Give us a rewards system that entices players to engage in more Player vs Player combat, more fight participation (not just stand around Cyrodiil and collect ticks without fighting), and bring new players into Cyrodiil. Rewards of the worthy just isn’t bringing people into Cyrodiil to participate. Far too often I enter a pop locked server only to find 1 small fight on the map.
How could we do this? I dunno, here’s my 2 cents…
Maybe introduce a Combat Awards System that gives rare furnishing plans, materials, antiquities, outfits, dyes, pets and mounts, etc. How would players earn them? Maybe by doing certain things in combat such as kill streaks, winning outnumbered fights, starting combat with players in enemy territory.
Give us mini combat objectives during the campaign. How about each hour there is a new combat objective to spark fights in 3 random areas of the map? That way the entire server doesn’t converge in 1 area. Whichever alliance kills the most players in those areas receives X reward. Players don’t seem very interested in grinding the quest board anymore.
Create an AP Multiplier System: Alliance Points gained from killing players increases by a factor of X based on your current kill streak. So, say you currently have a kill streak of 30, your AP gain could go up by a factor of x3.
Give us a rewards system that entices players to engage in more Player vs Player combat, more fight participation (not just stand around Cyrodiil and collect ticks without fighting), and bring new players into Cyrodiil. Rewards of the worthy just isn’t bringing people into Cyrodiil to participate. Far too often I enter a pop locked server only to find 1 small fight on the map.
How could we do this? I dunno, here’s my 2 cents…
Maybe introduce a Combat Awards System that gives rare furnishing plans, materials, antiquities, outfits, dyes, pets and mounts, etc. How would players earn them? Maybe by doing certain things in combat such as kill streaks, winning outnumbered fights, starting combat with players in enemy territory.
Give us mini combat objectives during the campaign. How about each hour there is a new combat objective to spark fights in 3 random areas of the map? That way the entire server doesn’t converge in 1 area. Whichever alliance kills the most players in those areas receives X reward. Players don’t seem very interested in grinding the quest board anymore.
Create an AP Multiplier System: Alliance Points gained from killing players increases by a factor of X based on your current kill streak. So, say you currently have a kill streak of 30, your AP gain could go up by a factor of x3.
Even though I think these are good ideas.....
I actually think this will only upset the core playerbase(casual pve players)....they will likely complain, moan and groan about how they cant obtain the rewards because they dont like pvp, complain how it's unfair, etc.....
The vast majority of players in this game hate pvp - look at the threads that are started each and every midyear mayhem. Again, I think they're good ideas, but my god, the complaint threads that will follow....
propertyOfUndefined wrote: »The fact of the matter is that endgame progression for PVP is virtually non-existent, and as soon as players learn the ropes, create builds that agree with the current meta and feel competitive, they’re thrown into an existential crisis of sorts, with there being no real incentive to keep playing — especially with the need to adapt to game dynamics that change every few months.
While I hate to use the PVE-vs-PVP comparison here, end-game PVE players can spend their time progressing towards better trial scores, trial gear and parses. Nobody complains about those not being achievable. Endgame progression on the pvp side of things is sadly measured by the increasing number of hate spewed at you by salty players who accuse you of cheating.
propertyOfUndefined wrote: »Endgame progression on the pvp side of things is sadly measured by the increasing number of hate spewed at you by salty players who accuse you of cheating.
propertyOfUndefined wrote: »Endgame progression on the pvp side of things is sadly measured by the increasing number of hate spewed at you by salty players who accuse you of cheating.