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New pvp ideas! Let’s hear them.

  • sittinhere
    sittinhere
    ✭✭
    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.
    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.
    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.
    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.
    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.

  • Ajaxduo
    Ajaxduo
    ✭✭✭✭✭
    To improve performance simplify combat by removing all skills and replacing them with Rock Paper Scissors.
    - - -
    GM of Verum Aeternus, PC EU
    - - -
  • sittinhere
    sittinhere
    ✭✭
    Maybe hey should look at redesigning cyro first with the keep system, resources etc. Second part, the bgs I find they can do a lot better on. I found the bg action DAoC to be quite fun when leveling a toon up for the big boy rvr. They should implement a bg that is similar in where you have a small map that has one keep and few resources points. Players can enter the bg, no queing, just loads up and away you go. Can have tiered levels to have a better playing field. Just a miniature cyro, but continuously goes on.
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