VidmaVirtual wrote: »Alternatively, ZOS could change the nameplates so that you can only see the real names of players in your own alliance. Enemy players should look anonymous (like "Ebonheart Soldier"). This would allow us to still see and greet our real friends in our faction 🤝, while completely destroying the ability for toxic groups to make agreements with enemies.
To make this even more effective, ZOS should disable the ability to send private messages (whispers) to enemy alliance players while inside Cyrodiil. This would instantly stop both toxic hate-whispers after fights and real-time win-trading coordination between factions.
This anonymous enemy system and disabled enemy whispers already work perfectly in MMOs like Guild Wars 2 (WvW mode) and World of Warcraft, where it successfully stopped cross-team win-trading and toxic chat abuse.
VidmaVirtual wrote: »Alternatively, ZOS could change the nameplates so that you can only see the real names of players in your own alliance. Enemy players should look anonymous (like "Ebonheart Soldier"). This would allow us to still see and greet our real friends in our faction 🤝, while completely destroying the ability for toxic groups to make agreements with enemies.
To make this even more effective, ZOS should disable the ability to send private messages (whispers) to enemy alliance players while inside Cyrodiil. This would instantly stop both toxic hate-whispers after fights and real-time win-trading coordination between factions.
This anonymous enemy system and disabled enemy whispers already work perfectly in MMOs like Guild Wars 2 (WvW mode) and World of Warcraft, where it successfully stopped cross-team win-trading and toxic chat abuse.
Not wanting to rain on an admirable sentiment, but there is this thing called "Discord" (or any other third-party chat app). Anyone who wants to deal-broker for AP, leaderboards, emperor, or whatever doesn't need the in-game communications to do it. So no, it would not instantly stop the win-trading. It would probably put a damper on the hate whispers, though.
It's always been like this and there are good reasons for it. I hardly doubt that there are many people whose intention is "bullying" other players. When youre a top tier player, you dont want to fight people on an equal skill level all the time. Not because youre scared but because those fights often take a long time and if I want to duel people i'll do it outside of cyrodiil. I play eso because it's unique pvp allows me to fight solo or duo against bigger groups. If I would fight every enemy I see, I would spend more than half of my time dueling other top tier players. From time to time thats great but I don't want to do that all the time.
Anonymous names are an interesting idea but I think most people won't like it cause rivalry between players/guilds is a revelant part of pvp. Disabling whispers doesnt solve the problem, they will just use guild chat and I don' think it would be wise to limit communication in a social game like eso. Not that I thought reporting was an important feature but what you suggest doesnt work without much more effort on ZOSs side. But anyways, who would care about tbagging in a completely anonymous pvp environment?
Your complaints are a symptom of bigger issues tbh.. mainly low Cyrodiil population caps and terrible balance.
...
What you want isn’t easily enforceable, but these problems would be mitigated a lot by fixing underlying issues.
From my years in Cyro (Ravenwatch) I learned that "faction loyalty" is nearly non-existent among skilled PvPers. Most veteran players who are very good at PvP (as in player vs player exclusively, without the "playing the map" component) couldn't care less about the score.
From my years in Cyro (Ravenwatch) I learned that "faction loyalty" is nearly non-existent among skilled PvPers. Most veteran players who are very good at PvP (as in player vs player exclusively, without the "playing the map" component) couldn't care less about the score.
Which is, in my opinion, part of the problem that many have with Vengeance. It's a lot more balanced, and it's much more focussed on the campaign score, not the AP farm. Though the latter is achieved by focussing the former but that is often ignored in the pursuit of a more efficient AP farm.
Not that long ago, on these forums, someone who others described as a "well known PvP main" attempted a mocking comment about Vengeance, stating something along the lines of 'well what are you going to do there, siege and fight large scale battles'. Well, yeah, that is the whole point of Cyro, isn't it?!
If the PvP community actually cared about balance, they'd be engaging with Vengeance and giving feedback to improve it, wouldn't they? Instead they rejected it outright. I'm not one for moment suggesting that Vengeance solves everything, or that it doesn't need some major and massive changes, but as someone who enjoys PvP, and who wants a more balanced experience, I am engaging. So, why aren't more people? Just a thought to ponder.
Things may become clearer when ZOS release their medium map. If it's a farm the enemy and occasionally capture a flag (along the lines of WSG or Arathi for any WoW players) then I think (normal) Cyro may well see an exodus of players, or at least a significant drop in participation among a certain segment.
From my years in Cyro (Ravenwatch) I learned that "faction loyalty" is nearly non-existent among skilled PvPers. Most veteran players who are very good at PvP (as in player vs player exclusively, without the "playing the map" component) couldn't care less about the score.
Which is, in my opinion, part of the problem that many have with Vengeance. It's a lot more balanced, and it's much more focussed on the campaign score, not the AP farm. Though the latter is achieved by focussing the former but that is often ignored in the pursuit of a more efficient AP farm.
Not that long ago, on these forums, someone who others described as a "well known PvP main" attempted a mocking comment about Vengeance, stating something along the lines of 'well what are you going to do there, siege and fight large scale battles'. Well, yeah, that is the whole point of Cyro, isn't it?!
If the PvP community actually cared about balance, they'd be engaging with Vengeance and giving feedback to improve it, wouldn't they? Instead they rejected it outright. I'm not one for moment suggesting that Vengeance solves everything, or that it doesn't need some major and massive changes, but as someone who enjoys PvP, and who wants a more balanced experience, I am engaging. So, why aren't more people? Just a thought to ponder.
Things may become clearer when ZOS release their medium map. If it's a farm the enemy and occasionally capture a flag (along the lines of WSG or Arathi for any WoW players) then I think (normal) Cyro may well see an exodus of players, or at least a significant drop in participation among a certain segment.
I think most players who rejected Vengeance did so out of the fear that this drastically different ruleset would replace their favored one. And I'm not sure how many GH players care about the score balance; when they talk about balance, it is mostly related to combat (unkillable groups, broken new item sets, etc.)
From my years in Cyro (Ravenwatch) I learned that "faction loyalty" is nearly non-existent among skilled PvPers. Most veteran players who are very good at PvP (as in player vs player exclusively, without the "playing the map" component) couldn't care less about the score.
Which is, in my opinion, part of the problem that many have with Vengeance. It's a lot more balanced, and it's much more focussed on the campaign score, not the AP farm. Though the latter is achieved by focussing the former but that is often ignored in the pursuit of a more efficient AP farm.
Not that long ago, on these forums, someone who others described as a "well known PvP main" attempted a mocking comment about Vengeance, stating something along the lines of 'well what are you going to do there, siege and fight large scale battles'. Well, yeah, that is the whole point of Cyro, isn't it?!
If the PvP community actually cared about balance, they'd be engaging with Vengeance and giving feedback to improve it, wouldn't they? Instead they rejected it outright. I'm not one for moment suggesting that Vengeance solves everything, or that it doesn't need some major and massive changes, but as someone who enjoys PvP, and who wants a more balanced experience, I am engaging. So, why aren't more people? Just a thought to ponder.
Things may become clearer when ZOS release their medium map. If it's a farm the enemy and occasionally capture a flag (along the lines of WSG or Arathi for any WoW players) then I think (normal) Cyro may well see an exodus of players, or at least a significant drop in participation among a certain segment.
I think most players who rejected Vengeance did so out of the fear that this drastically different ruleset would replace their favored one. And I'm not sure how many GH players care about the score balance; when they talk about balance, it is mostly related to combat (unkillable groups, broken new item sets, etc.)
When I say balanced, I mean combat
VidmaVirtual wrote: »It's always been like this and there are good reasons for it. I hardly doubt that there are many people whose intention is "bullying" other players. When youre a top tier player, you dont want to fight people on an equal skill level all the time. Not because youre scared but because those fights often take a long time and if I want to duel people i'll do it outside of cyrodiil. I play eso because it's unique pvp allows me to fight solo or duo against bigger groups. If I would fight every enemy I see, I would spend more than half of my time dueling other top tier players. From time to time thats great but I don't want to do that all the time.
Anonymous names are an interesting idea but I think most people won't like it cause rivalry between players/guilds is a revelant part of pvp. Disabling whispers doesnt solve the problem, they will just use guild chat and I don' think it would be wise to limit communication in a social game like eso. Not that I thought reporting was an important feature but what you suggest doesnt work without much more effort on ZOSs side. But anyways, who would care about tbagging in a completely anonymous pvp environment?
Thank you for your perspective, but you actually highlighted exactly why this is a problem for the health of Cyrodiil.
When you say that top-tier players don't want to fight equal skill levels because it takes too long, and instead prefer "not fighting every enemy" (leaving each other alone), it directly results in those top-tier groups turning all their attention onto solo, casual, or less-experienced players. For a new or casual player, being constantly farmed by a coordinated group while your own alliance's high-tier players just stand there and watch is the definition of griefing and a toxic experience.
Regarding whispers: limiting cross-faction talk in a PvP zone is not "limiting communication in a social game." You can still talk to your guild, your group, and your entire alliance. You just can't trash-talk the enemy or make deals with them. Games like Guild Wars 2 and WoW have successfully used this for years, and their PvP communities are doing just fine.
As for t-bagging and anonymity: people who do it to troll will do it regardless of whether a name is visible or not. The point is that ZOS *can* track it through server logs if needed, so reporting wouldn't be broken.
PvP should be about faction loyalty and fair competition, not high-tier groups choosing to only fight the players who stand no chance against them.
From my years in Cyro (Ravenwatch) I learned that "faction loyalty" is nearly non-existent among skilled PvPers. Most veteran players who are very good at PvP (as in player vs player exclusively, without the "playing the map" component) couldn't care less about the score.
Which is, in my opinion, part of the problem that many have with Vengeance. It's a lot more balanced, and it's much more focussed on the campaign score, not the AP farm. Though the latter is achieved by focussing the former but that is often ignored in the pursuit of a more efficient AP farm.
Not that long ago, on these forums, someone who others described as a "well known PvP main" attempted a mocking comment about Vengeance, stating something along the lines of 'well what are you going to do there, siege and fight large scale battles'. Well, yeah, that is the whole point of Cyro, isn't it?!
If the PvP community actually cared about balance, they'd be engaging with Vengeance and giving feedback to improve it, wouldn't they? Instead they rejected it outright. I'm not one for moment suggesting that Vengeance solves everything, or that it doesn't need some major and massive changes, but as someone who enjoys PvP, and who wants a more balanced experience, I am engaging. So, why aren't more people? Just a thought to ponder.
Things may become clearer when ZOS release their medium map. If it's a farm the enemy and occasionally capture a flag (along the lines of WSG or Arathi for any WoW players) then I think (normal) Cyro may well see an exodus of players, or at least a significant drop in participation among a certain segment.
I think most players who rejected Vengeance did so out of the fear that this drastically different ruleset would replace their favored one. And I'm not sure how many GH players care about the score balance; when they talk about balance, it is mostly related to combat (unkillable groups, broken new item sets, etc.)
When I say balanced, I mean combat
Combat is more balanced in Vengeance, and this is something I completely agree with. But this is not what this thread is about; the OP complains about players from their faction refusing to fight other factions' players. That cannot be remedied, as everyone is free to pick their own fights, and a no-fight agreement between players might also have nothing to do with score trading or stalemates for that matter. So my best advice is: never rely on skilled PvPers' support in your pursuit of a campaign win. Hone your own fighting skills and cooperate with players who share your objectives.
Welcome to life. You cannot moderate or control player behavior. I don't expect anyone to do as I want or even back me up in Cyrodiil. That's why I fire siege. Siege is the only thing that is constant and will never betray or plot against me.
There are no secret agreements to hand over keeps, no words are exchanged and no agreements are made. "high tier" players will typically choose not to attack each other without any real thought, only the reading of nameplates or guild tags.
AvA players will typically chase you down 10 vs 1, "high tier" players typically do not. Then consider that a fight between "high tier" players could potentially ensue for 20 minutes just so 10-20 players can arrive and run over one or both of you. At this point, teaming becomes survival and continues as a simple status quo.
A secondary and major component is that there is absolutely no incentive for faction loyalty or playing the actual objective, you only need to make AP. Campaign scoring means nothing when 10 people can capture the map during off-hours and more more of an impact than a full population during peak hours.
This realistically is not going to change and is not unfolding the way people claim it is.
VidmaVirtual wrote: »It's always been like this and there are good reasons for it. I hardly doubt that there are many people whose intention is "bullying" other players. When youre a top tier player, you dont want to fight people on an equal skill level all the time. Not because youre scared but because those fights often take a long time and if I want to duel people i'll do it outside of cyrodiil. I play eso because it's unique pvp allows me to fight solo or duo against bigger groups. If I would fight every enemy I see, I would spend more than half of my time dueling other top tier players. From time to time thats great but I don't want to do that all the time.
Anonymous names are an interesting idea but I think most people won't like it cause rivalry between players/guilds is a revelant part of pvp. Disabling whispers doesnt solve the problem, they will just use guild chat and I don' think it would be wise to limit communication in a social game like eso. Not that I thought reporting was an important feature but what you suggest doesnt work without much more effort on ZOSs side. But anyways, who would care about tbagging in a completely anonymous pvp environment?
Thank you for your perspective, but you actually highlighted exactly why this is a problem for the health of Cyrodiil.
When you say that top-tier players don't want to fight equal skill levels because it takes too long, and instead prefer "not fighting every enemy" (leaving each other alone), it directly results in those top-tier groups turning all their attention onto solo, casual, or less-experienced players. For a new or casual player, being constantly farmed by a coordinated group while your own alliance's high-tier players just stand there and watch is the definition of griefing and a toxic experience.
Regarding whispers: limiting cross-faction talk in a PvP zone is not "limiting communication in a social game." You can still talk to your guild, your group, and your entire alliance. You just can't trash-talk the enemy or make deals with them. Games like Guild Wars 2 and WoW have successfully used this for years, and their PvP communities are doing just fine.
As for t-bagging and anonymity: people who do it to troll will do it regardless of whether a name is visible or not. The point is that ZOS *can* track it through server logs if needed, so reporting wouldn't be broken.
PvP should be about faction loyalty and fair competition, not high-tier groups choosing to only fight the players who stand no chance against them.
I hardly see any solo players at all, I fight groups as a solo player almost all of the time. If theres "coordinated groups" farming solo players or casual players of even numbers, it's definitely a sad playstyle but if theres like one or two players that kill your whole group you cant complain because someone else is not helping you. And I don't think there will ever be a rule forcing players to fight every enemy they see, because it would be absurd. As someone else already asked: what platform are we speaking of?
Also if you guys want to win the alliance war you need to coordinate properly and work together. I hardly see this anymore but over the years there have been multiple guilds ruling cyrodiil not because they were top tier players but because they had good coordination and a plan. One such guild can easily make the difference and win the campaign.
From my years in Cyro (Ravenwatch) I learned that "faction loyalty" is nearly non-existent among skilled PvPers. Most veteran players who are very good at PvP (as in player vs player exclusively, without the "playing the map" component) couldn't care less about the score.
Which is, in my opinion, part of the problem that many have with Vengeance. It's a lot more balanced, and it's much more focussed on the campaign score, not the AP farm. Though the latter is achieved by focussing the former but that is often ignored in the pursuit of a more efficient AP farm.
Not that long ago, on these forums, someone who others described as a "well known PvP main" attempted a mocking comment about Vengeance, stating something along the lines of 'well what are you going to do there, siege and fight large scale battles'. Well, yeah, that is the whole point of Cyro, isn't it?!
If the PvP community actually cared about balance, they'd be engaging with Vengeance and giving feedback to improve it, wouldn't they? Instead they rejected it outright. I'm not one for moment suggesting that Vengeance solves everything, or that it doesn't need some major and massive changes, but as someone who enjoys PvP, and who wants a more balanced experience, I am engaging. So, why aren't more people? Just a thought to ponder.
Things may become clearer when ZOS release their medium map. If it's a farm the enemy and occasionally capture a flag (along the lines of WSG or Arathi for any WoW players) then I think (normal) Cyro may well see an exodus of players, or at least a significant drop in participation among a certain segment.
From my years in Cyro (Ravenwatch) I learned that "faction loyalty" is nearly non-existent among skilled PvPers. Most veteran players who are very good at PvP (as in player vs player exclusively, without the "playing the map" component) couldn't care less about the score.
Which is, in my opinion, part of the problem that many have with Vengeance. It's a lot more balanced, and it's much more focussed on the campaign score, not the AP farm. Though the latter is achieved by focussing the former but that is often ignored in the pursuit of a more efficient AP farm.
Not that long ago, on these forums, someone who others described as a "well known PvP main" attempted a mocking comment about Vengeance, stating something along the lines of 'well what are you going to do there, siege and fight large scale battles'. Well, yeah, that is the whole point of Cyro, isn't it?!
If the PvP community actually cared about balance, they'd be engaging with Vengeance and giving feedback to improve it, wouldn't they? Instead they rejected it outright. I'm not one for moment suggesting that Vengeance solves everything, or that it doesn't need some major and massive changes, but as someone who enjoys PvP, and who wants a more balanced experience, I am engaging. So, why aren't more people? Just a thought to ponder.
Things may become clearer when ZOS release their medium map. If it's a farm the enemy and occasionally capture a flag (along the lines of WSG or Arathi for any WoW players) then I think (normal) Cyro may well see an exodus of players, or at least a significant drop in participation among a certain segment.
VidmaVirtual wrote: »There are no secret agreements to hand over keeps, no words are exchanged and no agreements are made. "high tier" players will typically choose not to attack each other without any real thought, only the reading of nameplates or guild tags.
AvA players will typically chase you down 10 vs 1, "high tier" players typically do not. Then consider that a fight between "high tier" players could potentially ensue for 20 minutes just so 10-20 players can arrive and run over one or both of you. At this point, teaming becomes survival and continues as a simple status quo.
A secondary and major component is that there is absolutely no incentive for faction loyalty or playing the actual objective, you only need to make AP. Campaign scoring means nothing when 10 people can capture the map during off-hours and more more of an impact than a full population during peak hours.
This realistically is not going to change and is not unfolding the way people claim it is.
Thank you for your input, but you actually just made the perfect case for why hiding enemy nameplates is necessary.
When you say that high-tier players choose not to attack each other based purely on "reading nameplates or guild tags," you are confirming that they are using meta-information to bypass the faction war. 🥹 In a three-faction war, an enemy should be an enemy, regardless of what guild tag they wear or how famous their name is.
If ZOS implements the anonymous nameplate system I suggested, that automatic "status quo" completely shatters. If you can't read the nameplate or the guild tag, you won't know if the player running at you is a top-tier duelist or a casual player. You will actually have to fight for your alliance, rather than using names to decide who gets a free pass and who gets farmed.
You also mentioned that there is no incentive for faction loyalty because off-hours capture groups ruin the score. While that is a valid system issue, it shouldn't be used to justify or excuse the toxic behavior and griefing that casual players experience during peak hours. We should aim to fix both, not accept it as the unchangeable norm.
Your complaints are a symptom of bigger issues tbh.. mainly low Cyrodiil population caps and terrible balance.
...
What you want isn’t easily enforceable, but these problems would be mitigated a lot by fixing underlying issues.
They have been fixed. The PvP community, particularly the more hardcore elements, rejected it outright.
BardokRedSnow wrote: »We care about balance yes, in relation to combat, as well as population. Ironically Greyhost is more balanced in both cases.
Your complaints are a symptom of bigger issues tbh.. mainly low Cyrodiil population caps and terrible balance.
...
What you want isn’t easily enforceable, but these problems would be mitigated a lot by fixing underlying issues.
They have been fixed. The PvP community, particularly the more hardcore elements, rejected it outright.
I think you’re referring to Vengeance, but that campaign has a very serious time to kill issue that ZOS hasn’t addressed. Healing is so much stronger than damage and everyone has similar stats which results in effortless survival.
So two more experienced players would almost definitely avoid each other in that campaign, because no one would die.
I think this is one of the biggest reasons the PvP community rejects it. I’m not totally anti-Vengeance, in fact I’ll defend the existence of the campaign. However, I won’t go there myself unless they make the needed balance tweaks.
Anyway long story short, OP’s grievances would still happen in Vengeance, maybe even more so.
VidmaVirtual wrote: »There are no secret agreements to hand over keeps, no words are exchanged and no agreements are made. "high tier" players will typically choose not to attack each other without any real thought, only the reading of nameplates or guild tags.
AvA players will typically chase you down 10 vs 1, "high tier" players typically do not. Then consider that a fight between "high tier" players could potentially ensue for 20 minutes just so 10-20 players can arrive and run over one or both of you. At this point, teaming becomes survival and continues as a simple status quo.
A secondary and major component is that there is absolutely no incentive for faction loyalty or playing the actual objective, you only need to make AP. Campaign scoring means nothing when 10 people can capture the map during off-hours and more more of an impact than a full population during peak hours.
This realistically is not going to change and is not unfolding the way people claim it is.
Thank you for your input, but you actually just made the perfect case for why hiding enemy nameplates is necessary.
When you say that high-tier players choose not to attack each other based purely on "reading nameplates or guild tags," you are confirming that they are using meta-information to bypass the faction war. 🥹 In a three-faction war, an enemy should be an enemy, regardless of what guild tag they wear or how famous their name is.
If ZOS implements the anonymous nameplate system I suggested, that automatic "status quo" completely shatters. If you can't read the nameplate or the guild tag, you won't know if the player running at you is a top-tier duelist or a casual player. You will actually have to fight for your alliance, rather than using names to decide who gets a free pass and who gets farmed.
You also mentioned that there is no incentive for faction loyalty because off-hours capture groups ruin the score. While that is a valid system issue, it shouldn't be used to justify or excuse the toxic behavior and griefing that casual players experience during peak hours. We should aim to fix both, not accept it as the unchangeable norm.
This won't work the way you intend because it's the playstyle that causes the way of playing. I will NEVER outnumber anyone thats not using some really annoying playstyle. So this change would cause me to engage even less in those fights as I wont know if its someone that for example ganked me before.
Your complaints are a symptom of bigger issues tbh.. mainly low Cyrodiil population caps and terrible balance.
...
What you want isn’t easily enforceable, but these problems would be mitigated a lot by fixing underlying issues.
They have been fixed. The PvP community, particularly the more hardcore elements, rejected it outright.
I think you’re referring to Vengeance, but that campaign has a very serious time to kill issue that ZOS hasn’t addressed. Healing is so much stronger than damage and everyone has similar stats which results in effortless survival.
So two more experienced players would almost definitely avoid each other in that campaign, because no one would die.
I think this is one of the biggest reasons the PvP community rejects it. I’m not totally anti-Vengeance, in fact I’ll defend the existence of the campaign. However, I won’t go there myself unless they make the needed balance tweaks.
Anyway long story short, OP’s grievances would still happen in Vengeance, maybe even more so.
By time to kill issue, you mean it taking 10 - 15s instead of a 1-shot?! Sounds balanced to me. Allows for strategy and counterplay.
VidmaVirtual wrote: »VidmaVirtual wrote: »There are no secret agreements to hand over keeps, no words are exchanged and no agreements are made. "high tier" players will typically choose not to attack each other without any real thought, only the reading of nameplates or guild tags.
AvA players will typically chase you down 10 vs 1, "high tier" players typically do not. Then consider that a fight between "high tier" players could potentially ensue for 20 minutes just so 10-20 players can arrive and run over one or both of you. At this point, teaming becomes survival and continues as a simple status quo.
A secondary and major component is that there is absolutely no incentive for faction loyalty or playing the actual objective, you only need to make AP. Campaign scoring means nothing when 10 people can capture the map during off-hours and more more of an impact than a full population during peak hours.
This realistically is not going to change and is not unfolding the way people claim it is.
Thank you for your input, but you actually just made the perfect case for why hiding enemy nameplates is necessary.
When you say that high-tier players choose not to attack each other based purely on "reading nameplates or guild tags," you are confirming that they are using meta-information to bypass the faction war. 🥹 In a three-faction war, an enemy should be an enemy, regardless of what guild tag they wear or how famous their name is.
If ZOS implements the anonymous nameplate system I suggested, that automatic "status quo" completely shatters. If you can't read the nameplate or the guild tag, you won't know if the player running at you is a top-tier duelist or a casual player. You will actually have to fight for your alliance, rather than using names to decide who gets a free pass and who gets farmed.
You also mentioned that there is no incentive for faction loyalty because off-hours capture groups ruin the score. While that is a valid system issue, it shouldn't be used to justify or excuse the toxic behavior and griefing that casual players experience during peak hours. We should aim to fix both, not accept it as the unchangeable norm.
This won't work the way you intend because it's the playstyle that causes the way of playing. I will NEVER outnumber anyone thats not using some really annoying playstyle. So this change would cause me to engage even less in those fights as I wont know if its someone that for example ganked me before.
I understand that from a solo or ganker perspective, knowing exactly who you are fighting helps you choose your battles or get revenge on someone who ganked you earlier.
However, sacrificing the entire competitive integrity of a three-faction war just so a few players can settle personal rivalries or avoid specific builds isn't healthy for the game. Currently, allowing high-tier groups to read nameplates is exactly what enables them to systematically ignore each other and focus entirely on farming casual and solo players.
Besides, even with anonymous nameplates, ZOS could easily keep the "Death Recap" screen showing the anonymous tag or class that defeated you, or a temporary session ID (like "Enemy 12"). If that same "Enemy 12" ganks you again, you would know it's the same person during that session.
We have to weigh what hurts Cyrodiil more: you not knowing the exact name of your previous attacker, or thousands of casual and new players quitting PvP entirely because toxic groups are using nameplates to rig campaigns and exploit the system.
I think you’re referring to Vengeance, but that campaign has a very serious time to kill issue that ZOS hasn’t addressed. Healing is so much stronger than damage and everyone has similar stats which results in effortless survival.
So two more experienced players would almost definitely avoid each other in that campaign, because no one would die.
What are you even talking about? Its not 10-15s, its infinite. You cant kill a good player 1v1 in vengeance by anything but boring him so hard that he falls asleep.
When youre a top tier player, you dont want to fight people on an equal skill level all the time. Not because youre scared but because those fights often take a long time...
VidmaVirtual wrote: »We have to weigh what hurts Cyrodiil more: you not knowing the exact name of your previous attacker, or thousands of casual and new players quitting PvP entirely because toxic groups are using nameplates to rig campaigns and exploit the system.
BardokRedSnow wrote: »We care about balance yes, in relation to combat, as well as population. Ironically Greyhost is more balanced in both cases.
Going to stop you right there with the bad faith argument.