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/svidya/ is a strict /v/ alternative for moderated vidya discussion. This Board wasn't intended to replace /v/ but to aid Anon's in having vidya discussions with zero shitposters. Thanks for adding /svidya/ to /v/'s recommended boards, Mark.

File: 1430346191832.gif (775.67 KB, 497x202, 497:202, giphy.gif)

83ecb5 No.15897

I've been a part of the ESO and ESO:U communities since beta, left with the exodus, returned in 1.6.

Cyrodiil is my home, it has offered me something in gaming that I have not experienced before: the opportunity to feel PvP. Cyrodiil offers the opportunity to game on a very emotional level with other players, I feel the excitement when rushing over a downed wall, I feel fear when witnessing a 'gank' wipe out an entire raid team; not many modern MMORPGs offer something so visceral, and first of all I would like to applaud Zeni for creating a space that is so intense.

Strap in gentlefolk, this is going to be a wild ride.

>>TLDR;

>>Initiate conflict at the Alliance borders to maintain sovereignty.

>>Internally create Intelligence Networks or other secondary objective based experiences for players turned off to actual PvP.

>>Stop Fighting on Resources/Keeps, prevent enemies from ever reaching their objective. Start fighting in the geography of the map that allows for dynamic experiences instead of the zerg-to-keep repetition.

>>I want to talk strategy and Tactics, let's move past this whack-a-mole type of PvP

83ecb5 No.15899

File: 1430346565546.gif (952.7 KB, 498x431, 498:431, giphy (1).gif)

The point of this post is to reiterate the fact that leading in Cyrodiil is a responsibility that many new players are shirking from. They are following the general attitudes of 'the zerg' following the AP whichever way it may flow. I would like to take some time on this sub to do two things: Reintroduce some old ideas on my interpretation of the zone and how to most effectively defend minimal boons, and then offer a new direction for the DaggerFall Covenant efforts in Cyrodiil AvA, of which I will request the help of like minded individuals!

First, some of the things that I believe are being vastly overlooked in current strategy pertaining to ALL factions:

Changing the Conflict Areas- This idea is formulated around the geographic shape of the map, drawing on the fact that each faction is separated by an unassailable mountain range/River, that only allows access at three Gate/Bridge complexes. These natural bottlenecks are fortified and situated to be defended from one side, organically implying a circular motion to the flow of PvP within the zone, this direction is also implied by the location of the outposts in each factions geographic area (Clockwise Rotation). What simple change I would like to suggest is that some defensive forces be deployed to hold these gates at all times, have these points be the daily rally points for players entering the zone, "Where is the action? Why the action is where it is everyday! The Gates/Bridges trooper!". By maintaining the access point into your territory, you can gauge enemy force numbers, organization, and tactics and stop them before they lay a hand on your point generation and passive boons. It is important to mention: Offensive forces can stay offensive! this is not implying a hard turtle by any means! For example Offensive groups poised at the gates can attempt to probe through into enemy lands for objectives while we maintain total control over the entry into allied lands. this will allow for ease in maintaining both the scroll bonus and the home keep bonus, while attempting to expand those gains at peak population times. Allow me to explain further below!

The general argument to this strategy is that "it's not as fun, and it's not as fast", while this may hold true for the 7 day campaign, the longer campaigns would benefit greatly from this 'close race' campaign style because it will prevent mass exodus from campaigns due to full caps, or Elsweyr gate farming. I also suspect the direct objective of the zone will switch with 2.1 Imperial City, when access to Raids and Encounters will come from Imperial Keep control. I also would argue that more conflict would be introduced through holding the gates as any and all incursions into Covenant/Dominion/Pact lands would be met with a response at those specific locations. Meaning all players could find a fight whenever they were looking for one. This will help cut down on Zone spam, as well as promote a general ambiance of inclusiveness: bridge defenses and turtle sieges forge some of the strongest relationships in game. Those who wish to attempt offensive captures can do so and are encouraged too, however if they fail we do not automatically lose our front line, and this will allow time for them to recuperate. Lastly, the time for scroll captures, and the ease of defending our own scrolls benefit greatly from controlling these points.


83ecb5 No.15900

File: 1430346627759.gif (852.04 KB, 497x202, 497:202, giphy (2).gif)

Engaging Enemies in the Open Field- Zerging tends to lead into the same battlefields every time, as people usually stick to roads which traverse natural obstacles. The problem with this is that there are entirely unique and engaging battlefields that can be used to create organic situations for all players involved, and yet they are not utilized for pure laziness of running in a straight line. The solution to this problem lies in maintaining objective 1 (holding the gates), and introducing a new intelligence network to the war effort. If an enemy force punctures our gate at the border then direct scouting and observations should occur to lets respondents know of the size, and nature of the threat. It also lets players choose the interception point. If we can initiate contact we can choose the tactics and pace of the conflict from it's inception. Alternatively we can direct and corral invading players into natural traps and kill points with minimal player interactions. General changes in siege and player abilities have aided in the slow transition towards open field 'pitched' battles, more often than not, forces are meeting half way between keeps and sustaining conflict there instead of having keeps Burst, and resources lost.

Intelligence gathering exists within the game organically, it just hasn't been given the support of the general player base. Scouts are so imperative to this game that some players have decided to delve solely into intel/counter-intel within Cyrodiil; They execute defensive, offensive, and dynamic scouting, as well as player tracking and enemy force observation. Just having the intelligence that the way ahead is clear, or knowing the route the enemy zerg is running would increase the likelihood of positive contact. There is also an inherently new aspect of PvP that gives stealthy, solo players an advantage, and opens an entirely new aspect of Group Build Identification and Direct Player identification which could give us the edge in almost all encounters. Why not promote a completely new style of play? Ganking delves and dolmens is now a very valid option as AP bonuses directly correlate to increased power siege as well as maintaining repairs and soul gem resurrections. Even past the active game-styles, those who wish to passively observe: learning armor sets, guild formations, ability effects ect. would now provide such valuable intelligence that entire encounters could be analysed before they even know they are being watched. PVE is approached this way, why not translate that intelligence and analytical experience to the Campaigns?). This would also introduce new aspects of RP within Cyrodiil: Why not have RP guilds come into the fray and provide dynamic interactions with players in Daily towns, delves, and even on the battlefield, selling information, providing mercenary support, or hosting pitched battle events between the three factions (Like that wonderful cinematic trailer implied)


83ecb5 No.15901

File: 1430346695661.gif (922.61 KB, 497x202, 497:202, giphy (3).gif)

Changing the Language of Conflict- With steps 1, and 2 implemented the natural language of the zone will change. Long range siege will be almost always implemented in conflict areas, meaning that heals will have to be prioritized to advancing waves of players escaping the incoming fire. Battlefield 'shaping' will become an inherent aspect of conflict with abilities like negate, caltrops, and siege shield able to shape attacking and defending forces due to their Crowd Control, as well as dynamic abilities like Rapid Maneuver and Bolt Escape to absorb waves of enemy projectiles or cover ground quickly. Nuke builds should passively decrease because player interactions are going to be geared towards survive-ability with massive siege fire on top of player abilities wiping HP left and right.

Live longer, Fight longer. We are going to see more pitched battles, prolonged engagements, and long sieges and this trend can be seen already with the recent changed to Cyrodiil. In my mind the capture of a Keep or the crowing of an emperor will be large events that require multiple groups coordinating under various layers of intelligence.

I understand that right now the experience is very organic: 'AD hits DC -> DC Hits AD back -> EP Hits AD from the flank' and this promotes the quick AP gains of 'Defense, PK's, Offense, rinse-repeat'. The problem I see with this methodology is that it makes the entire zone reactionary. It seems 'too easy' to just fight endless campaigns back and forth between two keeps when the zone has so much more to offer. This is an attempt to try and show a different aspect of Cyrodiil, what AvA conflict could look like in the future, not an attempt to say "Oh you are doing it wrong guys". If anything I believe adapting some of these ideas would better facilitate the bigger groups and guilds actively trying to impact their campaign, because right now they receive little support from zone when trying to push major objectives. I hope to just create discussion on the what PvP should look like in Elder Scrolls Online: Unlimited, as well as how we players can influence it. And at the bare minimum unite players that take Tactics and strategy seriously.

Okay that's it on strategy, I have much more data on why this would work but throwing numbers at people and reasoning how the points work and why the boons are so powerful will be explained to those who can get behind this idea methodologically: Now time for the moment of truth - Are there any individuals, player groups, or guilds that are interested in getting this tested out on a campaign ? If it does work, it may introduce such new levels of political intrigue that the game blossoms into an experience unique to MMO PvP.


f15ef3 No.15914

File: 1430363592265.webm (742.27 KB, 480x360, 4:3, REANIMATION.webm)

dude what the fuck


8cb582 No.15917

File: 1430369088350.gif (1.24 MB, 400x170, 40:17, ATI Cards.gif)

What the fuck? I'm pretty sure you can't self bump your thread to the front page for half a day.


702922 No.15954

File: 1430415159855.jpg (68.64 KB, 426x756, 71:126, 423.jpg)

>tumblr tier gif.

>Autism inducing gigantic wall of text

What the hell were you thinking?


d45274 No.15975

In an effort to revive OP's thread, ESO. Is it good? I heard it got better after launch, and at launch it was quite bad.

>TL;DR: Is ESO worth 60 shekels


0d765c No.16356

>>15975

No. No it is not. If you want to play an action combat MMO play TERA or GW2




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