VaranisArano wrote: »The basic redesign I want is for performance, lag, and known bugs to get fixed. Make it so everyone can reliably play Cyrodiil as intended and I suspect we'd see a lot less fed up PVPers.
Fur_like_snow wrote: »End the three banner war. Bring home the troops. We need a new PvP zone to bring back old players and attract new ones. Populations have been shrinking every year. We need something fresh.
Fur_like_snow wrote: »End the three banner war. Bring home the troops. We need a new PvP zone to bring back old players and attract new ones. Populations have been shrinking every year. We need something fresh.
VaranisArano wrote: »The basic redesign I want is for performance, lag, and known bugs to get fixed. Make it so everyone can reliably play Cyrodiil as intended and I suspect we'd see a lot less fed up PVPers.
Fur_like_snow wrote: »End the three banner war. Bring home the troops. We need a new PvP zone to bring back old players and attract new ones. Populations have been shrinking every year. We need something fresh.
Fur_like_snow wrote: »End the three banner war. Bring home the troops. We need a new PvP zone to bring back old players and attract new ones. Populations have been shrinking every year. We need something fresh.
by the way all this stuff requires VERY LITTLE work on ZOS's end, just the requirement of mustering a little effort directed at PvP.
TX12001rwb17_ESO wrote: »Well how about they just get rid of alliances from CC altogether and isolate it to PvP ONLY and keep it hell away from the main part of the game.
When you begin a campaign in Cyrodiil or the IC it asks what alliance you would like to fight for and you will be alliance locked for however long that campaign is, once it is over you can change to another alliance on that character.
As for the character menu, just have it as whatever region your character is in.
MellowMagic wrote: »They should just spend a whole quarter and do a complete cyro overhaul.
Address all the current performance issues with cyro
the entire patch should be mainly focused on revitalizing pvp in cyro.
Than to satisfy the pvers the next quarter they can focus on a PVE instance of cyrodiil that is post 3 banners war.
Dusk_Coven wrote: »Pretty sure ZOS has basically abandoned Cyrodiil / IC / open world PvP given that they can't even be bothered to respond to bugs and issues such as https://forums.elderscrollsonline.com/en/discussion/512385/shocking-repeated-cheating-by-a-guild-pc-na-kaal/ and https://forums.elderscrollsonline.com/en/discussion/511054/laatvulon-another-dc-rollback
I personally feel one of the reasons the pvp community is so bitter right now is its being ignored to the point of losing all its players and NO communication of any kind from ZOS.
but I digress
Cyrodill just needs a bit of a redesign.
the basis of its design worked fine (DaoC) but they started tweaking and went way to far in ESO.
having a pvp system designed around faction loyalty alone to promote a community is fine and tends to work. and having a pvp system designed around essentially rounds or matches (campaigns) works fine too (however in most instances these are relegated to minutes rather then days / weeks / months)
DaoC was far more faction based with a slight nudge into the strategic aspect for an interesting layer or option for the pvp rather then the point of it excluding all else.
ESO leans heavily into the strategic aspect of it, keep battles are frequent and often fast, scroll caps are fast (in DaoC you had to jump through a few more hoops to get access to what were its version of scrolls, and taking a scroll required sitting on it for 5 minutes uninterrupted and a server message was broadcast telling everyone what was going on)
you might say *well how are you supposed to take scrolls then?!*
well, you were not really supposed to, the design, the time required, and the server alert was all designed around forcing a pvp encounter, not avoiding one.
keeps were more "in the way" (the maps were a bit more narrow) and designed as a bottleneck to, you guessed it, force a pvp encounter.
the current point system, strategic element and its priority over gameplay (scroll buffs, emp buffs, etc) and campaign system are fairly unrelated to pvp, you get points for holding scrolls and keeps, not killing players. the fastest way to both of those things is to actually avoid fights and pvdoor undefended keeps before people show up.
then we have duration on top of it, in casual games that last a round or session, things like league or cod, you can expect to be in a match for an hour at most, and that's a big AT MOST. so if you lose, it sucks but its over and done and you play again, maybe win the next one, cool.
the main pvp campaign equivalent is ONE MONTH, not only that, but because its three factions there are two losers, and only one winner. so the majority of players have to be in the losing factions, for weeks on end. this causes faction swap and the issue to only get worse.
sure there will be people who don't care about the campaign (or at least say as much) and really only pvp for their faction casually, but in the grand scheme of things this is the minority, in games as in life people prefer to win.
I personally feel a large shift away from the strategic and point focus of pvp should occur, and more of a focus on preferred faction player vs player encounters, but that's not to the exclusion of a more current system.
1) keep the current pvp design, but limit it to week long campaigns, every OTHER week, so more like a micro season. the reason for week long breaks would be to prevent burn out and more emphasize the legit score and strategic based pvp and having a slight deprivation would provide further incentive to play hard during the limited time frame, same as almost any competitive structure. (this would essentially be your competitive strategic based environment)
2) re design the base pvp system to simply not have things like overall scoring, scroll buffs, emperor, etc. (this would all be alive and well in the new competitive week long campaigns) reduce the ap gain from capture / defense and increase the ap gain from killing players. I would go so far as to make the two gate home keeps unable to be sieged in this environment to further promote faster player vs player encounters and clashes. (and this would be casual team deathmatch)
by the way all this stuff requires VERY LITTLE work on ZOS's end, just the requirement of mustering a little effort directed at PvP.
@ZOS_RichLambert
@ZOS_MattFiror
@ZOS_GinaBruno
@ZOS_BrianWheeler
@ zos etc.
Rave the Histborn wrote: »I personally feel one of the reasons the pvp community is so bitter right now is its being ignored to the point of losing all its players and NO communication of any kind from ZOS.
but I digress
Cyrodill just needs a bit of a redesign.
the basis of its design worked fine (DaoC) but they started tweaking and went way to far in ESO.
having a pvp system designed around faction loyalty alone to promote a community is fine and tends to work. and having a pvp system designed around essentially rounds or matches (campaigns) works fine too (however in most instances these are relegated to minutes rather then days / weeks / months)
DaoC was far more faction based with a slight nudge into the strategic aspect for an interesting layer or option for the pvp rather then the point of it excluding all else.
ESO leans heavily into the strategic aspect of it, keep battles are frequent and often fast, scroll caps are fast (in DaoC you had to jump through a few more hoops to get access to what were its version of scrolls, and taking a scroll required sitting on it for 5 minutes uninterrupted and a server message was broadcast telling everyone what was going on)
you might say *well how are you supposed to take scrolls then?!*
well, you were not really supposed to, the design, the time required, and the server alert was all designed around forcing a pvp encounter, not avoiding one.
keeps were more "in the way" (the maps were a bit more narrow) and designed as a bottleneck to, you guessed it, force a pvp encounter.
the current point system, strategic element and its priority over gameplay (scroll buffs, emp buffs, etc) and campaign system are fairly unrelated to pvp, you get points for holding scrolls and keeps, not killing players. the fastest way to both of those things is to actually avoid fights and pvdoor undefended keeps before people show up.
then we have duration on top of it, in casual games that last a round or session, things like league or cod, you can expect to be in a match for an hour at most, and that's a big AT MOST. so if you lose, it sucks but its over and done and you play again, maybe win the next one, cool.
the main pvp campaign equivalent is ONE MONTH, not only that, but because its three factions there are two losers, and only one winner. so the majority of players have to be in the losing factions, for weeks on end. this causes faction swap and the issue to only get worse.
sure there will be people who don't care about the campaign (or at least say as much) and really only pvp for their faction casually, but in the grand scheme of things this is the minority, in games as in life people prefer to win.
I personally feel a large shift away from the strategic and point focus of pvp should occur, and more of a focus on preferred faction player vs player encounters, but that's not to the exclusion of a more current system.
1) keep the current pvp design, but limit it to week long campaigns, every OTHER week, so more like a micro season. the reason for week long breaks would be to prevent burn out and more emphasize the legit score and strategic based pvp and having a slight deprivation would provide further incentive to play hard during the limited time frame, same as almost any competitive structure. (this would essentially be your competitive strategic based environment)
2) re design the base pvp system to simply not have things like overall scoring, scroll buffs, emperor, etc. (this would all be alive and well in the new competitive week long campaigns) reduce the ap gain from capture / defense and increase the ap gain from killing players. I would go so far as to make the two gate home keeps unable to be sieged in this environment to further promote faster player vs player encounters and clashes. (and this would be casual team deathmatch)
by the way all this stuff requires VERY LITTLE work on ZOS's end, just the requirement of mustering a little effort directed at PvP.
@ZOS_RichLambert
@ZOS_MattFiror
@ZOS_GinaBruno
@ZOS_BrianWheeler
@ zos etc.
All of this is from the perspective of a non PVPer and you can tell.