighting in Cyrodiil, not because they have a Former Emperor 2% buff to help with grinding.
@ZOS_BrianWheeler I've still not heard justification how removing the Former Emperor buff will change peoples' attitudes and activities in PvP. A number of my peers have doctorates in psychology or sociology (my PH.D. is in a related field) and player attitude is something we often discuss. The only thing you'll be doing is placating the people who have not had and never will have the Former Emperor title such that they won't feel inferior. 2% to stats will not significantly affect a person's likelihood to win or lose in a fight. You've already stated how you're removing PvP buffs outside Cyrodill (which I agree with), so let the Former Emperors have a character effect/buff only within Cyrodiil.
If grinding with 2% extra resource regeneration is a big concern to you, then change delves such that they are outside of PvP - problem solved. Emperors who are bored tend to head into Cracked Wood cave to grind champion points already.
If you have a study on MMO player behaviour (two of my colleagues are working on their theses {plural of thesis - I had to look that up} in this particular field) that supports your intended activity, then we would love to read it. If not, we strongly believe that you will not accomplish anything other than to upset the top tier of players who worked very hard for their Former Emperor status.
I don't like this change, but I don't think it's sooo critical to my game experience as is the change of Travel-to-player jumps. Honestly, the lag will continue to be a problem, as well as big zergs of 50+ players running under the same leader. When those show up, lagging out everybody, the game just becomes ridiculous. Then, I would rather switch to a different campaign of my choice than stay there and be a passive observer of the lag fest. If you steal that option from us, ZOS, I will just log off
Travel to Player is how those 50+ zergs get around to lag out your campaigns.
.I don't like this change, but I don't think it's sooo critical to my game experience as is the change of Travel-to-player jumps. Honestly, the lag will continue to be a problem, as well as big zergs of 50+ players running under the same leader. When those show up, lagging out everybody, the game just becomes ridiculous. Then, I would rather switch to a different campaign of my choice than stay there and be a passive observer of the lag fest. If you steal that option from us, ZOS, I will just log off
Travel to Player is how those 50+ zergs get around to lag out your campaigns.
Hm, I don't think so really. People who like to run with 50+ groups will continue to do so, no matter if they are locked on 2 possible campaigns or not! It's fairly easy to get 50+ people, it's one guild group+second one filled with zone people. Add to this the usual lfg-raid that follows them and you easily can have 60+ people on the same spot...without campaign hopping.
I feel like the problem is mainly created by very big guilds that are usually accepting next to everyone without quality-policy within their ranks (don't mean to offend anyone). So, many people run around with strange gear combinations, use "wrong" morphs of skills, don't notice when they are stunned and usually die on impact with another group. So, said guild needs more numbers to win. A second and a third group opens... lag-fest begins
These types of guilds/groups are maybe PvE minded guilds who don't really know better or care to know better or simply guilds who care more about winning the battles on every price than about optimising individual's and group's performance or about tactics. Those guilds don't randomly swap campaigns and even if they do, they will continue to try to get those numbers because that's the only way they can win -.-
Getting 50+players to lag out a server is not a problem for big guilds, you don't need to campaign-hop to achieve that. Hence, removing campaign-hopping won't change this behaviour, but will punish people who REFUSE to be a part of it and DON'T WANT to lag out the server, but play the game as it is supposed to be played - on a non-laggy campaign.
option 3: its a nice bonus although balanced, so it helps the one who has it a bit but is by far not enough to turn a fight. And thats what it is.Rune_Relic wrote: »ZOS_BrianWheeler wrote: »We know that Emperor Farming, or more accurately Former Emp Farming, is a behavior that was\is detrimental to the health of PVP. We are doing this change to get back to the original intent of Emperorship where that PVP player is a powerful ally for their Alliance while fighting in Cyrodiil, not because they have a Former Emperor 2% buff to help with grinding.
@ZOS_BrianWheeler I've still not heard justification how removing the Former Emperor buff will change peoples' attitudes and activities in PvP. A number of my peers have doctorates in psychology or sociology (my PH.D. is in a related field) and player attitude is something we often discuss. The only thing you'll be doing is placating the people who have not had and never will have the Former Emperor title such that they won't feel inferior. 2% to stats will not significantly affect a person's likelihood to win or lose in a fight. You've already stated how you're removing PvP buffs outside Cyrodill (which I agree with), so let the Former Emperors have a character effect/buff only within Cyrodiil.
If grinding with 2% extra resource regeneration is a big concern to you, then change delves such that they are outside of PvP - problem solved. Emperors who are bored tend to head into Cracked Wood cave to grind champion points already.
If you have a study on MMO player behaviour (two of my colleagues are working on their theses {plural of thesis - I had to look that up} in this particular field) that supports your intended activity, then we would love to read it. If not, we strongly believe that you will not accomplish anything other than to upset the top tier of players who worked very hard for their Former Emperor status.
If 2% is not a big deal you wont miss it.
But I guess if it wasn't a big deal none of you would be complaining.
So you have admitted it is a big deal from the ferocity of the feedback.
Thou doth protesteth too much!
If 2% is a big deal it needs to go as it creates an uneven playing field.
Only emperors were supposed to receive such buffs.
So either way it needs to go.
bchulettub17_ESO wrote: »Notice how it's former emp's whinging about the buff removal. HMMMMMMMMMMMMMMMMMMMMMM