Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

How To Make PVP Great Again

BrokenGameMechanics
BrokenGameMechanics
✭✭✭✭
Cyrodiil, on the Map, the land, should be divided up into areas, tiles, say as a Hexagonal Tiled Grid. All the land of Cyrodiil will be in some area (tile).
  1. Initially each castle "owns" all the tiles around it up to 1/2 to the nearest castle.
  2. Points are scored by how many Tiles an Alliance controls.
  3. A tile will change control IF an opposing Alliance builds a Palisade somewhere within the territory of tile.

So I think this is a really great idea for the following reasons:
  1. It is a modest enhancement to current Cyrodiil and so something ZOS might be able to find bandwidth to pull off. It's not a complete make over of PVP requiring large scale changes to PVP/Cyrodiil. It is pure extension to the existing system.
  2. It will take the tactics and strategy of game play up to the next level. It will completely re-energize Cyrodiil.
  3. It will spread out PVP game play throughout all of Cryodiil and should greatly solve the current horrendous lag problems. Right now Cyrodiil is a lot of empty space you ride through with everyone bunching a few locations.
  4. It opens up whole new vistas of game play. Big groups tackle Castles. Small groups can scrum over Palisades and a general area of tiles. Small groups could do Patrols. Small groups could "man" a Palisade. Single players can "scout" enemy tiled areas to locate where Palisades have been placed etc.
  5. It opens up a whole new Blue Ocean where ZOS can do incremental changes to PVP game play for years to come. e.g If an Alliance owns X number of contiguous tiles they get Y points or Z buff (like the current Emp buff, Enemy Keep buff). A Player in a tiled area controlled by their Alliance gets a buff. Certain tiled areas are neutral and may only change control by Challenge. Once every Point Count Interval each Alliance sends a Squad for a BattleGround-like combat. (The BG system is leveraged as well!!) The winning Alliance team owns that area (tile) for scoring until the next scoring interval Challenge. Certain areas (tiles) can be controlled by a SINGLE player by standing in a small Battle Circle. An Alliance may change control of the Tile only by a 1v1 Challenge. (Sort of a King of the Hill thing). A Group will automatically travel with Rapids IF they are within a area controlled by their Alliance. An Alliance could tactically create a "road" by controlling a string of connected areas (tiles). (Boy, I love this some much I'd just get rid of Transit Shrines in Cyrodill alltogether. An Alliance wants to send a couple of large groups as an invasion force to X. Send N small teams to create a Rapids Road for the Army. Want to "head fake" the opposing Alliance. Make it look like you are putting together a Road to the North and invade East.) Anyway tons of options, possibilities.

It's easy to think of all kinds of different variations. I didn't want to give any details because it could go so many way. But what is nice is the development work by ZOS can be done small incremental changes over time.

By Palisade: It could be anything. Maybe it's plant a large flag. Could be a special kind of Camp Tent. Could be an actual small, defensible wooden Palisade. Maybe a small stone Tower.

Maybe all of those.

Initially an Alliance controls an area by planting a Flag. IF the Alliance retains control for X number of consecutive scoring cycles, the Flag converts to a Camp which supports Rezs. After Y tics the Camp becomes a Palisade which is defensible and allows for Transiting-To. After Z tics of ownership the Palisade converts to a tried and true Stone Round Tower Keep similar to the ones found by all Farm/Mining/Lumber resources. Maybe a smaller 2-story version. The scoring points increase for each level palisade in that zone/tile.

In summary, it looks like a reasonable development effort extension to the current PVP system. Initially the size of a tiled area could be pretty large. It would be super fun with Alliance strategy and tactics taken to a whole new level. MOST IMPORTANTLY IT WILL SPREAD OUT GAME PLAY AND REDUCE LAG. Did I mention, IT WOULD SPREAD OUT GAME PLAY AND REDUCE LAG?
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    There are choke points in Cyrodiil for a reason. If the population gets to spread across the land PvP becomes more a game of hide and seek.
    and then the parrot said, "must be the water mines green too."
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think the first step before changing Cyrodiil is to actually fix Cyrodiil. If this vision of New Cyrodiil lags, freezes, disconnects, and has the same old bugs as the Old Cyrodiil, how exactly is it an improvement?

    Just spreading out the population isn't going to magically fix Cyrodiil.
    Edited by VaranisArano on July 9, 2018 10:09PM
  • BrokenGameMechanics
    BrokenGameMechanics
    ✭✭✭✭
    @kargen27 Yes, very true. But effectively the idea boils down to adding a couple of dozen Round Tower Keeps throughout Cyrodiil at mid-way points between the current Castles. You are either going to be at a Castle, at a Resource, at a Town, and now at a Round Tower Keep or traveling from one to the other.

    To avoid hide-and-seek, and ESO wants to keep the first step simple, to control a zone a flag must be placed within a small circle indicated on the map (like what we see around a camp of the rez-able area now). The circle for zone would be roughly in its center. The flag/Palisade would be located quickly and avoiding wandering around.
    Edited by BrokenGameMechanics on July 9, 2018 10:38PM
  • BrokenGameMechanics
    BrokenGameMechanics
    ✭✭✭✭
    @VaranisArano Basic improvement is additional game play goals to enhance tatics and strategy beyond zerging the same Keeps over and over and over and ...

    My personal experience is that the preponderance of Lag, Hang and Crash happen when everyone converges in the same location. The idea is to spread the population out, but not too thin, to retain frequent collisions. Smaller zerg colliding would hopefully reduce occurrence of Lags and Hangs.
    Edited by BrokenGameMechanics on July 9, 2018 10:20PM
  • Vapirko
    Vapirko
    ✭✭✭✭✭
    ✭✭✭✭✭
    Cyrodiil will never be great again
  • Ankael07
    Ankael07
    ✭✭✭✭✭
    ✭✭
    There are some cool ideas in there but how do you plan to make them listen to you? Apparently not even being called to their HQ and having meetings doesnt seem to work
    If you want me to reply to your comment type @Ankael07 in it.
  • madchuska83
    madchuska83
    ✭✭✭✭✭
    Separate Imperial City from the Campaign servers, reducing the number of players in Cyrodiil. When you get a 100+ queue in Vivec, some of those spots are taken by people farming the Sewers. Probably not a huge amount, but still, they aren't contributing to the actual Campaign.
  • davidj8291
    davidj8291
    ✭✭✭✭✭
    Good list. My favorite idea though:
    Create a No Emperor Campaign
    A 14 day campaign with no active emperorships for individuals.
    This campaign locks you into ONE FACTION FOR THE DURATION for THIS CAMPAIGN ONLY. If you home it on a Blue, you cannot bring any other toons into this campaign until the campaign ends.
    Capturing the Emp ring and crowning Emp earns a one time boon of points or a multiplier for those keeps that changes based on the amount of Emp keeps. The alliance gets the Health buff until “dethroned”.
    The only player to get the Emperor title is the top of the leaderboard in the WINNING faction and they must complete these conditions:
    1. Been at the top of the leaderboard and had the faction claim emperorship at the same time.
    2. Be at the top of the leaderboard at the end of the campaign.
    3. Faction wins the campaign.
    If these conditions are met, the player unlocks the Emperor title and costume.
    This mitigates faction swapping and Emp trading in campaign and promotes objectives being primary. Crowning Emp still matters for points and faction buff, but there is no incentive for individual players.
    The AP race becomes more ergonomic.

    Some other ideas:
    1. Nerf Sorcs
    2. Take Cyrodiil down for a few weeks and improve UI problems. The PvPers wouldn’t mind a break for better Cyrodiil.
    3. Cap the effectiveness of Vicious Death/Proxy Det. Implement a proximity debuff system. The more friendly players (over 36-48) in the area, it gains reduced effectiveness. This makes it a zerg busting set and not a zerg crutch set.
  • Girl_Number8
    Girl_Number8
    ✭✭✭✭✭
    ✭✭✭
    PvP would probably be better without the forums :smiley: Honestly, they are not really putting anything into PvP, they have everyone fighting over nerfs while pve gets more and more content. Maybe that was their plan~ :|
  • Pirhana7_ESO
    Pirhana7_ESO
    ✭✭✭✭✭
    Just wait for Camelot Unchained like the rest of us.
  • D0ntevenL1ft
    D0ntevenL1ft
    ✭✭✭✭✭
    Vote for trump
  • grannas211
    grannas211
    ✭✭✭✭✭
    excellent username to post topic ratio
  • ks888
    ks888
    ✭✭✭✭
    Make the Alessia bridge an objective to capture *mic drop*
    DC NA - Norri - Khole RIP - [Mostly Outnumbered]** I have too many toons **RIP every alt I deleted - where am I? what year is it?
  • DenMoria
    DenMoria
    ✭✭✭✭✭
    Remove it from the game completely. Then no one could complain that it's not any good. It simply won't be there to complain about.
  • HeathenDeacon
    HeathenDeacon
    ✭✭✭
    remove sloads. /thread.
Sign In or Register to comment.