Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »...
You may want these facts to disappear because they dont support your little straw-man of most PVE players, but they're true. Those are why those failed. Not people wanting no challenge. A PVE cyrodiil is a untapped market and I guarentee you, if it is tapped, ZOS will see a increase in revenue.
bolded/italicized has me interested
what do you see ZOS pulling in big sales from with regards to a PvE Cyrodiil?
EXP scrolls?
EXP scrolls, general interest, a persistant PVE realm that could likely get people interested in a way the current options do not.
If they sold it (Which I'd be okay with, honestly) that'd be sales.
Are you of the opinion that Cyrodiil would need an overhaul to be interesting as a PvE-only zone
or do you feel the existing content is sufficient to generate new and persistent interest and sales,
so long as interactions between players are removed?
Now that's a good question. I'll do my best to give a full answer.
For the most part, if ZOS went ahed and removed all PVP interactions and componants from PVP and labeled it it's own campaign tomorrow it'd be enough to get people motivated for doing the content for a time.
However. If the PVP elements were instead converted to a PVE system with persistant effects, with enemies geting stronger for territory lost, and rewards to match the effort, you could likely have a bit more of a longterm interest and engagement. This would require more work, development time, and be a risk, that could eventually pay off.
Both have their own draws, but if you personally had to give me a choice, I'd choose the later. Maybe even complete with a different assault and defense line based more on PVE options.
Craglorn difficulty suggested group content. Not Cadwells silver or gold.Doctordarkspawn wrote: »Oh come on? Every vet zone? Craglorn was designed as the Adventure Zone which was designed for 4-person groups to quest through, so yes you needed people. The vet zones VR1-10 should be and were able to be done solo, barring some world bosses and maybe dolmens.Doctordarkspawn wrote: »Fun fact:
- When the game was originally released Vet Zones were constructed so you basicly had to have a full cadre of friends to complete basic questing. Nobody wanted to. Because questing with friends never works because everyone reads at different speeds and one guy allways wants to lisen to the diologue. ALL OF IT.
Craglorn failed for much the same reason this did.
For you. Not for most of us. The difficulty suggested eitherway, it was supposed to be group content.
Doctordarkspawn wrote: »VaranisArano wrote: »So basically, instead of a war game that emphasizes capturing and defending keeps against human opponents, you want an extra version of Cyrodiil that's basically a race to the emp ring against mega-world-boss keeps?
Sure, as long as you don't get any of the rewards for PVP while doing so.
I mean, honestly, I think that idea sounds like it would get boring really quick. One of the things that keeps me coming back to PVP is its unpredictable nature. I know where to,find fights, but each fight is different, each time.
But hey, maybe enough PVE players like it enough that it wouldn't be a dead zone like Craglorn world bosses.
But its not PVP. So as long as players dont get any of the rewards from PVP or that are intended to be acquired with the threat of PVP, (skyshards, fishing, AP, quest achievements, delve bosses, etc), I'm fine with it.
So basicly 'as long as people dont have nice things'.
When will you people learn that it's precisely because those things are gated behind a activity we dont enjoy that we want an alternative to it? And that's not selfish, or even entitled. That's people disagreeing with the emphasis on PVP that's persisted since this games launch. That's a market for ZOS to capitalize on. It's an untapped audience.
It isn't hurting you if more people have a alternative to not PVP. The only thing your losing is your cannon fodder. And if that's all you care about, if your activity's lifeline is a bunch of people who have to suffer for your fun, it deserves to die. That's darwinism, not entitlement. That's the market shaping what stays and what dont.
Otherwise, you just want people to have rewards or enjoyment on -your- terms. And that is entitlement.
Craglorn difficulty suggested group content. Not Cadwells silver or gold.Doctordarkspawn wrote: »Oh come on? Every vet zone? Craglorn was designed as the Adventure Zone which was designed for 4-person groups to quest through, so yes you needed people. The vet zones VR1-10 should be and were able to be done solo, barring some world bosses and maybe dolmens.Doctordarkspawn wrote: »Fun fact:
- When the game was originally released Vet Zones were constructed so you basicly had to have a full cadre of friends to complete basic questing. Nobody wanted to. Because questing with friends never works because everyone reads at different speeds and one guy allways wants to lisen to the diologue. ALL OF IT.
Craglorn failed for much the same reason this did.
For you. Not for most of us. The difficulty suggested eitherway, it was supposed to be group content.
Honestly, that really surprises me if a substantial amount of the population had issues. I remember getting absolutely trampled by the first trash mob in the original Vet Fungal Grotto, I remember minute long fights vs the wasps at Craglorn's Enchanter Survey III, but I can't remember requiring multiple people for any questing from VR1-10, let alone all of it. I still hadn't learned what set pieces were, or which you would use until VR8 or so XD
White wabbit wrote: »Sorry fella that's not for me. You touch on a few things too
Alliance switching,for me needs blocking by campaign which thankfully they are looking at. It's a GOOD thing your toon can hop factions, that would be worse than it is now
3 day campaign i would go for. With reset on map. I thought Cyrodiil did this originally and was surprised it didn't. Clear the map and let the race happen. Be interesting. But I'm talking PvP not a PvE option.
Cyrodiil has enough quiet campaigns already. Rather than spreading pop out further. Each has their own view tho
I do hope that faction locking does happen, Ad Emp group switched over to there red toons and where mucking around with the scrolls , it ruins the game all this type of play
I do remember questing the whole way through both silver (fun fact of my own - every DC zone has a 'match-maker' quest line) and gold (forest/jungle gets boring after 4.5 zones of it). Not sure if you're suggesting I'm remembering incorrectly that I didn't need a quest buddy? If so, how can I be sure you're not mis-remembering Craglorn's difficulty everywhere elseDoctordarkspawn wrote: »Craglorn difficulty suggested group content. Not Cadwells silver or gold.Doctordarkspawn wrote: »Oh come on? Every vet zone? Craglorn was designed as the Adventure Zone which was designed for 4-person groups to quest through, so yes you needed people. The vet zones VR1-10 should be and were able to be done solo, barring some world bosses and maybe dolmens.Doctordarkspawn wrote: »Fun fact:
- When the game was originally released Vet Zones were constructed so you basicly had to have a full cadre of friends to complete basic questing. Nobody wanted to. Because questing with friends never works because everyone reads at different speeds and one guy allways wants to lisen to the diologue. ALL OF IT.
Craglorn failed for much the same reason this did.
For you. Not for most of us. The difficulty suggested eitherway, it was supposed to be group content.
Honestly, that really surprises me if a substantial amount of the population had issues. I remember getting absolutely trampled by the first trash mob in the original Vet Fungal Grotto, I remember minute long fights vs the wasps at Craglorn's Enchanter Survey III, but I can't remember requiring multiple people for any questing from VR1-10, let alone all of it. I still hadn't learned what set pieces were, or which you would use until VR8 or so XD
Yeah nobody really remembers that time clearly so that's probably why you dont remember but trust me, you were going to quest or you were basicly over-leveled for that area.
Drakkdjinn wrote: »I’ve said it before and I’ll say it again, openworld PvP in overland quest zones would be a whale of a time.
There’s too few places to PvP in game, let’s change that too y’all!
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »...
You may want these facts to disappear because they dont support your little straw-man of most PVE players, but they're true. Those are why those failed. Not people wanting no challenge. A PVE cyrodiil is a untapped market and I guarentee you, if it is tapped, ZOS will see a increase in revenue.
bolded/italicized has me interested
what do you see ZOS pulling in big sales from with regards to a PvE Cyrodiil?
EXP scrolls?
EXP scrolls, general interest, a persistant PVE realm that could likely get people interested in a way the current options do not.
If they sold it (Which I'd be okay with, honestly) that'd be sales.
Are you of the opinion that Cyrodiil would need an overhaul to be interesting as a PvE-only zone
or do you feel the existing content is sufficient to generate new and persistent interest and sales,
so long as interactions between players are removed?
Now that's a good question. I'll do my best to give a full answer.
For the most part, if ZOS went ahed and removed all PVP interactions and componants from PVP and labeled it it's own campaign tomorrow it'd be enough to get people motivated for doing the content for a time.
However. If the PVP elements were instead converted to a PVE system with persistant effects, with enemies geting stronger for territory lost, and rewards to match the effort, you could likely have a bit more of a longterm interest and engagement. This would require more work, development time, and be a risk, that could eventually pay off.
Both have their own draws, but if you personally had to give me a choice, I'd choose the later. Maybe even complete with a different assault and defense line based more on PVE options.
Thank you for clarifying -- part of my interest was because one of the common complaints about Cyrodiil is it being horse-riding simulator
and some of the quests get kind of mediocre on their own -- ie: kill Captain Minwe for the Chorrol daily means riding down to Brindle to kill a single low-tier boss mob
then head back to Chorrol to turn in the quest
but when swinging down to fight her then helping my faction take Brindle in order to open a port back to Rayles
the zone starts to feel more alive
a lot of Cyrodiil is just wide fields with the expectation that players will periodically fill them tho
do not feel there is a lot of meat to it without an overhaul placing new bosses and mechanics around the more barren areas
VaranisArano wrote: »Doctordarkspawn wrote: »VaranisArano wrote: »So basically, instead of a war game that emphasizes capturing and defending keeps against human opponents, you want an extra version of Cyrodiil that's basically a race to the emp ring against mega-world-boss keeps?
Sure, as long as you don't get any of the rewards for PVP while doing so.
I mean, honestly, I think that idea sounds like it would get boring really quick. One of the things that keeps me coming back to PVP is its unpredictable nature. I know where to,find fights, but each fight is different, each time.
But hey, maybe enough PVE players like it enough that it wouldn't be a dead zone like Craglorn world bosses.
But its not PVP. So as long as players dont get any of the rewards from PVP or that are intended to be acquired with the threat of PVP, (skyshards, fishing, AP, quest achievements, delve bosses, etc), I'm fine with it.
So basicly 'as long as people dont have nice things'.
When will you people learn that it's precisely because those things are gated behind a activity we dont enjoy that we want an alternative to it? And that's not selfish, or even entitled. That's people disagreeing with the emphasis on PVP that's persisted since this games launch. That's a market for ZOS to capitalize on. It's an untapped audience.
It isn't hurting you if more people have a alternative to not PVP. The only thing your losing is your cannon fodder. And if that's all you care about, if your activity's lifeline is a bunch of people who have to suffer for your fun, it deserves to die. That's darwinism, not entitlement. That's the market shaping what stays and what dont.
Otherwise, you just want people to have rewards or enjoyment on -your- terms. And that is entitlement.
I hated their game design when it forced me into Cyrodiil for those fish. Now, I see the wisdom in it. They got a player who never would have gone into PVP land otherwise to go to Cyrodiil and while not every player comes to love PVP, I certainly did.
.
I do remember questing the whole way through both silver (fun fact of my own - every DC zone has a 'match-maker' quest line) and gold (forest/jungle gets boring after 4.5 zones of it). Not sure if you're suggesting I'm remembering incorrectly that I didn't need a quest buddy? If so, how can I be sure you're not mis-remembering Craglorn's difficulty everywhere elseDoctordarkspawn wrote: »Craglorn difficulty suggested group content. Not Cadwells silver or gold.Doctordarkspawn wrote: »Oh come on? Every vet zone? Craglorn was designed as the Adventure Zone which was designed for 4-person groups to quest through, so yes you needed people. The vet zones VR1-10 should be and were able to be done solo, barring some world bosses and maybe dolmens.Doctordarkspawn wrote: »Fun fact:
- When the game was originally released Vet Zones were constructed so you basicly had to have a full cadre of friends to complete basic questing. Nobody wanted to. Because questing with friends never works because everyone reads at different speeds and one guy allways wants to lisen to the diologue. ALL OF IT.
Craglorn failed for much the same reason this did.
For you. Not for most of us. The difficulty suggested eitherway, it was supposed to be group content.
Honestly, that really surprises me if a substantial amount of the population had issues. I remember getting absolutely trampled by the first trash mob in the original Vet Fungal Grotto, I remember minute long fights vs the wasps at Craglorn's Enchanter Survey III, but I can't remember requiring multiple people for any questing from VR1-10, let alone all of it. I still hadn't learned what set pieces were, or which you would use until VR8 or so XD
Yeah nobody really remembers that time clearly so that's probably why you dont remember but trust me, you were going to quest or you were basicly over-leveled for that area.
I have screenshots of being in Alik'r at VR4 and somewhere near Auridon at VR6 (both on-point for levelling). Also have screenshots of my stats being health+magicka biased with dual wield skills on my bar. Eww XD
ZOS lacks the skills needed to write new code without completely breaking the game for that level of sophisticated AI....
I like the idea though but it would probably break the game...
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”
― Robert E. Howard
White wabbit wrote: »Sorry fella that's not for me. You touch on a few things too
Alliance switching,for me needs blocking by campaign which thankfully they are looking at. It's a GOOD thing your toon can hop factions, that would be worse than it is now
3 day campaign i would go for. With reset on map. I thought Cyrodiil did this originally and was surprised it didn't. Clear the map and let the race happen. Be interesting. But I'm talking PvP not a PvE option.
Cyrodiil has enough quiet campaigns already. Rather than spreading pop out further. Each has their own view tho
I do hope that faction locking does happen, Ad Emp group switched over to there red toons and where mucking around with the scrolls , it ruins the game all this type of play
@White wabbit Been there, done that. We started with faction locks and Zos saw that it was not good for the game and removed it.
White wabbit wrote: »White wabbit wrote: »Sorry fella that's not for me. You touch on a few things too
Alliance switching,for me needs blocking by campaign which thankfully they are looking at. It's a GOOD thing your toon can hop factions, that would be worse than it is now
3 day campaign i would go for. With reset on map. I thought Cyrodiil did this originally and was surprised it didn't. Clear the map and let the race happen. Be interesting. But I'm talking PvP not a PvE option.
Cyrodiil has enough quiet campaigns already. Rather than spreading pop out further. Each has their own view tho
I do hope that faction locking does happen, Ad Emp group switched over to there red toons and where mucking around with the scrolls , it ruins the game all this type of play
@White wabbit Been there, done that. We started with faction locks and Zos saw that it was not good for the game and removed it.
@Idk sadly current format isn't great though
Doctordarkspawn wrote: »If they do it they better make the bosses soloable by a level 10 in white con gear with no cp or attribute points while they can still hold and sip their coolaid with their free hand or else you'll be swept away in a river of tears because it's too hard and they forgot it's a MMO. You'll have another Craglorn on your hands..
You can get out there and PVE right now! Add a bit of adventure to your life. I've leveled a few characters partially up in Cyrodiil hitting all of the quest zones and even though the quests get abit old after a few rounds, the adrenaline rush of knowing the enemy could be near by is great.They had best not tamper with the PVP of Cyrodiil because it's the only non scripted challenge in the entire game (besides running dungeons in PUGS).
Fun fact:
- When the game was originally released Vet Zones were constructed so you basicly had to have a full cadre of friends to complete basic questing. Nobody wanted to. Because questing with friends never works because everyone reads at different speeds and one guy allways wants to lisen to the diologue. ALL OF IT.
Craglorn failed for much the same reason this did.
As for worldbosses, we pointed out that, once the hype for 'hard bosses' died down the difficulty throngs would be off chasing the next big thing with no incentive to keep doing them. We were right. Those worldbosses are abandoned.
You may want these facts to disappear because they dont support your little straw-man of most PVE players, but they're true. Those are why those failed. Not people wanting no challenge. A PVE cyrodiil is a untapped market and I guarentee you, if it is tapped, ZOS will see a increase in revenue.
The only way I would support a PVE Cyrodiil would be a version that is just the empty map with the pve quests only. However, even that alone is a stretch for me because I have completed those quests on several characters already.
There should be no AP gain, no Alliance rank advancement, no alliance skill advancement, no Tel var aquisition in IC and no way to get Emperor or its rewards at all
Just the quests and only the quests so that people that just want to do those and the story can do them.
You want any of the other stuff, get it in PvP as intended.
If you want to be in Cyrodiil, you take the good with the bad. Cyrodiil is a PvP zone, get over it. You people wouldnt have lasted 5 minutes in Ultima Online with its open-world PvP(at least before they gave in to the constant whining and made a PvE instance). Learn to PvP or stay out of Cyrodiil...or go to Cyro and just avoid the keeps(which have no PvE content anyway) and just focus on questing around the periphery...its really not dangerous if you stay away from the objectives...and sneaking while you are near them will keep you alive for the most part
White wabbit wrote: »White wabbit wrote: »Sorry fella that's not for me. You touch on a few things too
Alliance switching,for me needs blocking by campaign which thankfully they are looking at. It's a GOOD thing your toon can hop factions, that would be worse than it is now
3 day campaign i would go for. With reset on map. I thought Cyrodiil did this originally and was surprised it didn't. Clear the map and let the race happen. Be interesting. But I'm talking PvP not a PvE option.
Cyrodiil has enough quiet campaigns already. Rather than spreading pop out further. Each has their own view tho
I do hope that faction locking does happen, Ad Emp group switched over to there red toons and where mucking around with the scrolls , it ruins the game all this type of play
@White wabbit Been there, done that. We started with faction locks and Zos saw that it was not good for the game and removed it.
@Idk sadly current format isn't great though
If you do not like the current format, returning to something that is worse does not make sense.
White wabbit wrote: »White wabbit wrote: »Sorry fella that's not for me. You touch on a few things too
Alliance switching,for me needs blocking by campaign which thankfully they are looking at. It's a GOOD thing your toon can hop factions, that would be worse than it is now
3 day campaign i would go for. With reset on map. I thought Cyrodiil did this originally and was surprised it didn't. Clear the map and let the race happen. Be interesting. But I'm talking PvP not a PvE option.
Cyrodiil has enough quiet campaigns already. Rather than spreading pop out further. Each has their own view tho
I do hope that faction locking does happen, Ad Emp group switched over to there red toons and where mucking around with the scrolls , it ruins the game all this type of play
@White wabbit Been there, done that. We started with faction locks and Zos saw that it was not good for the game and removed it.
@Idk sadly current format isn't great though
If you do not like the current format, returning to something that is worse does not make sense.
For the fixing the current problems we have it wouldn't be worse, it would be worse.
I'm cool with whatever solution the find, but the scroll moving, AP boosting, map self flipping, Emp touting needs to be stopped. And right now the obvious solution is a lock.
Sure people can play with mates for a week or have to actually plan ahead but honestly compared to the outright dishonest play right now I'm cool with that.
Interested to hear why you think locking now would be worse.
The only way I would support a PVE Cyrodiil would be a version that is just the empty map with the pve quests only. However, even that alone is a stretch for me because I have completed those quests on several characters already.
There should be no AP gain, no Alliance rank advancement, no alliance skill advancement, no Tel var aquisition in IC and no way to get Emperor or its rewards at all
Just the quests and only the quests so that people that just want to do those and the story can do them.
You want any of the other stuff, get it in PvP as intended.
Vicente Valtiere, Dark Brotherhood, OblivionSpill some blood for me dear brother
shadowwraith666 wrote: »The only way I would support a PVE Cyrodiil would be a version that is just the empty map with the pve quests only. However, even that alone is a stretch for me because I have completed those quests on several characters already.
There should be no AP gain, no Alliance rank advancement, no alliance skill advancement, no Tel var aquisition in IC and no way to get Emperor or its rewards at all
Just the quests and only the quests so that people that just want to do those and the story can do them.
You want any of the other stuff, get it in PvP as intended.
on other words, your fine with the idea so long as it was neutered and restricted as much as possible to please the pvp gank-happy crowd.
Azurephoenix999 wrote: »Question: When is Cyrodiil fun?
Answer: When you're on the offensive and winning. Like storming keeps, and capturing towns.
Question: When it Cyrodiil NOT fun?
Answer: When your Alliance spends weeks at a time getting stomped on the only decently populated campaign, there's absolutely no way to switch Alliances without changing character (which defeats the purpose if your current character is the one you want to PvP with), and most other players have given up to the point where your Alliance simply doesn't have the numbers to fight back.
Question: How can we make Cyrodiil fun for everybody?
Answer: Optional PvE Campaign. Everyone teams up to fight against a new faction. Think of it as an extra game mode.
How would it work?
- Alliances share a single transitus system and can all use the doors in friendly keeps. Players can also use zone chat to talk between Alliances.
- Players cannot attack each other outside of duels, and NPC Alliance guards will not attack players of other Alliances.
- Two Enemy factions - Imperials and Molag Bal's Daedra. They can attack keeps and resources adjacent to their own territory.
- A Miniboss is present at each resource, and a Boss is present at each keep. Their nearby allies are stronger until they are killed, making them important targets.
- There is one Emperor leaderboard for all three Alliances. Enemy factions can make their own Emperor by capturing the 6 central keeps, who then has a chance of appearing as the boss of a keep under seige for that faction (the keep then becomes far more difficult to capture).
Upon the start of each Campaign, the three Alliances will each control the two keeps closest to their home bases, as well as the keep on the edge of the map immediately clockwise of their home bases. Imperials will own Castle Faregyl, Castle Alessia, Arrius Keep, Chalman Keep, Fort Glademist, and Fort Ash. Fort Aleswell, Castle Roebeck, and Blue Road Keep, as well as the three Outposts will be owned by Molag Bal's Daedra. The towns will also be overrun by Imperials at the start.
Each Campaign lasts only 3 days.
"Why is any of this a good idea? PvP is just fine where it is"
Hey, if you like PvP then keep playing it. I'm not suggesting this as a replacement, it's supposed to be an addition for players that don't like PvP in its current state.
"But what about the people who might like PvP if they just gave it a try?"
What about the people who have tried PvP but don't like it? What about the people who want to explore Cyrodiil freely without the constant threat of intervention from other players?
Besides, nothing is stopping them from trying PvP out.
"But they'd have no incentive to try it out if they can just do Cyrodiil in PvE!"
PvP itself should be the incentive! If they're not even remotely interested in PvP then they should be able to do stuff without getting involved. If there needs to be additional incentive to try it out, then maybe ZOS could mix things up once in a while and make PvP less repetitive.