Feel free to add your own, however I was thinking about this alot today at work, as I have a mind numbingly large amount of time to think of things...I do not claim there won't be hurdles or I may suggest something that may not work prefect, but I think alot of these ideas even if tweaked could greatly benefit both PVE and PVP players of ESO.
First and Foremost of course more tweaks and fixes for the current PVP system is needed however once this is closer to what it should be...PVE In Cyro, Goodbye: I play quite a bit of PVE and PVP and I enjoy doing the PVE in Cyro however I feel like having me out doing PVE when there is a hard limit on how many people can be in the zone is really just bad planning. I suggest the following...
PVE Cyrodil:
1. PVE quests are all removed from
Campaign Cyrodil.
2. New PVE versions of Cyrodil are created that contains all the current PVE content.
3. New mobs as well as a much denser collection of PVE mobs to make PVE cyrodil less empty and boring to explore.
4. Skyshards moved over to PVE Cyrodil
5. Fishing, Resource Gathering, Dark Anchors kept it both versions of Cyrodil (Achievement progress unlocked from both versions of Cyrodil)
Cyrodil PVP:
1. Okay so skyshards are gone now, PVE quests are gone now, Fishing stays, Gathering stays and they work as they do now..
2. Dark Anchors: Ok so in Cyrodil, Dark anchors get a bit of an overhaul, they are now a random event and people WANT these events.
- Events ONLY happen when player count is fairly balanced to promote fighting over the event. A notice goes out that a dark anchor has spawned serverwide and a pulsing icon appears on the map showing the location, Event is 30 minutes long and the timer is on screen the entire time in the quest location.
- Mob toughness is increased so that all base mobs are increased from standard difficulty to strong (One Arrow < Name>), sub bosses are even stronger (Two Arrow <<Name>>) and Bosses are (Three Arrow <<<Name>>>).
- The amount of mobs needs to be increased accordingly based on testing obviously.
- Participation Rewards: At the end of the event EVERYONE gets a large XP chunk, a large AP chunk and a fair amount of gold with the winning faction getting 25% more. Also random reward chance from items on the PVP vendors based on level (Green or Blue Quality roll), lower chance for the losing team, higher chance for the winning team.
- Winning Team Reward: A Dark Anchor Chest is shipped via the mail. It contains another piece of PVP gear (Green to epic), some more gold, Cyrodil Resources (more on that below) and random chance of PVP costumes, mounts, pet and a chance at a Siege Schematic (more on that below)
Keeps are Upgradeable Now:
- Claiming Guild must pay x amount of AP to claim keep
- Claiming Guild controls, pays for and choose all upgrades (such as turret types)
- AP and Resources are the currency for upgrading.
- Resource Storage up to 100 of each supply type
- Resource Storage can be increased up to 100 / 200 / 300 storage each
- Walls can be made stronger: 10% /20% /50% more HP(at 50% walls must be damaged with Stone Trebs only)
- Doors can be made stronger 10% /20% /50% more HP (at 50% doors must be destroyed with canons only)
- NPC's can be made stronger 10% /20% /50% more HP & 10% /15% /20% more damage inflicted
- More NPC's can be hired
- Lumber and Mining caravans can be upgraded to heal 1% / 5% / 10% of the doors and walls of a keep until full (outer first then inner)
- Farm Caravans respawn 5%, 10%, 20% of the guards on arrival until full (outer first then inner)
- Permanent Siege Turrets added to each corner of the keep, if destroyed they respawn every ten minutes. If destroyed a normal siege can be place in its spot if there is siege in its place when it spawns the siege is forced back into the players inventory. This siege does 10% more damage. Each type of turrent is decided by the owning guild. Keeps get more turret locations than towers.
Supply Caravans:
- Supply caravans will be sent out from farm, mining camp, lumber mill towards the keep it is linked with
- Supply caravans will NOT be shown via icon on the map, players must scout them out for both protection and destruction
- 3-5 players to take down a caravan
Resource Gathering
- Standard Resources are still on the map
- New PVP resources are added. Nodes are different for these and interspersed around the map and are harder to find in this way (you can find caches in dungeons)
- Resources are refined like normal and give a chance at (green, blue, purple and yellow upgrade material for sieges)
- Resources can be supplied by any player to any keep their faction owns up until they reach the resource cap
- Players Can Hold 5 resources to start
- New Skill Line: Supplier, allows players to hold 5/ 10 / 15 / 20 more resources on their person
- Players have a small chance to drop a single resource upon death for the players who killed him (only one player gets it)
- The Rare Metal & Wood: Can be be stored in keeps and towers and contributed by ANY player. This increases the armor on the doors, makes NPC's stronger (AKA better gear) and is used to create siege turrets
Siege Schematic:
- New crafted only siege weapons.
- To craft requires x amount of same resources keeps need (new metal and wood). Requires crafted parts from all three gear professions (AKA Wood pieces, metal parts and rope pulleys)
- Rare materials from refinements upgrade sieges to better qualities, along the same way as weapons/armor are upgraded. Adds more damage (not enough to one shot!) and durability/hp)
- New Siege Types: Arrow Carts, Rolling Canons, Siege Traps (AKA bear traps and flame runes etc that can be placed on battlefield and proximity triggered or step on triggered. Traps would be one time use consumables and have their own limit different from siege. Traps ONLY place able by defending team.) Trap could be scouted by those with the proper skill in the new siege line.
- Siege Variations: Ice Ram: 25% less damage from oil pots, Bolas Ballistas, shoots bolas and strips players for x amount of seconds, Poison Tipped Ballista's, Shrapnel Canons, Caltrop catapults etc.
New Skill Line: Siege
- Reduce Damage from specific siege types and traps by 5% /10% / 20% (each siege and trap type available but specced into separately.)
- Increase Damage with specific siege type and trap by 5% /10% / 20% (each siege and trap type available but specced into separately.)
- Decrease Siege Degradation on active siege engines of specific types by 5% /10% / 20% (each siege and trap type available but specced into separately.)
- Siege Repair: Repair damaged siege of specific types by 5% /10% / 20% (each siege and trap type available but specced into separately.)
- Shoddy Repair: Cooldown of 10 minutes, attempt to repair a siege without kits. The siege is repaired regardless but has a 50/50 chance of working or blowing up and dealing standard +25 more damage in the same radius targeted on the machine itself. Siege repaired in this manor cannot be restored in player inventory and degenerate at a +25% rate until finally they fall apart with a 10% chance of blowing up for standard damage in the area.
New Skill Line: Scout
- Trap Hunter: If player is within x distance of siege trap while the enemy is placing it he can 'mark' it on the field for any players in his faction. There would be some sort of 'cap' on how long these were marked. But basically there would be a circle radius just like a shot from a piece of siege that all players could see. If player was not there to witness trap they could use the skill (this would be a rare skill with a cooldown, it does not go on the hotbar normally, but in your consumable spot with a cooldown of 5 minutes). Ranks up to III on this skill for 4 and 3 minute cooldowns.
- Scout: Players with the scout ability would be able to actually play a scout and watch for enemy players. Another ability that would go in the potion slot and would warn people within a certain radius of them via an auto quicktext and map icon that players are in the area.
Dungeons:
- Dungeons are now for larger resource catches.
- The original mob types are still there, but beefed up to < or << arrow based on the amount of players in a single faction in the dungeon.
- No Boss Mobs here
- Only trash drops from normal mobs here.
- Now holds instead a resource cache with between 25-50 (one player pushes cart) of each resource for keeps and siege crafting and a chance at a schematic or tradeable costume for everyone around when the resource is returned to the first keep. Resource retrieval works like an elder scroll. Once you are outside of the cave an icon is on the map and enemy players can see you and fight for the resources. Can be brought to any keep and deposited in the storage if there is room. If there is no room must move onto another keep. Partial supply drop into multiple keeps possible.
New Costumes, Pets and Mounts
Every 5 PVP ranks earn a new costume skin with a 'soldier' theme
Every 10 PVP ranks earn a new War Mount Skin & Pet
The Link Between the Cyrodils
- Finally, PVE and PVP Cyrodils would have a link. Your PVE Cyrodil is based on Your PVP Cyrodil. Yes you would need to choose a server still.
- Keeps would be there still, but unless your alliance held that keep those keeps would have guards as strong as city guards.
- Now this would make the PVE in cyrodil a bit more interesting
- Each Keep would have 1 daily quest (Note a player could only do any combination of 5 daily quests). Each quest would give a chest with a chance at at giving out one piece of ANY non PVP/Non Group Content drop sets in-game at the level of the player, however these would drop without a style and without a trait stone and would be brought to a crafter to insert a custom trait stone and even change the armor style (Not sure how easy the system for this would be to implement) .The keeps only give Head, Shoulders, Feet, Gloves, Chest, Legs, Waist.
- Towers work the same as keep, they give the quests as well but reward only rings, necklaces and weapons. (Note: because rings/necklaces are not visible they would have an increased drop chance of blue or higher quality if you got one, not huge, but an increase still. These would be BOP though)
- Perhaps an easier implementation of drop set scaling would instead to make the quests send you complete in different zones and depending on the zone you chose your set would be chosen from sets of appropriate level of the vanilla zone or the VR zone?
- Tradeable
- No Guest campaign for PVE
- Campaign changing would work similar to the PVP version. X amount of time must be waited to change campaigns and X amount of gold must be paid to change.
I think these additions would make PVP way more interesting. Turn Dark anchors into fun events that all factions battle over and turn dungeons into more interesting locations than just a quick shard run. War becomes more interesting when players can really spec themselves out with a new siege specialization system. Owning a keep should not be an offhand thought but should be a serious decision in the campaign war effort.
Would love to see some other suggestions for things, especially more siege type sand pvp tasks for smaller group if anyone has any.