The Number One Thing I Want For PvP

Trinotops
Trinotops
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Lag? I'll just play outside of prime-time.
Ball groups? I'll just avoid them.
As a solo player, all I want is a fourth faction that lets me fight any player not in my group.
I don't care about keeps, I don't care about campaign rewards. I just want to do PvP, and for that, I want to have as many players available to fight as possible. Being unable to fight a third or more of the players in Cyrodiil gets in the way of that, creating more downtime between fights and more often fighting the same people over and over again.

Some rough ideas of how I imagine it would look:
  • It's not a hard-set faction for your character, but something you can choose queue into Cyrodill as. Maybe there's a lock-out that prevents you from getting campaign rewards if you go back to your original faction.
  • You can fight anyone not in your group.
  • Max group size of 4-6.
  • Spawn points throughout Cyrodiil (theres a lot of empty space to choose from), that work like IC ladders—a raised area with the sanctuary buff, and when you drop down, you can't get back up.
  • You deal reduced siege damage to players and structures while in this faction. Maybe even no siege usage at all.
  • As for objectives, it wouldn't bother me if you couldn't interact with them at all. At least no picking up scrolls and the hammer. Maybe you could do something where this faction could "take" keeps/resources which prevents guards from spawning, gives AP and the continuous buff, but no repairing walls/doors, and no contribution towards any score.

Currently on PC NA, DC is the the most populated faction. I would rather be playing the least-populated faction, but all of my characters are DC because of faction lock and it just happened to be what I picked years ago.
With the current system, I either have to spend some money to change factions and have to decide which characters I'm even allowed to play for the month. Or I spend a lot of money and faction-change all of my characters.
The current faction/faction-lock system feels incredibly restrictive, even predatory with the paid alliance-changes. I would rather just be able to ignore it completely, even if it means forfeiting campaign rewards.
  • Nordstern
    Nordstern
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    While in theory it sounds great and I would love it, I think that in reality it would completely destroy the flow of cyrodiil.
  • Trinotops
    Trinotops
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    Nordstern wrote: »
    While in theory it sounds great and I would love it, I think that in reality it would completely destroy the flow of cyrodiil.

    There are already a lot of solo/small-scale players that do nothing but go around the map looking for fights and will go interfere with fights between the two opposing factions.
    I could see it potentially going poorly if too many people switch over to this fourth faction, leaving too-few people for the other factions to group with and have proper siege fights against, but I don't think this would be very likely.
    This is also why I brought up all of the caveats of no siege/no rewards/low group size/etc to limit this faction's potential to affect objectives, to exclude ball-groups, and to have this only appeal to people who really want it and are willing to miss out on rewards.
    The goal would be to increase the QoL of solo/small-scalers while trying to avoid disrupting the normal gameplay of Cyrodiil as much as possible.
  • Nordstern
    Nordstern
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    Trinotops wrote: »
    Nordstern wrote: »
    While in theory it sounds great and I would love it, I think that in reality it would completely destroy the flow of cyrodiil.

    There are already a lot of solo/small-scale players that do nothing but go around the map looking for fights and will go interfere with fights between the two opposing factions.
    I could see it potentially going poorly if too many people switch over to this fourth faction, leaving too-few people for the other factions to group with and have proper siege fights against, but I don't think this would be very likely.
    This is also why I brought up all of the caveats of no siege/no rewards/low group size/etc to limit this faction's potential to affect objectives, to exclude ball-groups, and to have this only appeal to people who really want it and are willing to miss out on rewards.
    The goal would be to increase the QoL of solo/small-scalers while trying to avoid disrupting the normal gameplay of Cyrodiil as much as possible.

    I know, I'm one of them.
    For our playstyle to work there need to be many other players that play the game how it's supposed to be. I think this change would disencourage a lot of players that actually care about the alliance war theme and winning.
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