ChaosWotan wrote: »1) new maps that are well integrated with the main map of Cyrodiil.
2) make keep guards illoyal and bribable when campaigns got low populations, so that a small group can easily take and lose a keep. The idea is that if a faction doesn't have enough players in Cyrodiil, the guards will feel unsupported and more easily change side. Things will return to normal when populations are high. A small group of players can get enough money to bribe guards by fighting new world bosses in Cyrodiil. And then sneak inside a secret door and ninja attack a keep, supported by the guards.
3) make it possible to port from Imperial City directly inside keeps, after fighting a powerful boss in the sewers. Porting between IC and Cyrodiil should be as easy and quick as porting between keeps, with IC shown on the same map as Cyrodiil, like Coldharbour on the PvE map.
4) introduce Purple Hearts given to newbie players who are repeatably beaten by the same opponent(s). If a powerful player or a group of high CP gamers often beat the same weak characters, the latter can get cool motifs for instance. To avoid deliberate suicides, ESO needs an algorithm which punish those who abuse this system if they have a history of winning fights. Or make it like this: after a person has won 10 duels or 20 zerg battles, he or she can't get Purple Hearts, unless being in a group of poor players.
5) give a buff to the leader of a group, and extra reward to those who stack at crown. Reward good fights, good strategies. If there is no new server which can handle 24 man zergs, let this apply to 12 man groups.
6) make it possible to get the best PvP gear inside Cyrodiil.
7) restore the former emperor buff, and restore buffs within PvE when a faction is making progress in PvP.
8) a leaderboard, with rewards, for the best leaders and groups. And a leaderboard for best duelists.
9) rewards for joining a training ground where pros can teach newbies how to play, as duelists and in zergs. A new skill line for master trainers.
ChaosWotan wrote: »@Shadowfire99:
Then you were not part of the PvP fights before IC. People were playing 24-36 hours straight to become emperors. Hunting in a good 24 man raid was excellent teamwork, and many were getting up six in the morning to win the campaign. It was an insane time. Some were probably taking speed to keep up.
ChaosWotan wrote: »@Shadowfire99:
Then you were not part of the PvP fights before IC. People were playing 24-36 hours straight to become emperors. Hunting in a good 24 man raid was excellent teamwork, and many were getting up six in the morning to win the campaign. It was an insane time. Some were probably taking speed to keep up.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
ChaosWotan wrote: »Keeps don't flip easily when populations are low. Demoralizing to lead a group of 8-12 amateurs who spend five minutes on entering a keep, only to be wiped by a small group of good enemies who arrive just before the flags are flipped. After trying this 3-4 times, the group either disbands or focus on resources. It's boring. I rather do PvE than play during low population campaigns.
Winners get AP, losers get something that movitates them to keep fighting.
Give rewards and buffs to good duelists. The whole point is just to motivate people, with different play styles and skill levels, to play PvP, and not be a small vocal minority as it is today.
Noobs and pros will be motivated to join a training ground if the rewards are good enough. I'm sure the devs are smart enough to create a good skill line for this, just to motivate people to learn how to play. We had such training when WAR was active. But leaders got demoralized when just a few minutes of introductory training didn't really solve the problem of "herding cats". Better training, linked to rewards, might work though.
One can easily argue that the old days were too crazy, but the good part of it was that there was always a good raid. You could log on at any time and join an active and effective siege of some keep. And experience occasional epic battles. It was the crazy dudes that kept the machine going. Now PvP is dead in comparison. A middle ground between now and the old times would be good.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
ChaosWotan wrote: »The mind set created in noobs after being wiped several times is not good for an active PvP campaign. Our newbie troops need motivation.
ChaosWotan wrote: »For example, a good solo player can get a god mode buff after killing 10 or twenty opponents, and that will make him or her capable of fighting zergs, but have no effect during duels.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
10. Make gear and skills act different from PvE to PvP to able to balance stuff better without messing with each community every time we cry for change.
10. Make gear and skills act different from PvE to PvP to able to balance stuff better without messing with each community every time we cry for change.
this ^
Just basically balance them differently based on the region you're in.
if you're in A pvp zone: it does <insert here>
If you're in a pve zone: it does <insert here>
Something like that. Maintaining the balance for both but without destroying one to ALWAYS cater to another >.>