4.) This game needs a grouping tool.
- By this I do not mean a queue that automatically makes a team of players, but a tool that shows other groups that are running (and wish to be viewed) and allows you to request admittance to the group.
Reason
- Currently players only have zone chat to form groups, this is a messy system and does not stimulate the formation of small groups. Allow players to form a group inside the tool and set requirements (level, number of players, pvp rank).
A group finder already exists in Cyrodiil, however the tool needs some rework so that players can decide where and with whom they want to group with. The current options are to either; have friends, have a guild, or join a 24 man group of people putting lfg or a string in chat to get auto invited. For players who have been playing awhile but don't wish to join a large group and don't have friends it's difficult to find a group.
This can help players without friends and can help guilds that are openly recruiting find new players.
3.) Change the AP reward for keeps to something very high, for example 15,000 AP, that would be divided among offensive players that took place in the taking of a keep. This amount would then reset to 0 AP that would slowly grow back to the full 15,000 AP.
Reason
- Currently the only real incentives in Cyrodiil come from killing other players. Because of this, players stick to regions of the map that are highly populated. No one wants to spend a couple of thousand AP to take a keep worth 500 AP.
- This would also incentivize smaller scale siege as players would want as much AP as possible and 48 man groups attacking undefended keeps will get little reward.
People are going to fight where they want to fight, ie)
- The Bridge or any variation of potato streams between outposts and keeps like Bleakers and Chal
- Glademist Mine/Arrius Mine/Faregyl Farm
- Bruma
Or of course the Emp ring. Some people do care about the scoreboard.. but, why? Which there in lies the problem.
There is no point to winning the campaign except for virtual bragging rights that accumulates more to who has a stronger overall presence between NA and Oceanic time periods than it does anything else.
So if there is no actual point to winning, or holding a campaign, why would people bother to spread out from the one and only majorly populated server where you can find fights? If I take my 10 man to Haderus, I'm met with vitriol and comments about how I'm a home wrecking zerg lord. Therefore I'm confined to the restraints of Trueflame, even on the laggiest of nights.
What's needed is something similar to bringing back buff servers, an actual reason for people to want or need to win the campaign, because it provides a real, tangible benefit. This was beneficial when instated in not only having population spread because people wanted to control and maintain buff servers, but it also brought in fresh blood from the PvE community searching for those buffs for their trial speed runs, and as any frequent roamer of Cyrodiil would know, a wolf always loves fresh blood. It also gave the option of groups like mine to run pirate raids onto other servers looking to vehemently defend their buffs, the booty was always worth the sail to foreign lands which more often than not, presented foreign groups to fight that you wouldn't see on the regular.
It was a win-win situation, of which I'm not sure was not scaled back in the buffs it provided as opposed to the coddling of the PvE community and removed outright.
Why is it that the PvP community is forced like a Windows 10 update to go and grind in PvE for the last month and a half and potentially longer upon the release of new patches to get our gear to make us competitive? At least make them suffer the same pain as us if they want to hit their end game goals.
that was kinda deep...how would the "buff" work?
People are going to fight where they want to fight, ie)
- The Bridge or any variation of potato streams between outposts and keeps like Bleakers and Chal
- Glademist Mine/Arrius Mine/Faregyl Farm
- Bruma
Or of course the Emp ring. Some people do care about the scoreboard.. but, why? Which there in lies the problem.
There is no point to winning the campaign except for virtual bragging rights that accumulates more to who has a stronger overall presence between NA and Oceanic time periods than it does anything else.
So if there is no actual point to winning, or holding a campaign, why would people bother to spread out from the one and only majorly populated server where you can find fights? If I take my 10 man to Haderus, I'm met with vitriol and comments about how I'm a home wrecking zerg lord. Therefore I'm confined to the restraints of Trueflame, even on the laggiest of nights.
What's needed is something similar to bringing back buff servers, an actual reason for people to want or need to win the campaign, because it provides a real, tangible benefit. This was beneficial when instated in not only having population spread because people wanted to control and maintain buff servers, but it also brought in fresh blood from the PvE community searching for those buffs for their trial speed runs, and as any frequent roamer of Cyrodiil would know, a wolf always loves fresh blood. It also gave the option of groups like mine to run pirate raids onto other servers looking to vehemently defend their buffs, the booty was always worth the sail to foreign lands which more often than not, presented foreign groups to fight that you wouldn't see on the regular.
It was a win-win situation, of which I'm not sure was not scaled back in the buffs it provided as opposed to the coddling of the PvE community and removed outright.
Why is it that the PvP community is forced like a Windows 10 update to go and grind in PvE for the last month and a half and potentially longer upon the release of new patches to get our gear to make us competitive? At least make them suffer the same pain as us if they want to hit their end game goals.
Joy_Division wrote: »And then, if that wasn't enough, they adjusted the scoring system such that controlling the Aleswell Lumbermill was somehow worth more to your alliance than controlling the elder Scroll of Ghartok ... in a game called The Elder Scrolls Online.