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Cyrodil Overhall Ideas: What are you interested in?

fallensbane_ESO
fallensbane_ESO
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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.
Edited by fallensbane_ESO on July 25, 2015 5:46AM
  • Cathexis
    Cathexis
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    These are all great ideas.

    I wouldn't mind seeing a few other things as well:

    -Non keep orriented combat; open world resources (camps, dungeons, anchors, etc) which can be claimed to add to campaign score

    -Seige fortresses; camps with walls/seige posts/doors/guards that can be constructed or repaired while seiging enemy keeps

    -inner and outer transports, dependent on inner and outer burst status respectively
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  • RapturousRex
    RapturousRex
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    How about removing AP gain of you're within an opposing factions gates. i spent 45 minutes watching 15 players spawn camp 3 Bananas today whilst I ate an epic dominoes. One of them was second on the score board.

    Would result in less insentive to spawn camp. It'd be worth doing when there's a load of opposing players on and you're trying to hold the keeps, but you wouldn't head down to the gate with the sole intention of trying to rack your score up by killing the first thing available.

    Would also mean factions would be more active on a map even if someone has total control, as you won't get a treb dropped on you 5 seconds after you spawn.
  • ToRelax
    ToRelax
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    How about removing AP gain of you're within an opposing factions gates. i spent 45 minutes watching 15 players spawn camp 3 Bananas today whilst I ate an epic dominoes. One of them was second on the score board.

    Would result in less insentive to spawn camp. It'd be worth doing when there's a load of opposing players on and you're trying to hold the keeps, but you wouldn't head down to the gate with the sole intention of trying to rack your score up by killing the first thing available.

    Would also mean factions would be more active on a map even if someone has total control, as you won't get a treb dropped on you 5 seconds after you spawn.

    That actually sounds like a cool idea.
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  • fallensbane_ESO
    fallensbane_ESO
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    How about removing AP gain of you're within an opposing factions gates. i spent 45 minutes watching 15 players spawn camp 3 Bananas today whilst I ate an epic dominoes. One of them was second on the score board.

    Funny you mention that. It is one of the things that originally spurred me to create the topic. Was logged into my PC account (I play on X1 now). But I was talking with some friends about how boring spawn camping is for me on either side of the extreme.. Soo since XBL servers are being dumb some more things...


    AP Adjustments for Spawn Camping:
    • -90% AP per kill for the enemy faction who moved beyond the gate to camp players.
    • -60% AP per kill for the enemy faction who kills a player on the neutral side of the gate if they are within 150 meters of said gate
    • +50% AP per kill for players who are being camped in their own gate territory.
    • +20% AP per kill for players who are being camped with 200 meters of their gate on the neutral side
    • Notification to each player every x amount of kill letting them know that they are losing xp or gaining xp depending on the situation to promote campers to back up a bit and the camped to come out and fight.

    I know people will think "But herp de derp it's war, people get pushed and sieged all the way back as far as the enemy can push them in history/real life." Yeah dude they, but this is a game meant to be fun for everyone involved regardless of who is winning.

    Situational AP Bonus:
    Yes, I know we are getting a 20% AP bonus when in 'underdog mode'. However in alot of the unbalanced situations I am not sure how well that AP bonus is going to be noticed. Since the population UI shows a 3 sectioned 'wheel' to denote populations per server I suggest the following....
    • 40% Bonus AP gained from all sources for loading in when your population bars are empty
    • 30% Bonus AP gained from all sources for loading in when your population bar is filled at 1/3
    • 20% Bonus AP gained from all sources for loading in when your population bar is filled at 2/3
    • No Bonus AP gained from all sources for loading in when your population bar is filled at 3/3
    • Buff: This would come in the forms of three buffs, Lesser Underdog's Courage, Underdog's Courage and Greater Underdogs Courage. The buff would last an hour. The timer would start as soon as your character loaded in, so you would get buff even if as soon as you loaded in the population fluctuated. After an hour the buff would adjust to a different one, refresh or go away based on the current population of the campaign.

    Also a few more smaller bonus AP gain that would be 'field' specific.
    • 10% Bonus AP gained from all sources when you are outnumbered by at least 2:1 players and defending a keep, resource or tower or behind one's gate.
    • 15% Bonus AP gained from all sources when you are outnumbered by at least 2:1 players and defending a keep, resource or tower or behind one's gate and ALL 3 factions are involved in the battle.
    • So yes in the extreme situation of being pushed back within your own gate, when your population bar as empty and you are out-manned by 2:1 odds or greater you would get +50% bonus AP for actually sticking around and trying to fight it out even though you are out manned.
    Loyalty AP Potions
    If a player doesn't leave one campaign for another campaign until it has completed then give them loyalty AP potions based on their factions placing at the end. They would bind on pickup.
    • First Place: 2 AP Potions
    • 2nd Place: 4 AP potions
    • 3rd Place: 6 AP potions

    Sticking out consecutive campaigns with the same server without changing would add an extra two potions to the base reward at the end to a max of three campaigns in a row then it would reset and start fresh. This would promote people giving a campaign another shot or two before just completely abandoning it.

    Cost to Change Campaign
    150k is way to much as a cost to change unless you are abusing it. New players, those who may a mistake or just like to pop into pvp for a few short skirmishes or just have limited playtime will have huge issues affording this. I suggest a tiered system with time restrictions.
    • Free campaign change the first time (No cooldown to change again)
    • 25k campaign change the second time (2 day cooldown)
    • 50k campaign change the second time (4 day cooldown)
    • 75k campaign change the third time (6 day cooldown)
    • 125k the fourth time and any additional time (8 day cooldown)
    • Cost tier reduced for every campaign that is completed without changing during the time the campaign is active. So if you get to the point of having to pay 125k per change and you wait four campaigns without changing then it resets to free again and continues as before.
  • Xael
    Xael
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    I love threads like these, especially from players who have not been playing the game that long. Even better is when they are about to change the game with a major content update a month away. Good stuff.
    I got killed in pvp, nerf everything...
  • fallensbane_ESO
    fallensbane_ESO
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    Xael wrote: »
    I love threads like these, especially from players who have not been playing the game that long. Even better is when they are about to change the game with a major content update a month away. Good stuff.

    I love morons who think they know how long a player has been playing. I have been here since PC beta, move along your drunk.
  • Xael
    Xael
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    Xael wrote: »
    I love threads like these, especially from players who have not been playing the game that long. Even better is when they are about to change the game with a major content update a month away. Good stuff.

    I love morons who think they know how long a player has been playing. I have been here since PC beta, move along your drunk.

    Did I say anything about you? Did I imply I was talking about you?
    Open your eyes ***, threads like these are a dime-a-dozen and have been popping up frequently the past 2 weeks.
    I got killed in pvp, nerf everything...
  • rendolpheb16_ESO
    rendolpheb16_ESO
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    Just fix lag and PvP will be fine.
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  • Xael
    Xael
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    Just fix lag and PvP will be fine.

    This.
    I got killed in pvp, nerf everything...
  • fallensbane_ESO
    fallensbane_ESO
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    Actually I went through 10 pages just to see how dime a dozen these are, there is one thread with a quick short comment above removing xp from cyrodil pvp except with player kills, that's it in the last 27 days worth of threads here.

    This was meant to be a discussion, hopefully getting some others suggestions in a neatly organized manner as opposed to a 'Hey add an acid ballista' thread. Some place to compile MULTIPLE ideas and feedbacks. I pay for the game and have the right to start a thread if I wish. If you don't want to see this thread scroll down to one of the other threads then? Not sure about the exact time measurement, but it surely takes some minor fraction of a section to ignore something you don't wish to read.

    Oh and btw players who have not been playing the game long, also can make comments and feedback as they want, it's their right as well. They can make observations and leave feedback based on 10 minutes of playing if they want, they paid for the game. But I would say a week is enough to show where there are major issues and where improvements can be made as far as PVP goes. No one need to play this game for several months to a year to realize that that there are many shortcomings and places for improvement.

    I also don't see why I am not allowed to discuss my and other players ideas just because a major content update is coming...

    "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..." - was posted near the top of this thread, pretty sure that covers the lag, of course lag needs to be fixed. Do you think the entire content team works on lag issues? Again just because there is an issue with <insert here> or we are getting <insert this> does not have any bearing on if we should be allowed to <discuss that>.
  • Xael
    Xael
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    Actually I went through 10 pages just to see how dime a dozen these are, there is one thread with a quick short comment above removing xp from cyrodil pvp except with player kills, that's it in the last 27 days worth of threads here.

    This was meant to be a discussion, hopefully getting some others suggestions in a neatly organized manner as opposed to a 'Hey add an acid ballista' thread. Some place to compile MULTIPLE ideas and feedbacks. I pay for the game and have the right to start a thread if I wish. If you don't want to see this thread scroll down to one of the other threads then? Not sure about the exact time measurement, but it surely takes some minor fraction of a section to ignore something you don't wish to read.

    Oh and btw players who have not been playing the game long, also can make comments and feedback as they want, it's their right as well. They can make observations and leave feedback based on 10 minutes of playing if they want, they paid for the game. But I would say a week is enough to show where there are major issues and where improvements can be made as far as PVP goes. No one need to play this game for several months to a year to realize that that there are many shortcomings and places for improvement.

    I also don't see why I am not allowed to discuss my and other players ideas just because a major content update is coming...

    "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..." - was posted near the top of this thread, pretty sure that covers the lag, of course lag needs to be fixed. Do you think the entire content team works on lag issues? Again just because there is an issue with <insert here> or we are getting <insert this> does not have any bearing on if we should be allowed to <discuss that>.

    1 thread in 10 pages over the last 27 days eh? Yeah, I suppose the threads asking for cooldowns on skills in PvP are irrelevant and don't count, along with the other comments people are dropping in a lot of threads. Yeah, this is a special unique snowflake, newbs by the droves have yet to give their 2 cents on how to improve cyrodiil. /sarcasm

    I understand this was meant to be a discussion, just like a lot of the other paradigm shifts / thread derails that have surfaced over the past 2 weeks by carebears who want a different pvp "experience."

    I never once have said no one is allowed to give their opinion on anything. However there is a big difference between newbies suggesting change and veterans suggesting change. The last thing we need are clueless newbies asking for change before understanding the basics of what they are trying to change. However the opposite tends to be the popular route as day in and day out you see those who are poor players complaining/accusing about stuff they don't even understand in the first place. Yet when those of us with experience take the time to point things out, they become stiffnecked and argue. No thanks. Their opinion is like a fart in the wind.

    Again, I never made this personal, you did. But since you moved it in that direction, how about you wait until the patch hits before you ask for a complete overhaul with a carebear twist? I am sure you put some work/thought into your post, but it doesn't gel at all with the upcoming changes, let alone the current ones.
    I got killed in pvp, nerf everything...
  • fallensbane_ESO
    fallensbane_ESO
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    Xael wrote: »
    Actually I went through 10 pages just to see how dime a dozen these are, there is one thread with a quick short comment above removing xp from cyrodil pvp except with player kills, that's it in the last 27 days worth of threads here.

    This was meant to be a discussion, hopefully getting some others suggestions in a neatly organized manner as opposed to a 'Hey add an acid ballista' thread. Some place to compile MULTIPLE ideas and feedbacks. I pay for the game and have the right to start a thread if I wish. If you don't want to see this thread scroll down to one of the other threads then? Not sure about the exact time measurement, but it surely takes some minor fraction of a section to ignore something you don't wish to read.

    Oh and btw players who have not been playing the game long, also can make comments and feedback as they want, it's their right as well. They can make observations and leave feedback based on 10 minutes of playing if they want, they paid for the game. But I would say a week is enough to show where there are major issues and where improvements can be made as far as PVP goes. No one need to play this game for several months to a year to realize that that there are many shortcomings and places for improvement.

    I also don't see why I am not allowed to discuss my and other players ideas just because a major content update is coming...

    "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..." - was posted near the top of this thread, pretty sure that covers the lag, of course lag needs to be fixed. Do you think the entire content team works on lag issues? Again just because there is an issue with <insert here> or we are getting <insert this> does not have any bearing on if we should be allowed to <discuss that>.

    1 thread in 10 pages over the last 27 days eh? Yeah, I suppose the threads asking for cooldowns on skills in PvP are irrelevant and don't count, along with the other comments people are dropping in a lot of threads. Yeah, this is a special unique snowflake, newbs by the droves have yet to give their 2 cents on how to improve cyrodiil. /sarcasm

    I understand this was meant to be a discussion, just like a lot of the other paradigm shifts / thread derails that have surfaced over the past 2 weeks by carebears who want a different pvp "experience."

    I never once have said no one is allowed to give their opinion on anything. However there is a big difference between newbies suggesting change and veterans suggesting change. The last thing we need are clueless newbies asking for change before understanding the basics of what they are trying to change. However the opposite tends to be the popular route as day in and day out you see those who are poor players complaining/accusing about stuff they don't even understand in the first place. Yet when those of us with experience take the time to point things out, they become stiffnecked and argue. No thanks. Their opinion is like a fart in the wind.

    Again, I never made this personal, you did. But since you moved it in that direction, how about you wait until the patch hits before you ask for a complete overhaul with a carebear twist? I am sure you put some work/thought into your post, but it doesn't gel at all with the upcoming changes, let alone the current ones.

    Didn't 'mean' to make it personal and more than willing to admit I shouldn't have dropped the moron bomb, but it happens some time, So I apologize and we can just move on from that as really there is no need for it.

    Yeah I guess I 'could' have included those other topis, I guess in my head this was more of a topic on the overall expansion of pvp content in the future with a bit of discussion the side for current stuff as well. Because while yes there are changes to systems suggested, just suggestions, suggestions that can be looked at borrowed from and tweaked by the 'powers that be'. I hardly believe I will log in a year from now and find everything I think that would be cool to see in the game. However I enjoy discussing this more than how to squeeze out another 5 dps or .7% % crit or something. As someone who has been playing MMO's since EQ1 I have always started threads like this and I always will as long as there is a place that allows me to do so. New content, new ideas is what keeps games fresh and there is never a time not to discuss those IMO.

    Major releases like this will always be 'carebear' as you call them (term still makes me roll my eyes after over a decade of hearing it). This game is targeted at a large audience and many of the changes I suggested 'could' make the game more fun for the general population. If I was playing some MMO with permadeath that was based on 100% pvp I assure you my suggestions would be more akin to that sort of game.

    But anyways. I will keep making my suggestion regardless as its what I feel like doing. If no one but me puts them forth, whatever. At least if I respond into a single thread I am not flooding the section with 35 different topics that I can contain in a single topic or perhaps I will get bored and stop... or perhaps the mods will come in and be like THREAD LOCKED LULZ, in which case whatever. Either way moving on now, the lurkers can put away their popcorn now :)
    Edited by fallensbane_ESO on July 27, 2015 12:37AM
  • Ebonheart1111
    Ebonheart1111
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    In addition to Emperor, maybe more court kind of titles for misc achievements such as most time spent in pvp ( royal guard ), most kills ( warlord ), most deaths ( jester ). Maybe even a diplomacy type of engagement.
  • fallensbane_ESO
    fallensbane_ESO
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    In addition to Emperor, maybe more court kind of titles for misc achievements such as most time spent in pvp ( royal guard ), most kills ( warlord ), most deaths ( jester ). Maybe even a diplomacy type of engagement.

    Well they do Have the achievement titles linked directly to rank progression itself. Not sure if they already have some titles such as this linked to any of the achievements already dealing with kills but more titles are always cool.

    Jester however could be more interesting it was a combo of not only dying, but taunting an enemy with an emote before dying... however would be super hard to do on console with the cumbersome UI tiers and a controller.
  • Xael
    Xael
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    I do like the costume idea for PvP ranks. That's pretty cool.
    As the statement goes: Wish in one hand...
    I got killed in pvp, nerf everything...
  • SirMaxwellWood
    My main thought on this is how unballanced the alliances are. I understand most want to be in dominion or the pact but leaves the covenant very short on man power in most campaigns even ones that are fairly ballanced their is still almost twice as much dominion. It sucks but pvp is what i enjoy in this game and losing all the time makes people want to switch to another alliance as many already have. not sure how you could balance it out but would be nice or maybe give a promo to people that make new characters for the alliance with least amount.
  • SirMaxwellWood
    i do like you ideas the costumes and new rank besides emporer and new skill lines expecially :)
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