So first of all this isn't in one of the pvp sections because its a suggestion for a new pvp zone and not about something already in the game.
Also, some people on the forums can be incredibly toxic and afraid of change and new content. They love to shut down literally any new idea that isn't "nerf the guy who keeps killing me". IF YOU ARE ONE OF THESE PEOPLE instead of leaving a comment trashing my or anyone else's idea I ask that you post an alternative idea in the comments that you think would be better but still fit the theme of the post. Let's do our best to keep the comments section from devolving into a toxic mess shall we?
So I was listening to my pvp guild master talk with another one. They were talking about which pvp guilds are moving to which campaigns. They also mentioned the big pvp guild that riggs the campaigns by working together while taking control of two different factions. Since our faction never does this (on our server) we end up having the worst experience and tend to be in any other campaign besides the one controlled by the cheating guild.
It got me thinking though. Why not go all in on the guild vs guild pvp eh? I mean, most campaigns have already devolved into guild vs guild pvp anyways. Most guilds are chill and never work with the enemy but even so guild loyalty always comes before faction loyalty. So why not roll with it and make a new pvp zone similar to Cyrodil but instead based upon guilds fighting each other and not the deeply flawed 3 banner war?
Here's what I was thinking.
1. It would be quite similar to Cyrodil when it comes keeps, gates, travel routes, and scoring.
2. Guilds MUST register for each campaign beforehand. During the registration process two guilds may ally together for the campaign. Multi-chapter guilds are NOT allowed to ally together. Guilds not allied will be automatically paired together as spots fill or when the campaign starts. When you first join this campaign you may choose between multiple guilds if more than one of your guilds are part of the campaign. If only one of your guilds are in the campaign you will automatically be on their team. If none of your guilds are in the campaign you must either join a guild that is OR wait until a home keep is lost. You become locked to your guild's team until they lose their home keep or win the campaign.
3. There would be 10 home keeps in total. At the start each home keep is controlled by a team consisting of two guilds. If a guild allies with another guild during registration they control a home keep together. Guilds not allied will be randomly paired together and control a keep. Teams DO NOT get to choose which home keep they get at the start of the campaign because home keeps will be randomly assigned.
4. At first each home keep will be isolated from other enemy home keeps. Unclaimed keeps will be placed along a transitus network that extends to the center of the map. Half way to the the center there is a portion of terrain, wall, or some other obstruction that can be destroyed and then passed so one team may start taking over their opponents territory.
5. At the center of the map lays a pve/npc stronghold. The stronghold cannot be fully taken or destroyed. It will be surrounded by a few pve objectives and very strong bosses. Completing the pve objectives or killing the incredibly difficult bosses will reward resources and/or buffs to teams. The difficulty of these objectives and bosses are high enough that teams need to sacrifice manpower elsewhere to take care of them, leaving them open to other teams.
6. Teams, instead of taking on the pve objective and bosses, may go around it and continue along the transitus network into another allied/paired guild's territory to start taking their keeps.
7. Home keeps can be lost but not claimed by other teams. In the event a home keep is lost it then becomes controlled by a team made of random players. Said teams are filled randomly and may be from any faction or guild not controlling another home keep. Should more than one home keep be lost this way a player will be put on the team of a random lost keep each time they join the fight.
8. Scoring differences. In addition to an over-all guild score that functions similarly to Cyrodil's faction scoring there will also be a personal score.
9. Personal rewards will be the same as Cyrodil's rewards. Should a team win this campaign a substantial reward shall be deposited into the guild banks of the two guilds that were part of the team and additional rewards will be sent to player who fought with that guild.
10. This pvp zone and campaign mode will be policed by ZOS. Teams caught working together when they are on opposing teams will be disqualified and lose both their home keep and guild rewards. Repeated offenses will bar guilds from joining this campaign all together. If it turns out only one guild of a team is guilty of this the one guild will be removed from the campaign and lose rewards but the other may continue. Another different guild may then take the place of the cheating guild.
Okay so that's my suggestion. I wrote it like this so its easier for you guys to pick a specific number you have an alternative idea for instead of having to quote the entire post.
The basic idea I'm going for here is a way to fix guilds cheating in Cyrodil by working together while on opposing guilds without actually punishing them. Personally I think every player who is boosting or working with the enemy as one team should be perma-banned from pvp entirely but I doubt that'll ever happen. Maybe if a pvp zone and campaign like this existed they would stop ruining Cyrodil's pvp.
Replies.
To VaranisAreno
Hmm. You raise some good points. Perhaps I was thinking too big. Maybe it should be a much smaller 5 home keep and 8 or even 5 hour campaign. Maybe it being smaller would fix some of those issues and keep the other problems from being problems for too long.
Honestly I don't think ZOS will ever police pvp or punish cheaters in pvp despite it being desperately needed. #10 was really just wishful thinking.
Edited by hexentb16_ESO on January 6, 2021 9:34PM