sounds like some great ideas, I really like everyone getting their home keeps back and making the emp keeps neutral...and, heck yeah - buff them up...
This idea is to make campaigns truly new, rather than just carry overs from the previous campaign, the map should reset.Make it so it's a mad rush to take the center keeps for your own faction, or keep the opposing faction from getting a keep.
- Emperor is unmade
- All factions get their home keeps and that's it.
- Center circle keeps, associated resources, and forts all become neutral/imperial controlled with tougher than rank 5 (turn them up to 11!) guards.
Yes this adds another element of PVE in PVP (you'd have to kills loads of guards), but it would make a level playing field point wise off the hop. As it stand, allowing factions to maintain emp and existing keeps gives a distinct point advantage at the start of a campaign and doesn't really make it a fresh start. Doing it this way would also involve some strategy and could include treachery (if you chose to back-cap or obstruct a faction from getting a center keep instead of just going for one of your own).
Just a thought.
Pirhana7_ESO wrote: »This idea is to make campaigns truly new, rather than just carry overs from the previous campaign, the map should reset.Make it so it's a mad rush to take the center keeps for your own faction, or keep the opposing faction from getting a keep.
- Emperor is unmade
- All factions get their home keeps and that's it.
- Center circle keeps, associated resources, and forts all become neutral/imperial controlled with tougher than rank 5 (turn them up to 11!) guards.
Yes this adds another element of PVE in PVP (you'd have to kills loads of guards), but it would make a level playing field point wise off the hop. As it stand, allowing factions to maintain emp and existing keeps gives a distinct point advantage at the start of a campaign and doesn't really make it a fresh start. Doing it this way would also involve some strategy and could include treachery (if you chose to back-cap or obstruct a faction from getting a center keep instead of just going for one of your own).
Just a thought.
Look at a campaign and pretend the score is taken away and everything about winning a match is taken away. Then think of a campaign more like a never ending Cyrodiil server.... Thats what they are going for. Winning in Cyrodiil is about controlling the map for bonuses for your alliance. The campaign score and score boards is just a way to measure current success.
Stop looking at a campaign like it is a timed battle match where the main purpose is to win or lose. This is what they did in GW2 and it caused alot of problems. Instead think of Cyrodiil as just a persistant never ending battle. The campaign is there just to keep track of score and who contributing to the war the most at that time frame and to see who is currently kicking ass on the score board. The real rewards are controlling the map in cyrodiil for its current bonuses. You get these regardless of what the current campaign score is. Winning a campaign is more of a small side bonus for your side.
If the map reset it would destroy the persistant world feel and accomplishment. People want their actions to stand until enemies take actions to change it. when you add map has resets it just causes people on the side behind to give up and wait for a reset, this plagued GW2, Also what is the point of taking an enemy keep and upgrading it if it is just going to reset soon?
So dont look at it like it is a win or lose match for rewards or its about the score, look at it like controlling the map for its bonuses is the reward. This is how Darkage of Camelot worked (as well as Planet Side 2) and thats what they are going for in Cyrodiil.
sounds like some great ideas, I really like everyone getting their home keeps back and making the emp keeps neutral...and, heck yeah - buff them up...