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Brian-Wheeler-on-PvP-Changes-Additions-in-The-Dark-Brotherhood

VincentBlanquin
VincentBlanquin
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Edited by VincentBlanquin on May 5, 2016 8:39PM
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  • Zheg
    Zheg
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    Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.
  • Zyle
    Zyle
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    Summary:

    DB:
    XP will scale like AP in defensive ticks
    Districts in IC can be captured now
    -Will have flags like at resources in Cyrodiil and will have NPC guards
    -33% per district increase to tel var stone accrual as a whole up to a max of 200% (Sewers excluded)
    -Can respawn at owned districts, 0 owned districts you have to spawn in sewers
    IC has been modified to suite solo to 4 man groups better (nerfs to things like sweepers, was balanced for 12man prior)
    More incremental client/server side performance fixes

    Down the road:
    New siege weapon (dwemer based)
    Capturable towns in Cyrodiil
    Possibly giving keeps and resources more upgrades

    Super down the road:
    Dueling
    Battlegrounds

    676 CP
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  • VincentBlanquin
    VincentBlanquin
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    there are more very funny sentences. their expectation of small scale pvp happen at imp city, LOL
    Irwen Vincinter - Nord - Dragonknight
    Irw´en - Bosmer - Nightblade
  • Minno
    Minno
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    Zheg wrote: »
    Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.

    Less trees, more landmarks.

    Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up ;) ), etc.

    And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep
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  • Publius_Scipio
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    This is good news. But I think somehow, someway, the NPC deadric army should be included in district capture. This will keep the whole story and premise true to what it was meant to be.

    You first walk into a district, it is controlled by deadra. Right, they are sieging all of Imperial City. You kill them, capture the flag/flags (whatever it may be) and the district becomes controlled by whatever alliance you are. And this is repeated for each district.

    Now to make it interesting, I think that there should be some element or timer for each district where if the current controlling alliance moves out completely and is not in within a certain proximity of the flag (again, whatever it may be) deadra begin repopulating the district. To keep with the theme that the entire city is still under siege by these bicepsless creatures. The COVENANT vs elves and cats vs drunks, elves, and lizards vs deadra.

    So if your alliance controls District A and you are off fighting in District C, there is a timer that is triggered in District A that if you don't go back there to "keep control" eventually the district will flip back to deadra. I think this will eliminate the whole situation that plays out in Cyrodiil where the map can be painted all one color, and that alliance can simply sit around and not do anything to maintain their control. This should force those that want to control Imperial City to constantly keep moving and fighting.
  • Jaybe_Mawfaka
    Jaybe_Mawfaka
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    We want to give small-scale PVP its due, and we have plans for a dueling system that we’ll get in at some point — and of course long term we will be adding battlegrounds.
    Sure
  • frozywozy
    frozywozy
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    and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.

    lmfao
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    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • driosketch
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    frozywozy wrote: »
    and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.

    lmfao

    I don't think you need him to confirm the answer will be no.
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  • kyle.wilson
    kyle.wilson
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    That xp scale will level people in BWB even faster now.
    So the people that dwell in bwb will have to roll even more chars.
  • Ishammael
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    Minno wrote: »
    Zheg wrote: »
    Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.

    Less trees, more landmarks.

    Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up ;) ), etc.

    And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep

    We shall fight on the beaches,
    we shall fight on the landing grounds,
    we shall fight in the fields and in the streets,
    we shall fight in the hills;
    we shall never surrender
  • Luigi_Vampa
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    That xp scale will level people in BWB even faster now.
    So the people that dwell in bwb will have to roll even more chars.

    And look what is in the Ca$h $hop! Character slots.
    PC/EU DC
  • Minno
    Minno
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    Ishammael wrote: »
    Minno wrote: »
    Zheg wrote: »
    Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.

    Less trees, more landmarks.

    Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up ;) ), etc.

    And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep

    We shall fight on the beaches,
    we shall fight on the landing grounds,
    we shall fight in the fields and in the streets,
    we shall fight in the hills;
    we shall never surrender

    Churchill had biceps, confirmed.
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  • Ishammael
    Ishammael
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    Let's be honest.

    Fighting in Cyrodiil towns is gonna be awesome!
  • Artis
    Artis
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    frozywozy wrote: »
    and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.

    lmfao

    I wouldn't count on that. That would force people to buy this DLC or sub. Wouldn't be fair to those who are playing just because of large-large scale PvP in Cyrodiil.
    Imagine you cap keeps/resources and you're fine and then you want to go to the city and turns out half of your raid can't enter.
    Edited by Artis on May 6, 2016 1:05AM
  • Minno
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    Artis wrote: »
    frozywozy wrote: »
    and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.

    lmfao

    I wouldn't count on that. That would force people to buy this DLC or sub. Wouldn't be fair to those who are playing just because of large-large scale PvP in Cyrodiil.
    Imagine you cap keeps/resources and you're fine and then you want to go to the city and turns out half of your raid can't enter.

    Yea the DLC lockout is annoying. But consider it from small scale pvp; it's easy to hit and run, fast battles, and unique locale.

    It's a battleground if coded differently!!!

    If not main cyro score compliant, at least it should be a separate leaderboard.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Rohamad_Ali
    Rohamad_Ali
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    I trust You Wheels . Even if I'm nervous right now ...
  • Minno
    Minno
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    I trust You Wheels . Even if I'm nervous right now ...

    #trustintheWheelz
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    - Filthy Casual
  • RadioheadSh0t
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    and of course long term we will be adding battlegrounds.

    Define "long term." I don't know if the PvP has a "long term" waiting period to still be relevant enough for battlegrounds to capture that playerbase. It has to be Q2 2017 at the latest.
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  • Xsorus
    Xsorus
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    That Tel Var bonus is pretty nice
  • Artis
    Artis
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    Minno wrote: »
    Artis wrote: »
    frozywozy wrote: »
    and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.

    lmfao

    I wouldn't count on that. That would force people to buy this DLC or sub. Wouldn't be fair to those who are playing just because of large-large scale PvP in Cyrodiil.
    Imagine you cap keeps/resources and you're fine and then you want to go to the city and turns out half of your raid can't enter.

    Yea the DLC lockout is annoying. But consider it from small scale pvp; it's easy to hit and run, fast battles, and unique locale.

    It's a battleground if coded differently!!!

    If not main cyro score compliant, at least it should be a separate leaderboard.

    Well they are not trying to bring some action there with these flags. It just should be something separate from cyro. Maybe it could have a separate "subcampaign" with its own leaderboards and rewards?
  • Dyride
    Dyride
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    Needs to have more than one flag per District or making the spawn for the controlling faction to be away from the flag.
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    1. forzajuve212
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      frozywozy wrote: »
      and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.

      lmfao

      @ZOS_BrianWheeler

      Can you confirm?

      Minno wrote: »
      Zheg wrote: »
      Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.

      Less trees, more landmarks.

      Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up ;) ), etc.

      And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep

      @ZOS_BrianWheeler

      You should definitely consider some of these ideas!
    2. Airyus
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      Anyone talk about what happens when the zergs go down into the sewers?
    3. Ajax_22
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      Airyus wrote: »
      Anyone talk about what happens when the zergs go down into the sewers?

      Yeah, we use siege to....Oh wait we can't.

      Well we'll just have to use Proxy Det, and VD, because they are so effective, and can't be abused by the zergs.

      If you're stam you can just Reverse Slice the zerg to death.
    4. Kas
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      not really sure about IC, tbh.

      respawn in captured districts + 0 districts you have to respawn in sewers?... and then take an arbitrary ladder in front of you. essentially no respawn means one more loading screen.

      200%bonus if all districts are controlled? this SCREAMS each alliance, one dominated campaign to me.

      I guess the brightest prospect is the possibility of talking PvP groups to fully enemy-controlled IC instances and trying to flip it. otherwise, you could go ganking in enemy ICs. I just don't see farmers (or anyone interested in TVS) collaborating and actually fighting over IC if then can just go to another campaign

      PS: is this active (in terms of players) on the PTS? So far I've only duelled when on pts
      Edited by Kas on May 6, 2016 9:35AM
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    5. RinaldoGandolphi
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      What needs to happen is:

      Capturing Imperial City Districts and holding them should most certainly count on the campaign scoreboard, and holding all of them will confer a point tick bonus as well as a new bonus called "The Usurper" that gives the same bonus the current Emperor ship bonus gives to the player who is the Usurper as well as the Usurper's faction.

      To remove the Usurper you must recapture all the district flags.

      This now gives us much more then just fighting over keeps, and a part of the Cyrodiil population will have to fight over the districts if they want to win the campaign, this means all these lag infested stack every raid at the last emp keep becomes less of an issue, because holding all the districts in the IPC gives the same bonus and you can't stack and fight over both of them at the same time, this in turns spreads the fighting out naturally.

      If the large raids go to the IPC to get rid of the Usurper, you can then fight against their scattered resistance and take back the keeps, if the large zergs come back up top, you take the districts.

      If they all stack in the last Emp keep, there is no way they can hold the Usurper Bonus any longer so its easy pickings to go take it off them....and they will have just as much to lose as if they lost Emp.

      This is the kinda stuff that has to happen, the IPC needs to be relevant to what happens in mainland Cyrodiil, and this is a start to how you get that done.
      Edited by RinaldoGandolphi on May 6, 2016 11:31AM
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    6. Sallington
      Sallington
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      Minno wrote: »
      Zheg wrote: »
      Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.

      Less trees, more landmarks.

      Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up ;) ), etc.

      And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep

      YES!!!!!

      Make Cyrodil an actual PvP ZONE with almost no reason to leave. Right now it's just a tower defense game.
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    7. zyk
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      I don't think IC and Cyrodiil should have anything to do with each other. Including shared populations. IC should be accessible without entering Cyrodiil.

      Cyrodiil already has very bad design issues. Haphazardly throwing IC into the scoreboard mix--because ZOS won't invest the resources to plan it well--would not improve any facet of Cyrodiil gameplay.

      IC and Cyrodiil provide very different gameplay experiences. I think that IC should be designed around quick action and instant gratification and Cyrodiil should be all about the long game it was designed to be.
    8. Moglijuana
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      Sallington wrote: »
      Minno wrote: »
      Zheg wrote: »
      Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.

      Less trees, more landmarks.

      Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up ;) ), etc.

      And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep

      YES!!!!!

      Make Cyrodil an actual PvP ZONE with almost no reason to leave. Right now it's just a tower defense game.

      +1. There are so many epic areas that would be so fun to fight in, but they currently never see a sliver of battle =(. I want to fight in those churches, on top of mountains, on the shorelines, on sunken ships, in caves etc. As of now it is VERY easy to guess where the next fight will be but it gets bland after so long.
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    9. Rohamad_Ali
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      Guys , some of trust Wheeler to make this next addition fun and more interesting for PvP . Some of Us like cyrodil now . Don't be so quick to shoot it down . Give it a chance .

      *hides back in turtle formation* ...

      5952b18f7f2b8809d73d42576a308de8.jpg
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