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Would it be possible to add taking prisoners feature to Cyrodiil?

  • Dragonnord
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    put it on a separate server with ap gains boosted. people may play on it to gain more ap especially with the monster helm vendor coming.

    Great idea! Maybe an even separate campaing where you can capture enemies. :smile:
  • catalyst10e
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    CarbonHD wrote: »
    EVERYONE that has sense would turn off being able to be captured except for the newest players. Those new players would never return to cyrodiil.

    Not if AP and gold rewards for escaping a prison or capturing a prisoner are involved.

    But then we're right back to people exploiting it. People already will go and take a scroll, and instead of doing what you're "supposed" to do with it, instead take it to a place like a farm tower, or other building that requires a load screen to get into and farm all the people trying to retake the scroll.

    This system also rewards people who "lose" which is never good, you NEVER want to incentivise losing as a prospect to obtain AP, gold, or gear. Why defend a keep, if we just let them have it, breakout, get rewarded, and additional AP for retaking the keep? Vice versa, why claim the keep when you could just break in, get wiped, and do the same thing?

    Lastly, the split it would cause. People who play with it turned on, constantly getting taken, but never face people who have it on, so they never get the "thrill" or "satisfaction" of capturing their own prisoners. We already have this weird subculture of duelists who have strange structured rules about what you can and can't do during a duel.... I can't Imagine the weird hatemail I'd get from people who have this feature turned on...

    If I had a single gold coin for each time I've heard this conversation.....

    "Hey I need a rez.."
    "Where are you?"
    "I'm over by the front door" (siege is on the other side)
    "Wtf were you doing over there? Doesn't matter, I'm not sending anyone to rez you, you should have stayed with crown, rez yourself and ride back or wait for us to flip the keep. I'm not risking more soldiers trying to get you back up when every one else was doing what they were supposed to."

    I'd have enough gold to buy all the merchants in the merchant guild....
    (No one is ever coming to your rescue.)
    Edited by catalyst10e on February 8, 2016 9:02PM
    "Why settle for just stabbing your foes when you can roast them alive in a gout of arcane fire?"
    [| DC Breton Sorcerer || NA PS4 || PSN: Catalyst10e |]
    [| DC Dunmer Dragon Knight |]
  • KanedaSyndrome
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    Is it possible? Yes.
    Is it possible that ZoS would ever consider implementing such a feature? No.
    KanedaSyndrome's Suggestions For Game Improvements
    The Fortuitous Collapse of the Wave Equation
    The Best Plans Require No Action
  • Alorier
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    So instead of killing people in this war game we will instead take prisoners and go lovey dovey peace out man
  • vamp_emily
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    What do you propose the captured players do during this one or two hours?

    I think if they got captured then they would be forced to PvE ( oh that would be like torture ) until their time ran out or their alliance came to the rescue.

    But really, I don't like this idea "taking prisoners" and i would opted out.



    If you want a friend, get a dog.
    AW Rank: Grand Warlord 1 ( level 49)

  • Dragonnord
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    Is it possible that ZoS would ever consider implementing such a feature? No.

    LOL! Do you know how many times I've seen this phrase on several games forums, people assuring 100% stuff and then eating their words? LOL!

    Do you want me to search these same forums for "that will never be implemented" conversations that now are being implemented? :wink:
  • catalyst10e
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    CarbonHD wrote: »
    Is it possible that ZoS would ever consider implementing such a feature? No.

    LOL! Do you know how many times I've seen this phrase on several games forums, people assuring 100% stuff and then eating their words? LOL!

    Do you want me to search these same forums for "that will never be implemented" conversations that now are being implemented? :wink:

    considering the last time a toggle-able feature was suggested and attempted, and shot down, and how the "feature" you want to implement would allow you to be willingly locked out of the major attraction of PVP (VSing a Player) while adding no value to the overall PVP, I'd be inclined to agree on this instance ZOS would never implement such a feature.

    They did mention they want to do more with towns, so as I suggested with NPCs being POWs, maybe that could be something implemented, but theres no way they'd agree to something with such obvious exploits, that locks out players from playing the game.
    "Why settle for just stabbing your foes when you can roast them alive in a gout of arcane fire?"
    [| DC Breton Sorcerer || NA PS4 || PSN: Catalyst10e |]
    [| DC Dunmer Dragon Knight |]
  • Tryxus
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    I'm a Nightblade

    I take no prisoners ;)

    #ganker4life
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • Artjuh90
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    only way i see this to be any good if you get "locked up" in a instanced area if you toggle it on and have to fight atlot of NPC's from the alliance which you scaled (so dungeon scaled for 10 people). which you have to fight trough for 5-10 minutes. if you get to the end you get teleported back to your main base.
    but then again this is more a PvE kind of thing and not sure how the PvP community would react to it. given the past NOT good. but it could be interesting.
    But i do think PvP is lacking a bit in the Risk reward kinda setting. cause if doesn't matter if you die 10 times to kill 4 people. or you die 5 times and kill 4 people in the same time. both situations while alone ofc. this only when you kill someone with like 4 people or less. this would reward good play
  • VincentBlanquin
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    pretty much of this

    i always dream of being a dracane prisoner. please zos implement that :D
    Irwen Vincinter - Nord - Dragonknight
    Irw´en - Bosmer - Nightblade
  • Alorier
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    Don't know who you want play with in PvP but I'm pretty sure those that I play with just want to kill kill kill kill not play prisoner from cell block h so I still say the vast majority would toggle the off switch , I sure know I would
  • Duiwel
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    I am so much on the fence about this one:

    One the one side I want to take prisoners and have them cower.

    On the other end I can see so many people ( myself included ) uninstalling the game from rage quit by having to carve
      I II III IIII IIII

    (It's been 55minutes and so far I am losing my mind, I think that Khajiit wants to steal my shoes, I have started to call myself precious in an attempt to make the others think I am crazy. They don't have to know I am actually crazy)
    @Duiwel:
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  • TheShadowScout
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    Obviously there seem to be two opinions here about this...
    ...one that any waiting time in PoW camp would be bad. Agreed.
    ...the other that everyone would opt out of this... which I wouldn't be so sure about. Naybe most would... but if the rewards for taking prisoners and for escaping prison were good enough, many wouldn't... not to mention, it might lure more players into PvP...
    This system also rewards people who "lose" which is never good, you NEVER want to incentivise losing as a prospect to obtain AP, gold, or gear...
    Actually I believe otherwise. If loosing gains you nothiong, those who loose will say "f**k PvP" and leave cyrodil. Especially since the good pvPers will steadily gain better due to being rewarded for their wins, while the weak PvPers never advance, and thus end up frustzrated since all their best effort just weren't good enough to gain them -anything-...
    Meaning for the PKers, all the easy kills wander off... dont'cha want a target-rich environment?? ;)
    If on the other hand even the loosers get something... not near what the winners get, but something... then even the not-super-effective PvPers might grind their teeth and struggle through being killed over and over again, giving the PvPlayers a steady supply of kill-AP. But most of all... make PvP somewhat more attractive for non-PvPers, to widen the scope of the game!
  • a1x23
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    If i got taken as a POW and couldnt pvp for 1-2 hours i would quit this game so fast it wouldnt even be funny
  • catalyst10e
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    Obviously there seem to be two opinions here about this...
    ...one that any waiting time in PoW camp would be bad. Agreed.
    ...the other that everyone would opt out of this... which I wouldn't be so sure about. Naybe most would... but if the rewards for taking prisoners and for escaping prison were good enough, many wouldn't... not to mention, it might lure more players into PvP...
    This system also rewards people who "lose" which is never good, you NEVER want to incentivise losing as a prospect to obtain AP, gold, or gear...
    Actually I believe otherwise. If loosing gains you nothiong, those who loose will say "f**k PvP" and leave cyrodil. Especially since the good pvPers will steadily gain better due to being rewarded for their wins, while the weak PvPers never advance, and thus end up frustzrated since all their best effort just weren't good enough to gain them -anything-...
    Meaning for the PKers, all the easy kills wander off... dont'cha want a target-rich environment?? ;)
    If on the other hand even the loosers get something... not near what the winners get, but something... then even the not-super-effective PvPers might grind their teeth and struggle through being killed over and over again, giving the PvPlayers a steady supply of kill-AP. But most of all... make PvP somewhat more attractive for non-PvPers, to widen the scope of the game!

    If you lose a few times in PVP and you decide to quit because of it, we do not need that type of player in PVP. Part of PVP is knowing you're going to lose a lot, especially when you're just starting out. No one goes into PVP a god who can 1vX the whole server. Other games have held the players hand and made them feel this way, ESO PVP is not one of those games. Sometime it's sheer numbers that overpower you, sometimes it's the tactics used, sometimes it's just higher level players with more CP than you, sometimes you just used the wrong skills with an incorrect build. Whatever the case is, the "reward" of losing is knowing you can do better. That ride from the last keep to the current fight is an eye opening experience. You can't give a real "prize" for losing, it de-values winning, and undermines the whole point of PVP.

    Your response is curious as it almost sounds like you haven't PVPed yet in ESO, or if you have it was once or twice. You don't do anything in Cyrodiil without numbers, and when you have numbers you'll do alight. If you die theres usually someone around to rez you, if you're in a group you can usually ask for someone to rez you, and they will find you. The game battle levels you to VR15, so for the most part you're even, they even have non-vet campaigns so that "elite" players CANT come in and just dominate. The game makes PVP very accessible to all on its own without rewarding someone for losing. If you need a system in place that rewards you for doing bad, as a means to attract you to PVP, go ahead and continue to avoid PVP. If you do however want to try it, I can tell you from personal experience theres plenty of people who run regular groups and will always explain what they're doing and why they're doing it to better promote competition and make sure everyone knows what they're doing. Before I joined a PVP specific guild, I had at least 3 people who ran regular groups, and frequently would get group invites, or if I logged in I could message any of them and ask if they were running a group to get an invite. If your incentive for winnging is just a slightly better prize, you have little motivation to do better, if your incentive for winning is "a prize" vs "no prize for losing" you're likely to try harder. For the record tho, the real prize in PVP is AP which you get from killing, and theres no penalty for losing.
    "Why settle for just stabbing your foes when you can roast them alive in a gout of arcane fire?"
    [| DC Breton Sorcerer || NA PS4 || PSN: Catalyst10e |]
    [| DC Dunmer Dragon Knight |]
  • TheShadowScout
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    If you lose a few times in PVP and you decide to quit because of it, we do not need that type of player in PVP. Part of PVP is knowing you're going to lose a lot, especially when you're just starting out.
    I know. I did. I still do. I don't mind - I expect that whenever I go into cyrodil, knowing all too well my PvP skills are at best adequate, and that at least hapf the people I will meet will be way better at it them I am.
    That is not the point... though there are a great many players who are "Oh, I don't PvP..." in response to not only getting kicked into respawn land, but having nothing to show for their efforts...
    Whatever the case is, the "reward" of losing is knowing you can do better. That ride from the last keep to the current fight is an eye opening experience. You can't give a real "prize" for losing, it de-values winning, and undermines the whole point of PVP.
    Sooo... you are saying, all professional soccer players who fail to win should not be paid?
    Because that is what I mean by "rewards" - any soldier is getting paid for fighting, even if their best efforts aren't quite good enough (provided they survive, which isn't an issue for vestiges after all...). Why shouldn't players who PvP at a "not good enough" level get some reward as well? Oh, certainly nowhere near what the winners get, but... something.
    Your response is curious as it almost sounds like you haven't PVPed yet in ESO, or if you have it was once or twice.
    More like many, many hours in cyrodil over the last eighteen or so months... Still, I am not a habitual PvPer, I just pop in there every now and then for PvE with the danger of gankage, and occasionally join some warband for a bit of PvP. Where I do so-so. Like mentioned, half the time I win, half the time I respawn. Pretty average I'd say.
    And while I generally am not a fan of PvP... the PvP in ESO is the best I have ever encountered in a game. Sure, on a bad day (aka, when the enemy has the numbers and/or all the better players) its frustrating, but on a good day its exillerating, and on a average day its still better then anything else I ever PvPlayed.
    For the record tho, the real prize in PVP is AP which you get from killing, and theres no penalty for losing.
    Yes. But for those who ride towards the battle and get ganked without managing to kill anyone... or those who duel and -almost- manage to win, but not quite... they just get frustration and nothing to show for their mediorce efforts.
    I am just saying, it'd be nice if you got a small portion of a kill AP for "making the effort". Not enough to devalue the winning reward, but enough to give those who tried and failed something to keep them interested, instead of making PvP an "we don't need that kind of player" club.
  • catalyst10e
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    I know. I did. I still do. I don't mind - I expect that whenever I go into cyrodil, knowing all too well my PvP skills are at best adequate, and that at least hapf the people I will meet will be way better at it them I am.
    That is not the point... though there are a great many players who are "Oh, I don't PvP..." in response to not only getting kicked into respawn land, but having nothing to show for their efforts...

    Theres just as many people who don't PVE either. I've been in dungeons before, and had the whole group get wiped. It didn't sour my experience of dungeons, it just wasnt what I was looking for in terms of what I thought was fun. It's the same with people who PVP, if you already want to PVP, losing isnt going to cause you to stop, if you dont want to PVP losing is a great "excuse" not to continue. Theres very very very few people out there who would be willing to try PVP, and then choose to continue after numerous deaths, just for a bit of gold, or terrible gear.
    Sooo... you are saying, all professional soccer players who fail to win should not be paid?
    Because that is what I mean by "rewards" - any soldier is getting paid for fighting, even if their best efforts aren't quite good enough (provided they survive, which isn't an issue for vestiges after all...). Why shouldn't players who PvP at a "not good enough" level get some reward as well? Oh, certainly nowhere near what the winners get, but... something.

    You're comparing 2 totally different things, and using the wrong aspect of each to prove your point. In PVP, once a campaign ends, everyone is awarded prizes based on their performance. You get a prize for how well you did within your own faction, and you get a prize based on how well the faction did as a whole, even if your faction comes in third, and even if you came in dead last within your own faction. THAT is a prize for competing which would be similar to a soccer team being paid even tho they lost, they competed, they got out brand awareness for their various sponcers who pay for everything, etc etc. They are paid for a job, and that job is playing soccer, just like a soldier, they are paid for doing their job. No one forces you to PVP, you PVP based on a risk reward system, you risk death on the basis that winning means a reward. and the more winning you do the better the overall reward is. Did you take a keep for your faction? Here's a reward for the worthy, did you fight a bunch of players and thus your alliance rank increased? heres a skill point, did you take all 6 inner keeps? your faction gians emperor, were you good enough to be at the top of the list when you took those keeps? YOUR the emperor. Did you kill an enemy player? AP points for you, did you defend a feep from invaders? here's a bunch of AP. Theres so much rewards that encourage success and not just personal success, faction success. Moreso than that, should people who do the PVE dungeon content get rewarded for failing? the whole point of doing say WGT is to get amazing gear, and it's a difficult run to make it thought, not everyone does. Should those people who failed be rewarded for their effort? "hey at least you tried"? why even have difficulty at all?
    More like many, many hours in cyrodil over the last eighteen or so months... Still, I am not a habitual PvPer, I just pop in there every now and then for PvE with the danger of gankage, and occasionally join some warband for a bit of PvP. Where I do so-so. Like mentioned, half the time I win, half the time I respawn. Pretty average I'd say.
    And while I generally am not a fan of PvP... the PvP in ESO is the best I have ever encountered in a game. Sure, on a bad day (aka, when the enemy has the numbers and/or all the better players) its frustrating, but on a good day its exillerating, and on a average day its still better then anything else I ever PvPlayed.

    This more-or-less confirms my point tho, you're a PVE player who occasionally PVPs. Which is fine, no judgement or anything, but your stance makes more sense now. People who primarily PVE and "vacation" in cyrodiil, often don't understand some of the fundamentals that would prevent them from dying so much. It's no different than the PVPer who "vacations" in PVE, where they become the liability of the group. All those times you died in PVP, did you ever ask for help or try to better yourself? did you change up your build at all when you came to Cyrodiil? were you grouped up? Those times you were ganked, did you keep going back to the same spot or did you take a different route or find help? Theres tons of things you can do to better yourself or even just to avoid conflict altogether, but if you refuse to do any of them the game shouldn't reward you. As I said previously, it's PVP you're going to die a lot, get used to it. If you're consistently dying over and over and never seem to kill any players, you're doing something wrong, and you have a choice to either improve yourself, and thus get rewards, or refuse and keep dying. If you're rewarded for continuously dying the prospect of a "better" reward isn't going to be enough to push you to do better. I'm primarily a PVP player, but I also understand I can't solo a dungeon on my own, and I can't use the same skills I use in PVP in PVE. it just inst practical. On those bad days when you're totally out numbered, you should go to your guest server and PVP, or jump into IC, or not PVP at all. If you ONLY have fun when you're winning and/or dominating the whole server, and you lose interest the second you dont have the advantage, jump into a new server where your faction is dominating, or where theres not as much resistance. You don't HAVE to stay in the home campaign, that's why there's a guest one.
    Yes. But for those who ride towards the battle and get ganked without managing to kill anyone... or those who duel and -almost- manage to win, but not quite... they just get frustration and nothing to show for their mediorce efforts.
    I am just saying, it'd be nice if you got a small portion of a kill AP for "making the effort". Not enough to devalue the winning reward, but enough to give those who tried and failed something to keep them interested, instead of making PvP an "we don't need that kind of player" club.

    I get ganked too, I'm not some master elite PVP player. we all get ganked. it happens. you move on. If you choose to keep engaging the ganker and keep losing, and keep getting more angry, why should that behavior be rewarded? Just so you can say "well he killed me 67 times, but at least I got some AP from it..."? Thats a terrible behavior to encourage. That constant threat of death meaning you have to ride alll the way back to the fight, and possibly alone, and possibly get ganked on the way, pushes you to be cautious and not reckless during a fight, and keeps the rest of your brothers and sisters in arms alive. If you die, the guy behind you will die, and the person behind them, and soon it's a wipe. If you had just not tried to be "rambo, numbah 1, 1vX master" you could have survived, your comrades survive, you take the keep, and you all earn points. If half the group didnt care if they died, because "I get AP either way" the group can't function. no body is motivated to win if they're being rewarded for losing. It'll create a toxic culture of PVPers who don't really care at all about winning or taking a keep, following directions. You stay with the group, when you stay with the group, the group survive, and we all get rewarded. When you break away form the group you die, and then people trying to save you die, and everyone gets wiped. we need more people who care enough to actually play the PVP. I understand since you largely PVE and occasionally PVP, you've probably seen the most gankers, and it's frustrating. I get it. But if theres no "competition" to be had in PVP then there is no fun. We honestly DONT need more people who need constant validation. Not even in PVP but in life in general... People who believe they should always get something in return for their efforts are usually self absorbed and dont care about anyone else other than themselves. If you go into a job interview and you don't get the job they don't then offer you a lower position in the company, or compensate the gas you used to get there, or even give you pointers on what you did wrong during the interview. It's all on you. and if you keep going to interviews and keep missing out on getting the job at some point you need to change what you're doing, because it's literally costing you to refuse to change.
    "Why settle for just stabbing your foes when you can roast them alive in a gout of arcane fire?"
    [| DC Breton Sorcerer || NA PS4 || PSN: Catalyst10e |]
    [| DC Dunmer Dragon Knight |]
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