Something I feel alot of us dreamed about from the original vision and immersion of the games three alliances was all out war. Cyrodiil provided it and I’ve seen several names stick around as a result. Sadly due to the performance demand of the player engagements on server software and bugs in script, animation, and cross country internet latency its incentives content was deprioritized. To the accomplishment of the devs after 10 years of quality of life and performance patches they have returned if not if not improved the consistency and reliability of its fast paced combat.
Since High Isle the lore has been hinting at a return to revitalize and promote pvp with Gold Road being no exception. Spellcrafting was a fan favorite of the previous Elders Scrolls games returned as scribing. It was a disappointment to fans originally when a Dev showcased their prototype years ago, but the system was cut back from release. Aiming to please at this year's announcements revealed scribing and hinted at a pvp element being added later this year.
Over the years the team has been trying to close off loose ends of irritants, like by releasing the all in one attunable crafting stations to shorten guild house visits. I’ve repeatedly heard over the years and myself have experienced that the games overland zone content is too easy. I have also read, supported, and petitioned for pvp flag systems like dueling, however, ones more expansive, active, and cooperative. One current tone being set in the mmo and ESO space is that the games pvp is fun, but there are no collectible incentives for longevity of vet players especially in housing or motifs. Another grip by some players is that theirs too many useless sets.Pvp only has 5 motif chapters and a handful daedric designs which dec my house so you can tell I Pvp.
Here’s the suggestion/prediction: Integrate the current proven years old systems into a groupable flagable mode that puts PvE and PvP debuffs on players to simulate a vet mode that:
- Allows for alliance war pvp.
- Makes them take extra damage.
- Stuns players intermittently when they take damage.
- Gets worse effects the more experience they obtain until death.
- Summons bosses on players.
- Makes use of the unused lesser set effects to help provide balance data to help revitalize those sets. (Mathed out by the metrics of the duration of the intensity of the debuffs on player kill. To then be balanced by K’D ratios.)
- Doubles the drops of the zone like an event, quadrupling in an overlapping event.
- Gives gold bonuses to the alliance with the most player kills, incentivising more casuals to occasionally compete. Resetting with the weekly traders.
- Gives trial and arena gear to Pvpers who are on the top of the leaderboard across all of tamriel.
The fact that its a debuff vs a hardmode saves the work of a PvE overhaul adjusting 100s of different enemy variables mathematically, but still emulates a similar result.
It gives access to overland rewards like racial furniture designs at a different experience of play.
Opens players to overworld ganking, and adds surprise encounters.Lore: After peace talks and years of fighting, Alliance war Nobles have grown tired and discouraged of funding soldiers. Passionate, invested warriors and war bands have now begun looting the countryside to supplement income. Funded by rogue lords.
AnduinTryggva wrote: »If we are at it imperial city should be reworked too. At the moment we are swamped with spawn campers which makes it impossible to play. Why don't we have TWO separate spawn points (and no, spawning in another district and running to the appropriate gates is not a solution because we have spawn point camping generally in almost all districts because of course with alliance imbalances we have we have a one alliance dominating everything at one given time slot)
but I have unique experiences that make open world pvp challenging and fun.
DrNukenstein wrote: »Flaggable mode, dedicated instances to protect the PVE'ers from witnessing fun.
Why give double PvE rewards for opting into a PvP mode? Instead were this ever done (and I think it is a bad idea) the rewards should be unique to the PvP experience. I see no reason to give double drops to players logging in during off hours and going to out of the way places to avoid other players.
The problem with creating more PvP enabled zones is we already have a thin PvP population. The problem with opening up other zones to PvP is those zones were not designed for PvP. Cyrodiil and Imperial City have choke points and clear PvP objectives. The zones are created to help insure player contact. There are no choke points in the other zones. What you would end up with is a few gankers hiding near wayshrines hoping some player wanting the double rewards appears.
Early after introduction there might be enough players willing to risk it to make it worth the gankers time. They would get frustrated though and quit queuing for PvP. That means less targets for the gankers and eventually they get bored and go back to camping outside the dungeon entrance on days when one of the endeavors is to gain telvar.
Eventually you end up with little to no PvP taking place and the few farmers that still chance it running and hiding any time someone gets near.
The single good aspect I see to this would be to allow guilds to host PvP events where they could do a free for all or some five on five (any number) competitions. I think this type of PvP being added to the game would be a positive but there are much better ways to go about doing it.
I know I am jumping around some but the double rewards for flagging for PvP would cause new resentment as players would feel forced into a system they don't want to be a part of.
If you check topics about Vet Overland, you'll see that people don't want it as just moreHP/moreDmg/moreStuns mobs. It is not enough to make it Vet.Groupable flagable mode that puts PvE and PvP debuffs on players to simulate a vet mode that:
- Allows for alliance war pvp.
- Makes them take extra damage.
- Stuns players intermittently when they take damage.
- Gets worse effects the more experience they obtain until death.
What is this about? Absolutely no connection with harder overland or pvp overland.
- Makes use of the unused lesser set effects to help provide balance data to help revitalize those sets. (Mathed out by the metrics of the duration of the intensity of the debuffs on player kill. To then be balanced by K’D ratios.)
Unacceptable.
- Doubles the drops of the zone like an event, quadrupling in an overlapping event.
For playing overland? Uhu. Also crown rewards, free ESO+ for life and GameMaster permissions. Sure thing.
- Gives gold bonuses to the alliance with the most player kills, incentivising more casuals to occasionally compete. Resetting with the weekly traders.
- Gives trial and arena gear to Pvpers who are on the top of the leaderboard across all of tamriel.
Blood_again wrote: »For playing overland? Uhu. Also crown rewards, free ESO+ for life and GameMaster permissions. Sure thing.
- Gives gold bonuses to the alliance with the most player kills, incentivising more casuals to occasionally compete. Resetting with the weekly traders.
- Gives trial and arena gear to Pvpers who are on the top of the leaderboard across all of tamriel.
Really, want arena reward - play arena. Want pvp reward - play pvp.
You even have dungeon jewelry, monster hats'n'shoulders available on Cyro vendor already.This system is broken in favor of pvp players.
Also there is no gankers griefing your run in trials, if you ask. Try it.
Why give double PvE rewards for opting into a PvP mode? Instead were this ever done (and I think it is a bad idea) the rewards should be unique to the PvP experience. I see no reason to give double drops to players logging in during off hours and going to out of the way places to avoid other players.
The problem with creating more PvP enabled zones is we already have a thin PvP population. The problem with opening up other zones to PvP is those zones were not designed for PvP. Cyrodiil and Imperial City have choke points and clear PvP objectives. The zones are created to help insure player contact. There are no choke points in the other zones. What you would end up with is a few gankers hiding near wayshrines hoping some player wanting the double rewards appears.
Early after introduction there might be enough players willing to risk it to make it worth the gankers time. They would get frustrated though and quit queuing for PvP. That means less targets for the gankers and eventually they get bored and go back to camping outside the dungeon entrance on days when one of the endeavors is to gain telvar.
Eventually you end up with little to no PvP taking place and the few farmers that still chance it running and hiding any time someone gets near.
The single good aspect I see to this would be to allow guilds to host PvP events where they could do a free for all or some five on five (any number) competitions. I think this type of PvP being added to the game would be a positive but there are much better ways to go about doing it.
I know I am jumping around some but the double rewards for flagging for PvP would cause new resentment as players would feel forced into a system they don't want to be a part of.
Base game PVE and most maps in general have impasses to help guide players to linear story progression's. The diversity of the maps adds variety to taste aesthetic and play of strategy. Also points of interest effect gathering and conflict. To limit the amounts of maps effected it could be integrated with Cyrodiil monthly leader boards so that the winning alliance is subject to the most invasion. This would allow Senior guild leadership to try new vista's and help redirect concentration of flaggers. It also would spread out the pvp population across maps based on player age desire. Newer players fight for cyodiil's interest to explore pvp in a new safe proven space. Older pvpers are encouraged to go to high concentration zones for newer looks and time sensitive pvp exclusive vanity rewards if they both pvped and pve'd in addition to better fights. Loosing alliances have the released strain of loosing, putting the sharpest edge of the sword into battle of interests. As a returning PvPer and PvEer wanting to catch up in other zones collections and pvp it gives me the chance to not have as violent a thrashing from those I let eclipse me in preparation by offering a spread of ability. training, repeated practice in pvp + rewards. All the while keeping PvE's feel intact.
Players would become accustomed to double rewards with the toggle would advance quicker for their increased effort. Players wanting not to face other players would just be slower in economy and collections. The difference is the collectors race and field of competition. PvE mat races may be effected number wise.