Taleof2Cities wrote: »ZOS gave non-faction lock players a 30-day campaign ... yet they still want to force their playstyle on the other campaigns.
Is there any chance these players will see the light?
GhostofDatthaw wrote: »I honestly might help bring people back next year if the performance improves, good players and guilds could come back, they would want a fight, I know I do, play the low pop alliance. I just think it's more a hindrance than immersive as it was pre t1
Introducing an unlocked 30-day campaign doesn't help when nobody is willing to move over. People stay in Kaal because nobody plays on the other campaigns, because people stay in Kaal. It's a vicious cycle. People want to move over, but aren't willing because nobody else is willing, so they'd just be moving to a dead campaign.
Just look at how non-CP played on PC NA before it fully died. Most hours of the day, it was dead. Only a few small groups, that mostly stayed away from each other because they were just flipping empty keeps, with one faction often rotating the most groups, flipping the entire map during quiet hours. When prime time came, and a particular streamer got DC riled up and ready, was when the campaign was actually alive, because there was an abundance of people to fight.
No people to fight leads to a dead campaign, which makes people hesitant to switch, while leads back to no people to fight. It's a vicious cycle.
How you people don't see that faction locks are leading the game into that, truly astounds me. By locking someone to a single faction for an entire campaign, you're preventing them from jumping onto another faction when their faction dominates, which causes a lack of opposition against the dominating faction, which leads the dominating faction towards dominating even harder, which pushes people away when fights are one-sided. It's the exact same as what's happening in the other campaigns.
Yes, people actually want to swap to the losing faction, because, believe it or not, a lot of people in this game don't care about faction loyalty, they just want to PvP. They enjoy the open world type of PvP Cyrodiil offers, and don't care about swapping to another faction to get it.
Yes, some people will faction jumping to cheat or exploit the system, but it's either that, or having the last active campaign die due to every fight being overly one-sided. Pick one, you can't have both. People jumping to the winning side, people emp feeding, people keep/scroll flipping, are all fair prices to pay for the game actually being enjoyable for people just wanting to PvP.
No, just because faction locks (or similar) work in other games, doesn't mean it will work here. ESO just doesn't have the PvP population to support them, as evidenced by how one-sided fights have been. If faction locks were kept in the game earlier, when the PvP population was much higher, if Zenimax actually worked on performance/balancing to not drive players away, maybe they would have worked. But they just won't work with the current populations.
A better way of addressing all of the issues everyone has with Cyrodiil, if faction locks were removed, would be to alter scoring on your off-factions, such that jumping to the losing side doesn't contribute as greatly to scoring, but you can still jump over to provide some opposition and get some fights. AP earned on the scoreboard is reduced or flat out disabled if you're either on your off-faction or kill someone on their off-faction, to prevent emp feeding; can't pick up scrolls on your off-faction, to prevent scroll flipping; AP rewarded by capturing keeps/towns/resources is exponentially reduced as you capture on different factions, while within a cooldown, to prevent keep/town/resource flipping; etc.