Guild PvP: What if we redesigned Cyrodiil?

Amunari
Amunari
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How about we remove all the quests for it, and turn it into a guild event?

- Guilds would be required to form a guild group and que with a specific number. Upon getting the que, it would be guild vs guild set in a manner where its faction vs faction (so no internal faction fighting)
- the "battleground cyrodiil" would provide some sort of guild-based ladder ranking.
- The map would be redesigned so that there was less keeps
- Resources will be redesigned and will now be used to dictate if players can buy siege, use siege, or respawn at a camp.
- Each guild will have a keep which they can design and fill with items. When entering the match the rival team will be able to see that keep
- Keeps will have different designs like the houses, but will all be the same size with different floor plans
- The winner of a match is decided at 30 minutes based on resources
- Victory before the timer can be accomplished if one team takes the other teams keep.

Discuss
  • GeorgeBlack
    GeorgeBlack
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    All of these have been proposed over the course of 6 years of eso.

    Zos kept the game like this:
    Optional PvP arenas: Cyrodiil, BGs, IC
    Optional Trials
    Dungeons for gear
    Overland story mode
    Housing/Cosmetics

    I get it, you are new and you wonder how come a game with nice visuals doesnt have more things to do. But what you suggest is old news.

    The game is making a lot of money from Story mode DLC and Crown Store cosmetics.
    There is also a small PvP community that buys DLCs for better gear.
    Your ideas dont serve the profits of the company. How hard is it to see that?

    Stop posting and go make a new interesting mmorpg. Ill buy your game. Till then your words are empty
    Edited by GeorgeBlack on April 22, 2020 2:48AM
  • kargen27
    kargen27
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    Cyrodiil was designed with large scale PvP in mind. It would be close to impossible to get enough active guilds to keep Cyrodiil active. We used to do some eight on eight and twelve on twelve battles against other guilds just out in the open fighting. We had to plan days ahead and even then often scrambled to get enough players to commit to a couple of hours of fighting.
    Not sure a capture the flag style of fighting would work. Neither team would want to get to far from their keep. They would instead tend to stay close to home hoping to entice the enemy to attack where they can be picked off.
    and then the parrot said, "must be the water mines green too."
  • Amunari
    Amunari
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    In theory you could still have large scale pvp with this system. For example if you added another layer to guilds (called alliances) and then have them que 2v2 guild groups. In theory you could obtain battles of near size, and it be equal numbers (if the ques for each guild group required you to have a specific number to enter).

    Also im not advocating for capture the flag as much as i am the current capture mechanics of keeps, with just 1 keep on each side (maybe a third in middle) + some resource objectives /locations. with rule sets like "resources regenerate naturally, slowly" (limiting you to1 minute res time if you dont have resources) and you have to capture the locations to generate them faster (lowering the rez time to 15 seconds) you may get some interesting mechanics.
  • Nyteshade
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    Cool ideas, but it's catering to a smaller percentage of the population who has a guild insterested in such things, plus has the time and interest in scheduling their day around a video game to show up and commit time to pre scheduled matches. Whereas now, I can log in for 10 minutes or 10 hours, jump into PvP as I feel like, and have some fun.
  • Urvoth
    Urvoth
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    People have advocated for more and better systems for both PvP and instanced PvE for years now, but ZOS seems intent on making the game more like a Skyrim online, and directs most of their effort towards the single player experience. It's saddening seeing a game with so much potential go down this road when they really could've done some great things. Greymoor marks three years since Morrowind, when we got the last real PvP content update (BGs), and it has already been over a year since we even got a new BG map. Cutting the group queue for BGs just ruined things even more for people that want to play with friends.

    Some commonly requested features over the years that ZOS has completely ignored:

    For PvP: a 6v6 BG or arena system, a 1v1 arena, a 12v12 BG, ranked arenas/BGs, group duels, PvP options in houses, a private lobby system for BGs (this would've made organized 4v4v4s and premade vs premade games a lot easier to setup for all the guilds that ran these prior to the solo queue change), a non-alliance option in Cyrodiil (for instance join a campaign with your guild and everyone but your guild is hostile), a new guild-based or FFA open world PvP zone, or even just some way to have organized guild vs guild fights that's independent of alliances and finding an abandoned spot in Cyrodiil.

    For PvE: Duo and 6 person arenas, another tier of dungeon difficulty (nightmare mode), an endless level-type dungeon (think Torghast from WoW Shadowlands), longer, harder trials with saved guild progression, just to name a few.

    Considering ZOS haven't even given us an update on the CP system rework and it has been over a year now, it really does feel like they're sweeping everything that doesn't fit into their stale content formula under the rug and it's unlikely we can expect a whole lot outside of the solo quester experience.
  • Dusk_Coven
    Dusk_Coven
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    If you don't want to address the core issues of PvP, such as exploiting and cheating for starters (e.g., alliance swapping to farm the map) then the best way to clean up Cyrodiil -- which would include a version of what you are proposing -- is Private Instances.
    https://forums.elderscrollsonline.com/en/discussion/499983/private-worlds-does-this-have-potential-in-eso

    You could invite only those people/guilds you want to play with, who can be accountable for the style of play you want to see in Cyrodiil. That way you can sort of control your experience of Cyrodiil -- busy only when you are (because you invite other guilds on the same schedule), and only the exploiting that you are happy to participate yourself. Maybe even force good fights -- each keep is fought over only when all 3 guilds/alliances are represented at the site.
    Edited by Dusk_Coven on April 22, 2020 6:11AM
  • Amunari
    Amunari
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    The question is why does the development team neglect such vital points of content? The solo aspects of the games are definitely getting far more attention, but you know what as a designer and a player i know of and i also skip through stuff just for faster experience.

    This seems to tell me that there is some serious designer-related issues (ie the person with the creation power ), and that the person with the issues is the one in power.

    As a designer its clear to me that people are efficient rushing towards the best conditions (gear, spec, rotations, levels, etc) so why a designer would focus most of the companies development resources on solo game play in an online game is really either down to management, or the designer.

    Since we largely get budgets assigned to us when working for companies like ZoS, it could easily be said that the majority of the reason that these area's are neglected is because the designer is either prohibited from it, or feels its not important for the overall makeup for the game and its future, and if this (the latter) was the case i would advocate for their immediate termination as game director/lead designer.

    I would prioritize the following things over all other development plans

    - Fixing any lag, and major bugs asap
    - A massive pvp related update to the game which introduces a design pass (redesign) of cyrodiil, group related queues for battlegrounds, and some guild focused aspects to cyrodiil and battleground (something to help validated guild pvp as trade guilds are validated by traders, probably involving keeps in some fashion).
    - Design pass to CP system either reworking it to have far less levels and power, or removing it.

    I will say, until such things are done they should immediately turn on group pvp ques again.
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