Yes please, make it so that imperial npcs wont attack you but rather fight with you. If there is an emp, make it so that the "rogue faction" can take keeps too and even emp
How I think this could realistically work:
- Rogue is a status that you can apply as an option on queuing to Cyro
- On selecting Rogue, that character is rogue for 24 hours.
- Everything is your enemy unless they are grouped with you
- AP gained as Rogue does not count towards a homed leaderboard
- The 'Rogue popcap' is half that of a current alliances popcap
- Joining and leaving rogue groups should be fluid experiences, but only possible inside Cyro
- Being Rogue, you do not have a zone chat, you are on your own, or with a group
- Rogue spawn points (possibly 12-16 positions scattered around the map) are random, and not selectable
- If you die, alone, you will randomly spawn at one of these destinations after a timed cooldown like BGs
- If you are in a group, you'll be given the same Resurrection timer, before being randomly respawned
With these conditions in place, you are going into Cyro as a Rogue, you are on your own. You can't group queue, you can't do zone pickups, if you want to have a Rogue group, it would have to be an organised effort. There won't be a quickslot menu for inviting people if they are an enemy in Cyro, so if you wanted to add a fellow Rogue to a group, it would have to be via the Party menu.
As basically every good group would do it, no PuG groups would form (because they would get farmed before reaching a certain amount of players), leaving Cyrodiil deserted, with the rogue groups stealth gatecamping all three factions.
How I think this could realistically work:
- Rogue is a status that you can apply as an option on queuing to Cyro
- On selecting Rogue, that character is rogue for 24 hours.
- Everything is your enemy unless they are grouped with you
- AP gained as Rogue does not count towards a homed leaderboard
- The 'Rogue popcap' is half that of a current alliances popcap
- Joining and leaving rogue groups should be fluid experiences, but only possible inside Cyro
- Being Rogue, you do not have a zone chat, you are on your own, or with a group
- Rogue spawn points (possibly 12-16 positions scattered around the map) are random, and not selectable
- If you die, alone, you will randomly spawn at one of these destinations after a timed cooldown like BGs
- If you are in a group, you'll be given the same Resurrection timer, before being randomly respawned
With these conditions in place, you are going into Cyro as a Rogue, you are on your own. You can't group queue, you can't do zone pickups, if you want to have a Rogue group, it would have to be an organised effort. There won't be a quickslot menu for inviting people if they are an enemy in Cyro, so if you wanted to add a fellow Rogue to a group, it would have to be via the Party menu.
As basically every good group would do it, no PuG groups would form (because they would get farmed before reaching a certain amount of players), leaving Cyrodiil deserted, with the rogue groups stealth gatecamping all three factions.
How I think this could realistically work:
- Rogue is a status that you can apply as an option on queuing to Cyro
- On selecting Rogue, that character is rogue for 24 hours.
- Everything is your enemy unless they are grouped with you
- AP gained as Rogue does not count towards a homed leaderboard
- The 'Rogue popcap' is half that of a current alliances popcap
- Joining and leaving rogue groups should be fluid experiences, but only possible inside Cyro
- Being Rogue, you do not have a zone chat, you are on your own, or with a group
- Rogue spawn points (possibly 12-16 positions scattered around the map) are random, and not selectable
- If you die, alone, you will randomly spawn at one of these destinations after a timed cooldown like BGs
- If you are in a group, you'll be given the same Resurrection timer, before being randomly respawned
With these conditions in place, you are going into Cyro as a Rogue, you are on your own. You can't group queue, you can't do zone pickups, if you want to have a Rogue group, it would have to be an organised effort. There won't be a quickslot menu for inviting people if they are an enemy in Cyro, so if you wanted to add a fellow Rogue to a group, it would have to be via the Party menu.
As basically every good group would do it, no PuG groups would form (because they would get farmed before reaching a certain amount of players), leaving Cyrodiil deserted, with the rogue groups stealth gatecamping all three factions.
1. There is a smaller popcap of Rogue's than alliances. 2. Rogue's can't take objectives as they don't have a faction, so there would be no gatecamping.
3. Lots of the 'good groups' have investments in factions and in leaderboards. Taking a 24 hour hit to their emp run, or the inability to make any offensive or defensive ticks, will not be advisable.
VaranisArano wrote: »
Isnt this the point of this thread?
NightbladeMechanics wrote: »
NightbladeMechanics wrote: »
actually it does it you read what everyones complaining about.
there would be spying, getting into keeps then staying there and going rogue, going rogue in middle of a group, leading your own team into ambushes. thats just 2 seconds worth of thought about how players will *** other players off. it doesnt take a genius to know this wont go well.
VaranisArano wrote: »A factionless group of rogues can't accomplish anything of value in Cyrodiil while "looking for good fights".
What they can do is:
Bomb everyone
Gank anyone
Vulture and try to pick off players fighting for objectives
Sit on a resource and farm PUGs for hours
Whine and complain about how they can't take on a Zerg with only four players
Claim to be the best small scale group around and pat themselves on the back for "finding good fights"
So its sort of like certain players we all recognize from our own factions, but now they get to fight and kill all factions instead.
VaranisArano wrote: »Whine and complain about how they can't take on a Zerg with only four players
Claim to be the best small scale group around and pat themselves on the back for "finding good fights"
NightbladeMechanics wrote: »
actually it does it you read what everyones complaining about.
there would be spying, getting into keeps then staying there and going rogue, going rogue in middle of a group, leading your own team into ambushes. thats just 2 seconds worth of thought about how players will *** other players off. it doesnt take a genius to know this wont go well.
...getting into keeps then staying there and going rogue, going rogue in middle of a group
VaranisArano wrote: »A factionless group of rogues can't accomplish anything of value in Cyrodiil while "looking for good fights".
What they can do is:
Bomb everyone
Gank anyone
Vulture and try to pick off players fighting for objectives
Sit on a resource and farm PUGs for hours
Whine and complain about how they can't take on a Zerg with only four players
Claim to be the best small scale group around and pat themselves on the back for "finding good fights"
So its sort of like certain players we all recognize from our own factions, but now they get to fight and kill all factions instead.
What you're doing here is called an ad hominem argumentative fallacy. As stated on OP, I clearly said the objective of these groups would be to find fun fights. Some people have fun ganking, others bomb, others sit on resources and farm PUGs, 1vXing, etc... Going rogue will precisely allow players to create this scenarios with much more ease.VaranisArano wrote: »Whine and complain about how they can't take on a Zerg with only four players
Claim to be the best small scale group around and pat themselves on the back for "finding good fights"
Here you just prove my point - you (for some reason that I can imagine) don't like small scale groups, as this has zero argumentative value. Don't let your rollplaying-oriented pledge to an alliance allow you to commit argumentative fallacies or dictate how people should play their game.