How to make cyro great again. Non balance related ideas.

ak_pvp
ak_pvp
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Aside from obvious balance issues, Cyro is a monotonous, often monocoloured, zergfest, this is because the only worth while things are emp castles, maybe towns (But even then its just flip and dip) we need to shake up the map and make the rest of it worth traveling to aside from scrolls alone. We have IC and BGs, but they are completely different to cyro. Lets be honest, ZOS ignores PvP. Outside of events it feels slowly more barren. (PvE is good, keep on keeping on.) If ESO marketed towards PvP a little more, then they can steal some of BDOs formula for success. (Not saying make ESO BDO because that would suck, but PvP is one of the main reasons it is as big as it is)

My goals for it:
Spread factions evenly.
Spread players out.
Allow money/leveling whilst PvPing.
SaNdBoXy.
  • Add softresets. (Daedra/bandits overrun castles so you can't sit with a comfy full r/b/y map) Hard resets at end of campaigns, many of the 7 day campaigns now are always a singular color its kind of sad. If people want a PvE cyro then make a different zone. (No pve telvar/ap farming)
  • Add roaming caravans to loot/protect with loot, exp and AP for taking/guarding. More players, less loot.
  • Bounties. Self explanatory. If they survive for long enough, i.e. 20min they get it. Hiding in protected castles/base for accumulated 5min would either return money to the bounty setter, or pause bounty. Blip on map every 2.5 min, (Bounties have to be high for blip to stop map blip spam, bounties visable on bounty tabs which tell last seen area.)
  • PvP based rare loot. I.e. airdrop style/boss events that can be contested for.
  • PvP only maelstrom/DSA/Asylum equivalent weapons, PvE has had it all in that regard so far. Dropped RNG from end of campaign top 100 or very very rare from rewards from the worthy.
  • Once per campaign set home castles with food/mats daily when, more won battles in/further away castle, better rewards. However, if owned for less time, less rewards. Would give players different options.
  • Judging by the early names for campaigns, and fishing legendary swords, it was presumed that special weapons would tie into PvP. (Maybe something for the emp to use?)
  • Semi balance related, but if a fixed dynamic ulti returned, then it would deter zergs. Only based on hits (missed or not) by individuals built up like wrath passive, so no drop AoE ulti farms, or zergs with perma extra ulti, capped at something smallish but useful like 1ult/s at 10 people.
  • Fair non AP farm related leaderboards. (Not quite sure about this semantics one myself, but some people said it before.)

Feel free to add more.

(God I love my brackets)
Edited by ak_pvp on September 17, 2017 12:26AM
MagDK main. PC/EU @AK-ESO
Best houseknight EU.
  • Brrrofski
    Brrrofski
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    Just something new. Been doing the exact same thing for two years. Apart from there's 3 town to capture for no real reason as well as on top of the keeps.

    Some sort of "capture supplies" mechanic. They pop up randomly on the map (around middle might be best). Whoever captures it gets a reward. Not points, but like AP or even gold or something. Could create a mad dash for it and some uniqueness (such as terrain you fight, how many people turn up, 3 way fights etc).

    PLEASE PLEASE PLEASE do something for IC as well. And I don't mean an event. A permanent reason to go there. Firstly, gold mats with tell var. Then, a reason for PVPers to go there and not just farmers. Not sure if you could make it count towards campaign score as it's DLC. Maybe gold mats would be enough. Some people would rather try to earn mats through PVPing through farming.
  • CatchMeTrolling
    CatchMeTrolling
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    Well every little thing they added over the years to change pvp a bit most people didn't like, including battlegrounds. With that being said I don't think they're in a rush to please pvp player's but I'm confident we'll see way more BG changes than cyrodiil changes over the next year.
  • Ocelot9x
    Ocelot9x
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    Honestly I'm not that excited about most of the things you proposed,but I'd LOVE the caravan idea,it seems amazing
  • arkansas_ESO
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    Big fan of the airdrop idea. Reworking Cyrodiil dolmens to be something like that (it'd be as easy as just buffing the dolmen drops to be more than junk sets and coldfire siege) would work well enough--back when Martial Knowledge was BIS and the only way to get V14 Martial was to farm Cyrodiil dolmens, you could make the dolmen circuit and find steady small-scale PVP.

    Reworking the Fighter's Guild Cyrodiil bounty dailies (how many people even know these exist?) into something worthwhile would be awesome as well. Buffing the rewards to include some kind of desirable consumable (Transmutation crystals? Coldfire? Some new enchanting rune, like an overworld version of Hakeijo? Adding PVP surveys that drop materials?) would be all ZOS would need to do to get people to actually start doing these quests and spread out the population on the map.

    These are both simple ideas that don't require ZOS to add in any new mechanics or systems, but to just to change the loot table to make old and unused content relevant again.


    Grand Overlord 25/8/17
  • Rohamad_Ali
    Rohamad_Ali
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    You mention Black Desert . Does their PVP have all that stuff ?
  • Messy1
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    Those are some awesome ideas. Yeah, Cyrodil gets a bit stale after a while. The vet players are neurotic enough to keep at it and most new players really like it, but only of they run with some good groups or get some pointers from the neurotic vets, which in turn breeds more neurotic vets
  • welldias
    welldias
    Soul Shriven
    Nice ideas. My suggestions:
    - Only 7 days campaigns.
    - Guild of mercenaries, fighting for gold. Taking castles, resources or killing players from dominant faction earns more gold.
  • ak_pvp
    ak_pvp
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    You mention Black Desert . Does their PVP have all that stuff ?

    Not quite. But the pvp over resources that produce mats is an idea I stole from BDOs node wars.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • ak_pvp
    ak_pvp
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    Brrrofski wrote: »
    Just something new. Been doing the exact same thing for two years. Apart from there's 3 town to capture for no real reason as well as on top of the keeps.

    Some sort of "capture supplies" mechanic. They pop up randomly on the map (around middle might be best). Whoever captures it gets a reward. Not points, but like AP or even gold or something. Could create a mad dash for it and some uniqueness (such as terrain you fight, how many people turn up, 3 way fights etc).

    PLEASE PLEASE PLEASE do something for IC as well. And I don't mean an event. A permanent reason to go there. Firstly, gold mats with tell var. Then, a reason for PVPers to go there and not just farmers. Not sure if you could make it count towards campaign score as it's DLC. Maybe gold mats would be enough. Some people would rather try to earn mats through PVPing through farming.

    IC version of emp?
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Johnnny
    Johnnny
    Make playing as an organized guild more rewarding. Maybe keeping castles for some time gives acess to some stuff or something like that.

    Maybe make some timed events that allow for " organized teamplay versus organized teamplay " over some objective that is actually meaningful for people involved.

    Too many people don't even care for the campaings results and 30 day campaings make everything you do look so meaningful.
    Johnnyzz - mSorc - NA Sotha/BGs

    http://plays.tv/u/Johnnyzao
  • Machete
    Machete
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    My thoughts:
    • Siege has to be either set up near a keep or (Even cooler) has to be prepared with the resources you get from keep resources. Forward camp fights would be cool, like setting up and upgrading forward camps to where it's like a pin. It has guards, and gives people a reason to fight open field. Don't know how to balance that though.
    • Upgradable siege, though it follows the, "Only around keeps, resources, outposts, and upgraded Forward Camps." rule.
    • Maybe only one siege weapon of it's kind (Ballista, Catapult, Treb) at a time, but when it's broken it goes back in your inventory and you have to repair it with siege repair kits. Or follow the three strike rule, if it breaks three times, it's gone.
    • Remove towns. They suck, they are a reason to irritate people.
    • A REASON TO PLAY THE MAP! As for now, there is no real, dedicated reason to play the map. Rewards suck, Rewards of the Worth aren't the greatest, and reasoning to fight for objectives is very low. I love the idea you had about making keeps worth something. I think claiming a keep or resources means you get the respective mats and crafts for it. The longer you hold it (And I love the further away it is) the more you get. So like:
      • Farm: Alchemy, Clothing, and forward camp personnel upgrades. (End tier allows for honor guards on the forward camps pin.)
      • Mine: Blacksmithing, Enchanting, and siege power (damage) upgrades. Forward camp towers upgrade.
      • Lumber mill: Woodworking, siege frame (endurance) upgrades. Forward camp barricade upgrade.
      • Keep: Stockpile for siege upgrades, gets a cut of the other resources. Crafting stations around for siege upgrading.
    • Controlling an enemy resource should actually have a cause or reason for it. Outside of screaming "HEY WE'RE HERE!" to the other factions. On top of the theory of more valuables for further off keeps and resources.
    • Guilds who own a specific resource, keep, or outpost should be able to port in there while it's under attack through the portals at the front corners of the towers. If it's at a resource, it should be in the main building, and if it's at an outpost, opposite transit shrine.
    All and all, give us a reason to want to play the map again. And give us cool scenarios where we can fight open field more. I, like a lot of others, love fighting open field. Save the small scale for BGs, or really good groups who know not to rush a 12+ man with 4 people.

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  • FloppyTouch
    FloppyTouch
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    I support
  • scipionumatia
    scipionumatia
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    I really like the idea of spawning camps with guards, it would make holding a resource better and provide protection from stealth players from taking down a camp immediately after its placed.

    would be cool if there was some way to call in artillery. maybe by capturing all 3 resources (home keeps only) fire trebs would launch at the keep with random placement every X seconds. I feel like this would help reduce single sided campaigns cause it would help a smaller group compete with a large zergs and keep the map more balanced.

    before anything gets changed though we really, really, really need to look at it from all sides and see if theres any possible way that large zergs can use it to their advantage
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