LOL they did and that's why NB is always so busted (or useless) xDThumbless_Bot wrote: »I would settle for anyone with the authority to make decisions regarding pvp being an actual eso pvp sweat
LOL they did and that's why NB is always so busted (or useless) xDThumbless_Bot wrote: »I would settle for anyone with the authority to make decisions regarding pvp being an actual eso pvp sweat
MB misread that. Their existing devs show a lot of promise, maybe we could convince them to come actually play PvP with us? A lot of the glaring issues should become apparent quickly.Thumbless_Bot wrote: »Exactly. That's why I added the beholden part. It's a shame really.
LOL they did and that's why NB is always so busted (or useless) xDThumbless_Bot wrote: »I would settle for anyone with the authority to make decisions regarding pvp being an actual eso pvp sweat
First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
Unfortunately, the current state of Battlegrounds is pretty terrible.
After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.
this is something else I swear xdddskill design, which is gradually pushing the game toward a more action-oriented style
First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
Unfortunately, the current state of Battlegrounds is pretty terrible.
After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.
man we love fights that's the whole point of pvp, we having fun doing good fights against others
please try gta RP or something or PVE where you need to role play
you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battlegroundthis is something else I swear xdddskill design, which is gradually pushing the game toward a more action-oriented style
First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
Unfortunately, the current state of Battlegrounds is pretty terrible.
After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.
man we love fights that's the whole point of pvp, we having fun doing good fights against others
please try gta RP or something or PVE where you need to role play
you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battlegroundthis is something else I swear xdddskill design, which is gradually pushing the game toward a more action-oriented style
SundarahFr3akinrican wrote: »First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
Unfortunately, the current state of Battlegrounds is pretty terrible.
After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.
man we love fights that's the whole point of pvp, we having fun doing good fights against others
please try gta RP or something or PVE where you need to role play
you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battlegroundthis is something else I swear xdddskill design, which is gradually pushing the game toward a more action-oriented style
I like to get high KDAs and also win the match. But yeah, if you are only doing objectives and not fighting, that isnt good imo. One of my biggest feedback points on 4v4v4 domination. It just turns into a rotating clock with no combat if players truely lock in and wants to win.
First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
Unfortunately, the current state of Battlegrounds is pretty terrible.
After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.
man we love fights that's the whole point of pvp, we having fun doing good fights against others
please try gta RP or something or PVE where you need to role play
you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battlegroundthis is something else I swear xdddskill design, which is gradually pushing the game toward a more action-oriented style
We need 2 PvP lead Devs who absolutely hate each other, but both have a strong drive to succeed. Each should be responsible for 3-4 classes and only the changes that they actually agree on should go to PTS.
First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
Unfortunately, the current state of Battlegrounds is pretty terrible.
After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.
man we love fights that's the whole point of pvp, we having fun doing good fights against others
please try gta RP or something or PVE where you need to role play
you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battlegroundthis is something else I swear xdddskill design, which is gradually pushing the game toward a more action-oriented style
so funny, why not meet me in bg, u ll see.
u should play cyro instand of bg. and what i say is all about bg. if u like killing is ok, u can stay in lower-tier. bg now is all about deathmatch, no matter what objective is, thats boring. bg in WOW, palyers fight for objective as well, the mechanism insure that not every match become deathmatch.
@Firstmep wrote:@Freez6661 wrote:@CoolAsh wrote:First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
Unfortunately, the current state of Battlegrounds is pretty terrible.
After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.
man we love fights that's the whole point of pvp, we having fun doing good fights against others
please try gta RP or something or PVE where you need to role play
you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battlegroundthis is something else I swear xdddskill design, which is gradually pushing the game toward a more action-oriented style
so funny, why not meet me in bg, u ll see.
u should play cyro instand of bg. and what i say is all about bg. if u like killing is ok, u can stay in lower-tier. bg now is all about deathmatch, no matter what objective is, thats boring. bg in WOW, palyers fight for objective as well, the mechanism insure that not every match become deathmatch.
Wow has superior bg design since it pushes players to actually fight for objectives.
Sadly ESO bgs are not really designed that way, except old chaosball and the start of crazy king.
First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
Unfortunately, the current state of Battlegrounds is pretty terrible.
After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.
man we love fights that's the whole point of pvp, we having fun doing good fights against others
please try gta RP or something or PVE where you need to role play
you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battlegroundthis is something else I swear xdddskill design, which is gradually pushing the game toward a more action-oriented style
so funny, why not meet me in bg, u ll see.
u should play cyro instand of bg. and what i say is all about bg. if u like killing is ok, u can stay in lower-tier. bg now is all about deathmatch, no matter what objective is, thats boring. bg in WOW, palyers fight for objective as well, the mechanism insure that not every match become deathmatch.
Wow has superior bg design since it pushes players to actually fight for objectives.
Sadly ESO bgs are not really designed that way, except old chaosball and the start of crazy king.
NeillMcAttack wrote: »There is obviously a PvP dev team. They are trying to make PvP "performant". They are the ones working on Vengeance campaign. It's a good area of focus for the game because, at least for me, Cyrodiil PvP is still an amazing, and unique experience just as it was on release, and the key to that is having as many people as possible in the same place, fighting together, for the same goal. That is rewarding game play, win OR lose.
But it has to actually work! When i press my buttons i need to have the instant feedback that my spells count. If they fail to fire or are delayed, and the real time battlefield has changed, I may as well not be there.
I personally think that a free version of just the vengeance campaign, and the original over-land faction campaigns between AD, EP, and DC, could attract a lot of gamers looking for something different.
They could even add Imperial City (the first extraction game that I played and loved) the way they originally intended. Where you open the gates by holding the outer keeps (and killing that massive dragon on the bridge?!). That original design did a lot of things, it reduced the numbers of the leading "Zergs", (which increased performance in Cyro) and created another campaign type in IC, that includes not just faction gain, but personal gain...hmmm
How could we make it so that there is incentive to go to IC in the vengeance campaign IC? Maybe make it so the faction that kills the bosses get buffs... If you make the PvE enemies very hard it would feel very rewarding again.
Anyway, I'll stop rambling, I guess its less a question of whether or not there are people working on PvP, but more a question of whether or not those making the decisions have a vision for the future of PvP?
NeillMcAttack wrote: »There is obviously a PvP dev team. They are trying to make PvP "performant". They are the ones working on Vengeance campaign. It's a good area of focus for the game because, at least for me, Cyrodiil PvP is still an amazing, and unique experience just as it was on release, and the key to that is having as many people as possible in the same place, fighting together, for the same goal. That is rewarding game play, win OR lose.
But it has to actually work! When i press my buttons i need to have the instant feedback that my spells count. If they fail to fire or are delayed, and the real time battlefield has changed, I may as well not be there.
I personally think that a free version of just the vengeance campaign, and the original over-land faction campaigns between AD, EP, and DC, could attract a lot of gamers looking for something different.
They could even add Imperial City (the first extraction game that I played and loved) the way they originally intended. Where you open the gates by holding the outer keeps (and killing that massive dragon on the bridge?!). That original design did a lot of things, it reduced the numbers of the leading "Zergs", (which increased performance in Cyro) and created another campaign type in IC, that includes not just faction gain, but personal gain...hmmm
How could we make it so that there is incentive to go to IC in the vengeance campaign IC? Maybe make it so the faction that kills the bosses get buffs... If you make the PvE enemies very hard it would feel very rewarding again.
Anyway, I'll stop rambling, I guess its less a question of whether or not there are people working on PvP, but more a question of whether or not those making the decisions have a vision for the future of PvP?
I do wish we had a Champion for the PvP community that "gets it" - and I mean that as respectful as possible.
There are a lot of little details and problems that you can't see by just looking at logs, graphs, reading things on the forums, etc.. alot of the problems with Cyrodiil you just have to experience first hand.. and the only way to do that is to log tens of hours week... run with groups... talk to guild leaders, etc etc.
NeillMcAttack wrote: »There is obviously a PvP dev team. They are trying to make PvP "performant". They are the ones working on Vengeance campaign. It's a good area of focus for the game because, at least for me, Cyrodiil PvP is still an amazing, and unique experience just as it was on release, and the key to that is having as many people as possible in the same place, fighting together, for the same goal. That is rewarding game play, win OR lose.
But it has to actually work! When i press my buttons i need to have the instant feedback that my spells count. If they fail to fire or are delayed, and the real time battlefield has changed, I may as well not be there.
I personally think that a free version of just the vengeance campaign, and the original over-land faction campaigns between AD, EP, and DC, could attract a lot of gamers looking for something different.
They could even add Imperial City (the first extraction game that I played and loved) the way they originally intended. Where you open the gates by holding the outer keeps (and killing that massive dragon on the bridge?!). That original design did a lot of things, it reduced the numbers of the leading "Zergs", (which increased performance in Cyro) and created another campaign type in IC, that includes not just faction gain, but personal gain...hmmm
How could we make it so that there is incentive to go to IC in the vengeance campaign IC? Maybe make it so the faction that kills the bosses get buffs... If you make the PvE enemies very hard it would feel very rewarding again.
Anyway, I'll stop rambling, I guess its less a question of whether or not there are people working on PvP, but more a question of whether or not those making the decisions have a vision for the future of PvP?