Let's talk about Cyrodiil (PvP)

Post » Thu Oct 11, 2012 3:07 pm

So, we haven't really discussed Cyrodiil PvP - or our expectations for it and how it will work.

I would quite like the entire of Cyrodiil to be sub divided into regions (like in Planetside 2). The PvP should be persistent, and we should fight for control of various types of facility. For example:

- FARMS (Gives the controlling team a capture bonus called 'well supplied' - which increases the speed of point cature)

- CASTLES (Gives the team a 'Fortify' bonus - which makes it take longer for adjacent areas to be captured by the enemy (I.e. leyawin castle slows capture in leyawin county. Also have cannons and oil-gates to stop enemy)

- Guild halls (Grants a bonus in damage to characters of the applicable skill)

- WHITE GOLD TOWER (Grants the faction wide bonus)

I would also hope the area is populated by NPCs - who can be attacked - but a risk of causing a rebellion, but this may be dificult to implement.

Players fight for majority control and control of the Imperial City.

As to the gameplay mechanics - I hope they try to blur the line between PvP and PvE gear - although I really don't understand why the distinction is needed - can't they just make NPCs use the same spells and have similar behaviour to players?

I also hope they avoid rotations and base abilities SOLELY off of stamina and magicka. They have told us the block and dodge will be based in these - but they really need to make it work for everything but ultimates.

Thoughts?
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Scarlet Devil
 
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Post » Thu Oct 11, 2012 1:03 pm

I expect an open rvr zone. I mean a zone which is not instanced and without a queue at all. It would be better if this zone would be a highlevel/endgame zone to provide motivation and challange. In GuildWars 2 all borderlands are accessable for lowlevel characters which would be scaled to cap level BUT no cap stats at all. There is no fairness or challange like this.

Personally I don't like pve content (like attacking the capital city of enemies) in rvr since Warhammer Online. There is no real pvp engagement and it decreases your motivation to start up in this zone when you see it locked everytime you login. Sure, its just an example ... But RvR in WAR was a fail due to this to me.

Well ... Cyrodiil should be big so you are not forced to follow the mainzerg. Even though I have to run some miles with my group.
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Tracy Byworth
 
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Post » Thu Oct 11, 2012 11:02 pm

I can answer a few of your questions:
-There will be a variety of different types of sieges (castles, farms, etc.). These locations will also be filled with NPCs, so the player will need to dispatch them to consolidate control.
-PvP gear and PvE gear are one in the same in ESO. There are not two different sets as is typical of most MMORPGs.
-The limited tool bar and real-time combat is meant to get rid of rotations. ZOS wants to get away from that kind of game style and make it much more dynamic and tactical.
-The goal of course is to consolidate territory throughout Cyrodiil and eventually the Imperial City, of which is overrun by undead and daedra. ZOS still has yet to explain how exactly the systems will work in depth though.

I'm expecting RvR to really more or less function the way it did in DAoC. That is probably the best source to understand what exactly ZOS is doing and I don't believe they will stray too far away from that model.
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Jeff Tingler
 
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Post » Thu Oct 11, 2012 1:52 pm

-PvP gear and PvE gear are one in the same in ESO. There are not two different sets as is typical of most MMORPGs.

Source for this?
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Motionsharp
 
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Post » Thu Oct 11, 2012 4:48 pm

Source for this?
http://www.youtube.com/watch?feature=player_embedded&v=rkPgOI_kYpk
Starts approximately 2:01:00
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Rob Smith
 
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Post » Fri Oct 12, 2012 1:01 am

They've said healing has huge importance in PVP. Its used by some devs because its easier to balance things. Which I personally hate. I like when stuff get killed and no running like headless chickens. I like more stuff like coordination, timing, patience etc.
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Talitha Kukk
 
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