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New pvp ideas! Let’s hear them.

Shadowasrial
Shadowasrial
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As you know after a while pvp gets pretty stale. Even as a dedicated player you can only kill so many people and flip so many keeps before your like damn this is boring eventually. Took me 2 years to do that but hey it finally happened. Now I would love to post some ideas that will either make pvp more dynamic and interesting AND some new ideas for new types of pvp. So here goes.

1 resource camps: they are virtually useless. Sure they upgrade a keep and allow you to travel to a keep but other than that they have very little use. The change I propose is to add a resource counter above the compas on the map. Lates say a cap of 5. Remove the ability to set down siege and repair keeps without using a resource point. One siege equals 1 point. 10 repair kits equal 1 point. This would incentivize the need to defend your keeps resources to set up counter siege and repair the keeps. And incentivize the need to take resources in order to set siege to a keep. Have the keeps have a resource storage spot that players inside the keep can take from but without resources being captured the keep pool gets depleted and doesn’t refil. This way in small scale skirmishes players who can’t fight multiple players can still have some wiggle room to defend. But ultimately help will eventually be needed. Increase the damage of siege to compensate for lower siege numbers that are surly going to happen. This dynamic will encourage the need to use strategy to starve your enemies keeps and push your advantage.

2: add some more use out of the towns- as it is towns are basicly just a respawn point and quest zone. But let’s add a few more features. For every town that is in your control will add additional resources to nearby keeps in your control. They will also add some extra defenders to the nearby keep resources so as to make it a bit more defended against enemy groups. Second feature would be capture a village would give a small ap buff. Thus incentivize the need to retain these towns and villages. And of course convert the rest of the towns to captureable locations being as 3 isn’t enough. Each one will add an additional 1% ap gain. Adding up to 6% stackable with delve boss kill.

3: imperial city there is very little reason to go there other than to collect telvar and buy alchemy ingredients. Let’s make it a bit more useful. Because let’s face it how are you going to sit upon the ruby throne when your alliance claims the keeps but another alliance controls your city I would propose that after all the emp keeps have been captured you are required to own the city before your emp can be claimed. It’s a simple enough task but if you require the need for the city to capture emp it will bring just a little bit of life back to the city even if it is just for a few minutes. This would give the rest of the server a last chance to stop an emp from being claimed.

A second option is also available. Instead of requiring the city for emp you could give bonuses to the emp keeps themselves if you own the majority of the districts. Thus making the city useful and not making it entirely too hard to get emp. I would propose that for each district owned being as there are 6 and 6 emp keeps. Each respective district would give a defense bonus to players inside the keep linear to that district. Thus making it easier for the emps allies to defend his emperorship.

These are the ideas for changes to current cyrodil. Please comment your opinions and other ideas on what would make cyrodil more interesting.


NOW FOR NEW PVP IDEAS.

1: this one has been requested by many and faught against by many so instead of bashing let’s work together to find a middle ground. A free for all pvp zone. That means every player for themselves. Grouping would be disabled and alliances meaningless. If you don’t like the idea don’t bash the people who want it instead offer a solution that would be acceptable terms to make such a zone both engaging and interesting enough to draw players to this zone.

Other battleground ideas.
1 free for all battle royal. No team just 12 players duking it out to the last man.
2 capture and defend. For 1/3 of map time a team will hold against the other 2 teams assaulting the keep. If you defend you get the point. If your team captures you get the point. After the timers up the keep switches ownership to the other team to defend. Reason for auto change is to make sure that every team gets a chance to defend.

This next one is for the duelers. I propose a dueling arena with an instanced random match up. You enter the glowing portal to queue and it will port you into the arena with a randomly chosen opponent who has also entered the queue. This would free up the cities a bit and give duelers a home. No leaderboard or rewards would be given just a simple instance to have some fun duels. Allowing players who want to duel to easily find players who want to duel and the rng of the opponent make it more interesting than facing the same person 10 times in a row.

That’s all iv got for now but feel free to comment on my ideas or add your own.
  • Rex-Umbra
    Rex-Umbra
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    Make Cyrodiil great again by revamping the entire zone.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Shadowasrial
    Shadowasrial
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    Well that’s the hope.
  • JamieAubrey
    JamieAubrey
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    NEW load screen /thread
  • BohnT
    BohnT
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    Fix the lag
    Would be new pvp experience to actually be able to use skills and pull of rotations :trollface:
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    Once an hour zombie hoards that show up anywhere in Cyrodiil - middle of nowhere, Chalman Keep, literally anywhere - with 200 zombies.

    The trick is that 199 of the zombies drop nothing and one has an automatic gold jewelry drop. This way it’s exciting and unpredictable but unfarmable. Imagine the chaos when a 3 way bridge fight is engulfed by a 200 zombie hoard. It would be insane.

    It would also trigger a ton of lag and boot us from the server so it’s probably not in the cards.
  • Turelus
    Turelus
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    Resources as defence nodes for keeps.

    Meaning you have to take/hold a number of them to take the keep.

    One massive zerg can't take a keep any more as long as there are enough people to keep flipping resources back, based on the theory by the time the zerg runs through the nodes other can be captured.

    It would take an effort of a few people holding them to take a keep and spreads combat out a little.

    The down side is it does encourage more people in one keeps area, but that's happening any way.

    Also means no more ninja keeps and people playing at 2am vs nightcaps have more tactics to slow the night cap down.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Turelus
    Turelus
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    Once an hour zombie hoards that show up anywhere in Cyrodiil - middle of nowhere, Chalman Keep, literally anywhere - with 200 zombies.

    The trick is that 199 of the zombies drop nothing and one has an automatic gold jewelry drop. This way it’s exciting and unpredictable but unfarmable. Imagine the chaos when a 3 way bridge fight is engulfed by a 200 zombie hoard. It would be insane.

    It would also trigger a ton of lag and boot us from the server so it’s probably not in the cards.
    But PvP players don't want to do PvE for their gear. :trollface:
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Krayzie
    Krayzie
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    I love these idea threads!

    Mostly cause I know ZoS considers every single one and exams them thoroughly!

    JK

    Cool to see PVP ones though.

    One idea I have is to get everyone out of heavy armor ffs....
    I'm a PVE roleplayer concerned about my vampires stage 4 skin tone and keep getting load screens so I came here to distract people from major issues with a rant thread about my characters cosmetic appearance.
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    Turelus wrote: »
    Once an hour zombie hoards that show up anywhere in Cyrodiil - middle of nowhere, Chalman Keep, literally anywhere - with 200 zombies.

    The trick is that 199 of the zombies drop nothing and one has an automatic gold jewelry drop. This way it’s exciting and unpredictable but unfarmable. Imagine the chaos when a 3 way bridge fight is engulfed by a 200 zombie hoard. It would be insane.

    It would also trigger a ton of lag and boot us from the server so it’s probably not in the cards.
    But PvP players don't want to do PvE for their gear. :trollface:

    Haha, I do!
  • Danksta
    Danksta
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    I've always thought it'd be cool to have a campaign that instead of being in Cyrodiil it cycles through each of the PvE zones. Maybe have each of the cities/towns be some kind of objective to capture. It'd probably have to have lower pop caps than cyrodiil.

    It's not an idea I've really put a lot of thought into but I sometimes will catch myself thinking "I wish I could PvP here" while doing whatever in <insert random PvE zone here>.
    BawKinTackWarDs PS4/NA

  • teladoy
    teladoy
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    Fix animation cancelling.
  • Dunnn
    Dunnn
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    I honestly think ESO can benefit from an entirely new PvP zone.

    A new location I think is essential at this point, as well as tweaks here and there which will provide avid PvP players, such as myself, with a new and exciting place to battle in.

    I also quite like the idea of having a computer controlled faction, or mercenary/pirate band that will venture out and attempt to take resources and keeps.
    Swims-In-Coffee [Argonian Stamblade EP]
    D'ar Nomad [Khajit Stamblade EP]
    Pepe Sillvia [Wood Elf Stamblade EP]
    Trips-Over-Tail [Argonian Crafter! EP]
  • VaranisArano
    VaranisArano
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    1. Resources are useless? So, you've never sieged from a resource tower? Or farmed groups at resources? Or cut off a keep from reinforcements by taking all the resources? Or had your super-stealthy, "we're gonna front-door this keep" take spoiled by some pug hitting a resource and alerting the enemy?

    Resources has a lot more uses than just upgrading the keeps. Not only that, but they are super important for small groups, solo players, and small-scale PVP. Removing or reducing resources is a good way to remove and reduce places for small scale PVP.

    2. Not a bad idea, actually. The towns are very useful as respawn points in the busier campaigns, but are mostly quest hubs in emptier campaigns.

    3. I've seen this in a couple of threads, so forgive me if I sound like a broken record. Making the Imperial City part of an emperorship push is a terrible idea and will be detrimental to both Cyrodiil and Imperial City.
    Cyrodiil - an emperorship crowning/dethroning is complicated enough if there is any sort of opposition on the map. All 6 rings keeps at the same time. Now you want to add 6 more objectives to be captured in a different zone that is a DLC zone and thus not available to ALL players? You'd basically hand over control of an emperorship crowning/dethroning to the players in the Imperial City no matter the work that everyone does capturing the keeps.
    Imperial City - the optimal strategy for capturing the emperorship/dethroning will be to zerg the Imperial City. That's not the sort of PVP that will be beneficial for the Imperial City. If you want to increase players in IC, you need to figure out a way to reward them for the mix of PVP and PVE that IC contains, not encourage zerging.

    Now, something that was original to ZOS's vision was that the faction who controlled keeps near the access points controlled access to the Imperial City and could lock the other factions out. Players complained and ZOS dropped the idea.

    Your suggestion for benefits to the districts actually is pretty good, though it does present the problem of letting a DLC zone impact the gameplay in a base game zone. Benefits to ring keeps would be a pretty major benefit to be attached to a DLC.

    5. Your suggestion about forcing people to take resources in order to lay down siege is going to benefit defenders and hinder attackers. Which isn't necessarily a bad thing in terms of a fundamental shift of strategy in Cyrodiil, but it does dis-proportionally harm small groups who are forced to rely on speed and siege DPS because they don't have the numbers for a long, drawn out siege. Again, diminishing the ability of small scale PVPers to contribute to the faction is going to be harmful for Cyrodiil PVP as a whole. A group of 5 can lay down 10+ siege and make a big impact on the map, as long as they pay their AP for the siege, but speed is essential for them. If they take too long, they'll get wiped by the larger groups traveling to defend. If you limit their ability to lay down siege, or make them take resources which gives the defenders time to set up, that group of 5 is going to be ineffective or have to join up with larger groups to be effective. Which, that's certainly something you can advocate, but forcing players to group up to be effective is why people complain about zergs. Cyrodiil is designed for groups of 8 to 24 players and I see a lot of suggestions that would be good for groups of 24 players, not so good for groups of 8.


    I know I'm poking more holes than I am making suggestions of my own. That's because in my view, Cyrodiil is designed for groups of 8 to 24 players. A group of 24 players can adjust to changes that would come from suggestions 1 and 5. A group of 8 is going to have a much harder time. I would hate for players to be forced into larger groups in order to remain effective or find places to fight. Any suggestions for Cyrodiil have to keep in mind that this zone is balanced for groups of 8 to 24 people, and supports PVP with anything from solo players to faction stacks.
  • randomkeyhits
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    Would sooner that they addressed some of the older issues rather than potentially adding more.

    I'd love to see alliances being locked at the account level so some of the flipping activities while not completely stopping would at least cost some people the price of a second account.

    That kind of stuff.
    EU PS4
  • Dunnn
    Dunnn
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    Would sooner that they addressed some of the older issues rather than potentially adding more.

    I'd love to see alliances being locked at the account level so some of the flipping activities while not completely stopping would at least cost some people the price of a second account.

    That kind of stuff.

    Couldn't agree more, switchers do my head in - Have some loyalty!
    Swims-In-Coffee [Argonian Stamblade EP]
    D'ar Nomad [Khajit Stamblade EP]
    Pepe Sillvia [Wood Elf Stamblade EP]
    Trips-Over-Tail [Argonian Crafter! EP]
  • Irylia
    Irylia
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    Pubg style battleground q.

    -What is it?
    A smaller sized cyro map generated for the sole purpose of a battle royale.

    -how will it work?
    You can q alone or as 2-4 group and match vs up to 100 other players. Solo would be all solo players, duos vs only duo. 3-4 vs other squads. Random start points for every team and then a zone forced players to a smaller location over time. This forces fast paced fights and an eventual winner.

    -What will need to be changed?
    1. Remove passive crouch stealth as the point of this is to enable fights.
    2. Provide unique terrain such as bridges, ruins, gates, towns, varying environment (forests, streams/rivers, rocky)
    3. Elimination or Rez enabled
    4. No siege

    -what maps?
    Zos could use the current pve zones and have the battle royals take place in a separate instance. Random zone every game. As these may be too small you can adjust the player q accordingly or generate another map altogether.


    —�—�—�—�—�

    Cyrodiil Quest boards

    Change the missions to an escort, retrieve, capture a point type of quests.

    What is it?
    Every faction has their own quest board that provides quests with a x player requirement (group size 4-10) and once the mission is accepted by ex. Dc faction. The counter mission then appears on ad and ep boards. An opposing team has 5-10 minutes to accept the counter quest and attempt to stop the Dc group. Both ad and ep teams can accept but only 1 of the 3 groups will come out victorious.

    Escort—
    From A to B you escort a pre determined speed convoy. The enemy factions need to stop you before you reach the destination. If your group is completely eliminated your team forfeits the quest and loses the quest showing the convoy location.

    The convoy has a detection radius to sense if there are more players for a faction than there should be. This will flash a warning to the players that they will forfeit in x seconds unless they reduce their numbers to the allotted amount.

    The quest locations will be on the unused portions of the map so as to reduce this risk.



    Capture

    The quest board will work just like mentioned above but the quest will require players to fight for a location determined by a marker. Whichever team can hold the marker for the longest after 20 Minutes wins.


    Retrieve

    Players will invade an opposing factions Home and retrieve a piece of intel and then be required to extract it. The other non defending faction can prevent the ex. Dc team from being successful and obtain the intel for themselves. The one defending faction ex. Ad has to last 30 minutes without the intel being brought back to the extract point (Home gate)


    Why should people do these?

    Rewards!
    The winning team will improve their factions defenses for 30
    Minutes (varying quest size will change the outcome of the reward ie. 1 keep it all allied keeps)
    -walls mitigate siege damage
    -more guards
    -flags take longer to flip
    -siege merchant reduced price
    Or
    Make your enemy keeps
    -susceptible to siege damage
    -less guards
    -increase cost of their siege merchant wares
    -flags flip faster

    The winner of the quest can choose either or.

    This provides a way for smaller groups to benefit their faction while also giving them smaller fights away from the massive fighting action. Spreads players out and makes use of the map.


    Just a couple rough ideas to generate some discussion.

  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    Here’s an easy one that I believe could be implemented easily.

    When someone places a forward camp it should be marked, for example, as THEDKEXPERIENCE’s forward camp.

    This way we can know who the slackers are. It’s 20k a piece people! Those things aren’t cheap! Some gratitude would be nice. :)
  • Goshua
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    oo I know, fix BG's and not lock them behind a chapter not everyone can be bothered with.
  • Minno
    Minno
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    Irylia wrote: »
    Pubg style battleground q.

    -What is it?
    A smaller sized cyro map generated for the sole purpose of a battle royale.

    -how will it work?
    You can q alone or as 2-4 group and match vs up to 100 other players. Solo would be all solo players, duos vs only duo. 3-4 vs other squads. Random start points for every team and then a zone forced players to a smaller location over time. This forces fast paced fights and an eventual winner.

    -What will need to be changed?
    1. Remove passive crouch stealth as the point of this is to enable fights.
    2. Provide unique terrain such as bridges, ruins, gates, towns, varying environment (forests, streams/rivers, rocky)
    3. Elimination or Rez enabled
    4. No siege

    -what maps?
    Zos could use the current pve zones and have the battle royals take place in a separate instance. Random zone every game. As these may be too small you can adjust the player q accordingly or generate another map altogether.


    —�—�—�—�—�

    Cyrodiil Quest boards

    Change the missions to an escort, retrieve, capture a point type of quests.

    What is it?
    Every faction has their own quest board that provides quests with a x player requirement (group size 4-10) and once the mission is accepted by ex. Dc faction. The counter mission then appears on ad and ep boards. An opposing team has 5-10 minutes to accept the counter quest and attempt to stop the Dc group. Both ad and ep teams can accept but only 1 of the 3 groups will come out victorious.

    Escort—
    From A to B you escort a pre determined speed convoy. The enemy factions need to stop you before you reach the destination. If your group is completely eliminated your team forfeits the quest and loses the quest showing the convoy location.

    The convoy has a detection radius to sense if there are more players for a faction than there should be. This will flash a warning to the players that they will forfeit in x seconds unless they reduce their numbers to the allotted amount.

    The quest locations will be on the unused portions of the map so as to reduce this risk.



    Capture

    The quest board will work just like mentioned above but the quest will require players to fight for a location determined by a marker. Whichever team can hold the marker for the longest after 20 Minutes wins.


    Retrieve

    Players will invade an opposing factions Home and retrieve a piece of intel and then be required to extract it. The other non defending faction can prevent the ex. Dc team from being successful and obtain the intel for themselves. The one defending faction ex. Ad has to last 30 minutes without the intel being brought back to the extract point (Home gate)


    Why should people do these?

    Rewards!
    The winning team will improve their factions defenses for 30
    Minutes (varying quest size will change the outcome of the reward ie. 1 keep it all allied keeps)
    -walls mitigate siege damage
    -more guards
    -flags take longer to flip
    -siege merchant reduced price
    Or
    Make your enemy keeps
    -susceptible to siege damage
    -less guards
    -increase cost of their siege merchant wares
    -flags flip faster

    The winner of the quest can choose either or.

    This provides a way for smaller groups to benefit their faction while also giving them smaller fights away from the massive fighting action. Spreads players out and makes use of the map.


    Just a couple rough ideas to generate some discussion.


    I was going to post a similar idea! I'm 100% for a huge AvAVA queable battle royale instance.

    Why?:
    - no "nightcapping"
    - set objectives that can be dynamic+balanced for both small scale and Zerg battles
    - dlc compatible. Meaning we can get more maps per DLC that get developed which means more money for the PvP budget!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Thogard
    Thogard
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    I want to be able to bring my stamplar into the 1-49 campaign and, just for a day, Be a god among mere mortals.

    As soon as I port in all three factions can kill me and they get insane amounts of XP for doing so. It’ll be like werewolf where if I’m not fighting and killing them, I get kicked out and someone else gets a turn.

    It’ll never happen, nor should it, but I can dream ;)
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
    YouTube: http://youtube.com/c/thogardpvp


  • Inig0
    Inig0
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    give us new keep models! :v
    GM: Mechanically Challenged
    In game - @Inig0
    Sorc - Inigo- Beautiful Chocolate Man
    NB - Raphiki - Beautiful Chocolate Man
    Temp - Ineegø - ınıgo
    DK - Inigø - Alfeus - Down for Maintenance
    Warden - Help I Made a Warden
    PC NA
    Youtube Stuffs
    Only the best memes die twice
  • Vizier
    Vizier
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    1. Cyrodiil should be more than a glorified Tower Defense game. There need to be strategically meaningful objectives other than the current keep resources. That means towns and other objectives like farms, mines, etc. AND / OR move keep resources up to 3X further away from keeps

    2. Get Rid of Forward Camps and replace them with carts that actually have to travel from keeps and then set up a fortified camp that is more difficult to destroy than merely putting a torch to it. The carts travel by way point or could by driven by a player and could travel much faster on roads than open terrain. Once they set up a camp those camps could re-spawn X number of alliance members for every cart that makes it to the staging location.

    3. Make mile gates objectives that can be controlled and sealed, but also ad alternate routes through mountains/hills etc. Maybe even subterranean cave systems etc.
    Edited by Vizier on October 26, 2017 7:04PM
  • Avnr
    Avnr
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    roll back before thief guild - mass players

    i have few clips before TG , man those days was super pvp fun

  • EvilAutoTech
    EvilAutoTech
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    Tournaments of the ten bloods.

    Free base game upgrade. I would prefer the Imperial City Arena but a new area would also be good.

    A one on one tournament. Single elimination, you die and you can't get back in until the next tournament.

    You que up and get ported to the arena where you are paired with another contestant. Winner moves on, loser can choose to watch from the stands for the remainder of the tournament.

    You work your way up through your bracket until you reach the final. You win, you're the arena champion.

    Once a week there could be a champion's tournament where the top winners are invited to fight for the title of Grand Champion. Winners get a voucher that can be spent at a high quality vendor to get weapons/armor/jewelry from unique sets in their choice of trait.

    BiS PVP from PVP.
  • Shadow-Fighter
    Shadow-Fighter
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    Rotation like Cadwells silver.

    Base should rotate clockwise after campaign ends. EP goes to AD, AD goes to DC, DC goes to EP

    Just an idea
    Natch Potes is like a box of chocolates - you never know what you're gonna get
  • Maikon
    Maikon
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    Give us the option of a Toggle PvP/PvE mode for all of overland that is a free-for-all. So those of us who mainly pvp can have much more of an open world pvp environment, but the noob pve'ers won't be at risk of getting killed.
  • SirAxen
    SirAxen
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    Dunnn wrote: »
    I honestly think ESO can benefit from an entirely new PvP zone.

    A new location I think is essential at this point, as well as tweaks here and there which will provide avid PvP players, such as myself, with a new and exciting place to battle in.

    I also quite like the idea of having a computer controlled faction, or mercenary/pirate band that will venture out and attempt to take resources and keeps.

    PVP has been given both IC and BG's. Most PVP'ers do not like play either of them, and still flood into Cyrodiil. It's a shame too, because both IC and BG's are actually fun if you just play to have fun and aren't raging all the time. That said, IC could use some sprucing. I think a direct port and it being it's own instance would be a good start.
  • Enslaved
    Enslaved
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    Ideas? One campaign = only one alliance per account.
  • Cadbury
    Cadbury
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    Make combat more meaningful by allowing us to loot a random item from a defeated opponent.

    Also, remove all transitus stones from Cyrodiil. ESO battles should not have teleporters. This isn't Star Trek Online.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Shadowasrial
    Shadowasrial
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    I’m seeing some good ideas here
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