I think respawning in keeps should not be possible (keep camps in the game for this though with their timer).
Instead have everyone only respawn in their homebases and let them use the teleport system afterwards.
This would raise the value of outer keeps (brindle, drake, dragonclaw) as a backup teleport way and also create possibilities of map control aswell as creating ways to force enemies into certain locations.
Rohamad_Ali wrote: »Rohamad_Ali wrote: »Thank you for added suggestions and critism . All are helpful . The goal I have is maximizing map use with minimum exploitable situations .
Most of my posts nowadays are riddled with this rhetoric. I am not sure about the PC community but on console these players are obsessed with AP. The only way to #MAKECYROGREATAGAIN is to change how AP is gained and tie it to objectives. I have a lot of ideas on how they could do it, I've even PM'd ole Wrobel himself and got a favorable reply. Still haven't seen anything happen in game though. I wouldn't imagine some changes to how the AP numbers work and how certain bonuses work would call for that much manpower, but I'm not privy to ZOS workload either. It would nice if they'd just let us know they recognize what's going on, at least.
Yes the reward system is what drives players . If more AP is made camping then no need to spread out . They must address rewards . This is why the quest system in place can be overhauled to make them worth doing . A major complaint is the lack of gold in Cyrodiil . Players can make so much more just grinding PVE locations . Increasing gold for quests is incentive to stay and play map objectives . Making the AP equal to the time camping a outpost for D tics also incentive to organize and take objective quests instead .
The rewards for weaponry and armor could most certainly use an overhaul with current sets in PVE being more attractive . Adding new ones to vendors gives AP a fresh value again and would compliment the questing system .
Quest givers giving objectives to take relevant to the current ownership of keeps and outposts with improved AI would also be of good use . Not sending people rediculous far for objective but somewhere in between . Scouting missions are good for far away objectives but should have increased rewards for long travel times in my opinion . This is good lore wise as well because intelligence is valuable information to General's .
I agree. Winning campaigns should matter and so should keep ownership. Better rewards for winning is needed. Increase in gold is a good idea too.
Short list of quality improvements IMO.
- Better rewards from Cyro Quests including a lot more gold and AP.
- Replace the Home Keep bonus with the Blessing of War bonus.
- Get rid of "D ticks" and replace with defensive/offensive bonus AP on kills. (Like Domination objective kills in FPS games)
- Make scrolls worth more..
- Introduce PvP equivalent master/vma weapons and be able to earn them if on winning team, smaller percentage if on second place team, no chance for losers.
There are a lot of people with a lot of good ideas. Oh if ZOS knew the potential of their own game..
God_flakes wrote: »KisoValley wrote: »Either IC is part of Cyro or is completely detached and doesn't count towards the pop
D tics need to go too
whoa whoa whoa whoa. WTF is this?
@HoloYoitsu
Who takes anything he says seriously? I have him blocked.
Stovahkiin wrote: »I completely agree with your first 4 points. Not sure how I feel about IC being part of gaining emperor though, since a lot of people aren't fans of IC at all really.
bosmern_ESO wrote: »Add more than just a few flags randomly in Cyrodiil, and give players an actual reason to spread of the train track of Emp keeps.
Cyrodiil is massive and almost none of it is used.
The only feedback I have on Cyrodiil to add is this:
Increase the amount of players allowed in Cyrodiil at once. The current amount is way to small for my liking, which is why I actively avoid it. Unless I feel like i'm in a real war, like how I feel when I'm playing battlefield 1 conquest mode or when I feel when I'm playing a Chivalry: Medieval Warfare largescale match. it's not gonna keep my interest. The map is way to large for what the current player cap is set at, most of the area on that map is a dead zone for pvp'ing which for a pvp area is quite a huge design flaw in my book. Personally speaking here, I found the area much more enjoyable during beta due to how much the tides would turn and how frequent I would get caught in a pvp mosh pit. But now, it's like traveling through a ghost town in most areas. Increasing the cap in the area would clutter the battles more, yes. But it would also create more chaos around the zone, thus causing more pvp'ing to occur in other areas outside of the typical "ring" at the center of the map. But again, this is just my feedback.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Rohamad_Ali wrote: »Rohamad_Ali wrote: »Thank you for added suggestions and critism . All are helpful . The goal I have is maximizing map use with minimum exploitable situations .
Most of my posts nowadays are riddled with this rhetoric. I am not sure about the PC community but on console these players are obsessed with AP. The only way to #MAKECYROGREATAGAIN is to change how AP is gained and tie it to objectives. I have a lot of ideas on how they could do it, I've even PM'd ole Wrobel himself and got a favorable reply. Still haven't seen anything happen in game though. I wouldn't imagine some changes to how the AP numbers work and how certain bonuses work would call for that much manpower, but I'm not privy to ZOS workload either. It would nice if they'd just let us know they recognize what's going on, at least.
Yes the reward system is what drives players . If more AP is made camping then no need to spread out . They must address rewards . This is why the quest system in place can be overhauled to make them worth doing . A major complaint is the lack of gold in Cyrodiil . Players can make so much more just grinding PVE locations . Increasing gold for quests is incentive to stay and play map objectives . Making the AP equal to the time camping a outpost for D tics also incentive to organize and take objective quests instead .
The rewards for weaponry and armor could most certainly use an overhaul with current sets in PVE being more attractive . Adding new ones to vendors gives AP a fresh value again and would compliment the questing system .
Quest givers giving objectives to take relevant to the current ownership of keeps and outposts with improved AI would also be of good use . Not sending people rediculous far for objective but somewhere in between . Scouting missions are good for far away objectives but should have increased rewards for long travel times in my opinion . This is good lore wise as well because intelligence is valuable information to General's .
I agree. Winning campaigns should matter and so should keep ownership. Better rewards for winning is needed. Increase in gold is a good idea too.
Short list of quality improvements IMO.
- Better rewards from Cyro Quests including a lot more gold and AP.
- Replace the Home Keep bonus with the Blessing of War bonus.
- Get rid of "D ticks" and replace with defensive/offensive bonus AP on kills. (Like Domination objective kills in FPS games)
- Make scrolls worth more..
- Introduce PvP equivalent master/vma weapons and be able to earn them if on winning team, smaller percentage if on second place team, no chance for losers.
There are a lot of people with a lot of good ideas. Oh if ZOS knew the potential of their own game..
Hmmm if Zos is going to give out better rewards for winning a campaign then they need to lock accounts to campaigns when they start. Otherwise you will just have a bunch of people flipping to the side that is winning to ensure their greedy hearts get the best rewards. That in turn makes for some lousy and lopsided pvp!!