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What I think AvA needs. Plz feel free to add your 2 cents aswell.

Seaimpin de na Aracos
Phaewolf
Seaimpin de na Aracos
Posted On: 09/22/2014 at 05:36 AM
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 First and foremost, AvA has become (whoever places the most camps wins). This is horrible. There really needs to be a system in place where you can only respawn at a FC or keep if you are in range of it. This would put some strategy back in the game. The supply line mechanic is broken if u can kill yourself to guard agro and zoom across the map. I mean come on Zenimax, isn't that what you put it there for in the first place? Second, My zerge is bigger then your zerge. I understand keeps are and where the main part of the overall AvA design. But you have to admit some open field combat would be nice. By simply adding a few more choke points and maybe putting some smaller PvE boss mobs in Cyrodill people would have more reason to meet in the open and not only at keeps. Anyway, throw some ideas around amongst yourselves too. AvA could be so much better with just a few tweaks.  

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Caomhnoir de na Ulchabhan Gorm
Doreth
Caomhnoir de na Ulchabhan Gorm
Replied On: 09/22/2014 at 05:46 AM PDT

I would have to agree with you, if you aren't in range or don't haave supply line you shouldn't be able to get to a keep.  would make things a lot more fun

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Curadh de na Faolchu Donn
DrWoland
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Replied On: 09/22/2014 at 06:03 AM PDT

I think you are right. At the same time people would hate riding from keep to keep, and they would also have to maybe triple wall HP so reinforcements would have a chance to make it to a sieged keep before it was flipped.

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Caomhnoir de na Ulchabhan Gorm
Doreth
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Replied On: 09/22/2014 at 09:35 AM PDT

well I would make wall that much stronger,  I think the fact that they could be lost is where ppl would bring the importance of either staying behind to defend, or work harder to keep there lines going..  would keep groups from zerging as much,

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Foghladha
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Replied On: 09/22/2014 at 11:21 AM PDT
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Hey Guys,

I'm actually meeting with ZeniMax next week in person to talk about some of these things. Some of the things I'm proposing on this topic are:

AvA Improvements

Key Goals of Suggestions:

  • Encourage players and guilds to take ownership of the places they claim.

  • Encourage the Emperor hunt and make it an achievement to kill them.

  • Reward players for long drawn out victories with additional rewards.

  • Provide Guilds with added brand awareness and control over their keeps and objectives.

  • Provide players with easy join mechanics to get them into the fight quickly.

  • Improve siege mechanics for more skill based and longer ranged sieges.

  • Make Supply Lining a viable tactic.

  • Add "Lure" notifications and systems to encourage players to jump into ava.

Critical Updates Needed:

  • Archers in Non-VR rank campaign: Damage must be reduced. 1 shot quick shot archers are overkill.

  • Emperors: Their buffs should be based on the number of troops alive around them. If they are solo they should have no buffs. A true emperor is nothing without an army following them. It should be a 1% gain per 10 people around them.

  • Compass and Map issues: The group markers are all over the place. We need that fixed as well as the ability to ping the map and not mess up the compass. Without a minimap the compass and map are critical. We need to ensure they work at all times.

  • Siege Weapon Stacking: We really need the siege weapons to stack. A while ago it appeared in the patch notes but never worked as intended. Siege weapons take the majority of bagspace in AvA and it would benefit greatly if they could be stacked.

Improvements Proposed:

Emperorship System & Realm Champion:

Being an emperor shouldn't be about who has the most time to play and who farms the most AP. The proposed changes below outline a revised emperor system that would make being an Emperor meaningful and also add a mini-game to hunting and killing emperors.

The Current Emperor System should be split into 2 types of Leaders.

  1. The Emperor: Being an emperor should be about leadership. It should raise the abilities of people who follow and protect them. I propose that we create a new statistic (ie Valor) that increases by taking objectives and killing players while leading a group. In the current system, the emperor is whoever can farm the most points. He doesn't even need to be involved in locking down the center ring. The leader that is doing all the work leading troops into battle is overlooked and forgotten. Emperors are made by leadership not farming. All Emperor rewards should be focused on raising the realms strength not their own. All buffs should be to players near the emperor.

    • Create a new Prestige skill group: This group would contain 2 skill lines.

      • Emperorship: This skill line unlocks upon being crowned emperor.

        1. This line should contain 1 Ultimate Ability, 5 Active Abilities, and 5 Passive Abilities focused on encouraging group play.

        2. Active abilities should raise troops damage output, health, stamina, and magicka pools, and troop movement speed. Additionally they should have an ability where the emperor digs in and can't attack yet damage is reduced for a short period of time giving his followers time to protect him.

        3. These should unlock over time while being an emperor.

        4. Upon being dethroned the emperor line locks making the buffs unavailable until they reclaim the throne.

      • Leadership: group leaders who lead 4 or more players can begin to build.

        1. This tree can be used in both PvE and PvP however players only earn Valor in AvA for killing players and capturing objectives while leading a group of 4 or more.

        2. Valor scores show on the campaign scoreboard showing the rankings of each leader over the course of the campaign.

        3. The leader with the highest valor score upon capturing all 6 center keeps is crowned Emperor.

        4. Scores reset after each campaign.

        5. Raising your leadership skills unlock permanent buff based skills that will raise your effectiveness in group combat. These are similar to the Emperorship line but are a fraction of the values.

          1. Improved Defense - surrounding players take 5% reduced damage to siege weapons.

          2. Improved Siege - surrounding players deal 5% additional siege damage.

    • Emperors should gain power by having troops near them. The more troops the more powerful they become. Surrounding troops should gain up to 10% more Health, Magica, and Stamina for fighting near an emperor.

    • GUI Display for Realm Mates: A unique mark should be placed on the map for the realm who has an active emperor on the field marking the location of the Emperor.

    • Identifying the Emperor - Emperors should have some visual sign that they are the emperor in battle. A realm standard on their back would be awesome. Possibly enlarging their character and placing a glow on them.

    • Emperor Death - This should be more public and reward the people who kill them.

      • Demoralization - When Emperor dies a demoralized buff is cast on all nearby allies for 30 seconds where their Health, Magicka, and Stamina are reduced by 25%. This makes it imperative that players focus on keeping them alive.

      • Announcement - Killing an emperor should put a center screen message stating that the emperor has died by the hand of the player that killed them. This will encourage a bit more focus on killing the emperor to get your name in lights.

      • Morale Boost - Players in the radius of the Emperor when they die gain a 25% boost to Health, Magicka, and Stamina for 30 seconds.

      • Add Quest to Kill an Emperor - There should be a daily quest to kill the emperor.

  1. The Realm Champion: This should be the best fighter on each faction. Each faction should have 1 of these. These would be the current emperor style where the person who earns the most AP in the campaign at lockdown of the center ring becomes the Realm Champion.

    • Gain abilities that improve their own fighting ability. Much like the current emperor buffs their improvements are focused on self, not groups.

    • Unlock Armor Skins that can be worn at any time.

    • Increased Reward for Killing A Realm Champion: While active killing a Realm Champion rewards players more EXP and AP than a normal player kill.

The Return of Supply Lining As a Viable Tactic

Since the launch of the game, forward camps are used to port people around the map by suiciding on enemy locations and porting entire army's to the far corners of the world. The natural travel paths are no longer important and there is no real viable reason to break supply lines. With the suggestions below we can renew the value in these supply lines and bring forth an era of realm defense.

  • Forward Camps:

    • Limited Range of Respawn. If you don't die in the circle you can't respawn there.

    • Must be placed outside the objective radius. That way players have to respawn outside the objective and make their way in to defend.

    • Add an Elite Forward Camp: Add a new forward camp at a higher AP cost that comes complete with guards to defend it including 2 menders, 2 mages, 2 archers, and 2 melee guards. Double the range of respawn, and allow 100 people to use before it despawns.

  • Keeps:

    • Limited Respawn range. If you don't die in the radius you have to respawn at home base then travel to the keep. No more suiciding on a camp to port to a keep.

    • Respawn Requirements: You can only port to a keep if both requirements are met:

  1. Keep Integrity Maintained: The Inner Wall has not been reduced passed 50% and outer wall has been breached. (To prevent players from breaking inner first to break supply line)

  2. Resource Camps Maintained: At least 1 resource camp is owned by the defending party.

A New Era of Siege Warfare

Right now the common practice is to gather as many people as possible and move from one keep to the next wiping out your opposition and pushing them off the map completely. The victor is almost always the side with the most people. Through a bit of refinement we can once again divide the forces among the land and give the realms who have a harder time getting out of their spawn a helping hand.

  • Keep Improvements:

    • Add a Rewards Chest: Similar to the chests received on Dolmens, the keep coffer chest will increase over time based on the length of time the keep has been owned by one faction and on the number of people that were slain since the keep was taken. Rewards should include gold, soul gems, siege weapons, and items.

    • Securing Resources has a faster effect on keeps. Right now it takes approx 30 minutes for the effect to show. It makes taking camps pointless when you can take a keep in 10 minutes. We should encourage players to take the supply camps away first before attacking the keep. I would suggest making the travel path open until the inner wall is below 50% or the supply camps have fallen. This will put a greater need to take them down sooner and place a greater weight on their place on the battlefield. With Forward camps being required to be placed outside the keep and player deaths being required within the forward camp circle to respawn there it will encourage scouting and faster troop movement when an assault begins.

    • Increase guard strength over time: based on the amount of deaths nearby and how long the faction has owned the objective. Keeps that endure many sieges would naturally have stronger more battle efficient guards.

    • Increased Rewards for fighting around a keep. For both PvE and PvP objectives increase XP, AP, Coin when fighting near a keep. This will encourage players to stay near a keep while they are providing first line defense.

    • Keep Guard Improvements: Create 2 Separate groupings of Guards. Realm Guards and Guild Guards.

      • Realm Guards: Each realm has a limited number of NPC's that equally distribute among the keeps they own. So for example there are 18 keeps on the map. If your realm owns 6 keeps you would have 30 Guards per keep. If you own 12 keeps you would have 20 guards per keep. If you own all 18 you would have 10 Guards per keep supplied by the realm. If you had 1 keep you would have 180 guards at your only keep. This would naturally make defenses easier as you get pushed into a corner and make it very difficult to push a team completely off a map.

      • Guild Guards: Guilds can hire a max of 40 guards per keep that will cost them coin on hourly intervals. Each Guard Type could be selected with a + and - system so guilds can allocate which guards they want to hire.

  • Alternate Passage Ways: It would be really need to see a cave network that would allow raids the ability to travel under group in a series of connected caves. This would create some really interesting fights underground.

Encouraging Guilds To Maintain Their Territory

As a guild leader one of the hardest things to do is encourage people to defend your keep. Sitting in a keep for hours on end is boring. Especially when nothing is going on. Players are lured away with battles on the horizon or simply return to PvE in the mainland. Through some simple modifications and improvements we can turn the Guilds Keep into a hotspot of activity for the guild and allied players.

  • Guild Funded Keep Upgrades: Keeps can be upgraded for an hourly cost to the guild to include:

    • Gear Merchants

    • Crafting Tools

    • Guild Guards - 4 types: Mender, Mage, Honor Guard, Archer (Up to 10 of each) See Above.

    • Scouts - Guilds can add scouts to watch the 4 corners of their keep. These should be archer types and report to the members of the guild how many assailants they see approaching to the owning parties guild chat. So when an assault begins it will say: Guild Scout (Campaign): (Keep Name) is under attack by (#) (Faction). Then place a call to action to join the fight that can be clicked and instantly placed in the queue to join the campaign. This will notify the people in PvE that their territory is under siege and how great of a threat there is. This will encourage guilds to defend the keeps and resources they own as well as add an importance to guilds reporting numbers to the rest of the forces. More teamwork, more success.

    • Engineers to repair walls and doors over time automatically.

    • Wall and Door Improvements - Take an hour to complete per upgrade level. Add 5 tiers to the existing 5 tiers from the resource camp. Final keep should have higher walls and metal doors with twice the Health of normal walls and doors.

  • Guild Bonuses: For defending the keep they own, players should receive a 10% bolster to health, magicka, and stamina when in radius of the keep they own.

  • Brand Awareness: Show the guild banner on the keep standards. Every other flag has the guild emblem.

  • Nameplates: This one is critical. Guilds have a hard enough time being noticed in ESO. An (optional) name plate would allow players to display their guild or favorite achievement. This can be easily done by adding each guild joined to their titles pane and allow players to select their "Rank of Guild", So I would be known as Leader of Gaiscioch.

  • Guild Quest NPC: Create a series of quests for each keep essentially turning each keep into a quest hub. Mad Lib the quest text to include the guild name of the keep owner. These quests fail if the keep is lost. Quests can be both PvE and PvP based.

  • Add more caves and dolmans: We need more objectives around keeps like Dolmans and caves so that defending guilds have something to do when they are acting as front line defense for their keeps. Having area's where players can group up and farm loot, crafting resources, and gain much needed exp and skill points would be a great first step into creating a defensive minigame within AvA.

Enabling Group Leaders

Right now being a group leader, you not only have to worry about everything thats happening on the battlefield, but you also have to focus your attention on communicating with other groups, moving your troops, managing your group makeup and somewhere in there fighting. With some improvements we can keep the leaders fighting and leading and remove some of the tedious maintenance tasks.

  • Identification of a Group Leader: In zone chat the color of their name should be colored based on the number of people they have in their group. Green for 1 group, Lime for 2 groups, Yellow for 3 groups, orange for 4 groups, red for 5+ groups. This allows players in chat to quickly identify the leaders of groups and the size of their force.

  • Quick Join: Allow Leaders to set their groups to open or closed group. Players can right click on their name and select "Join Group" to instantly be added if the group is set to open.

  • Set Group Assist: Allow leaders to mark assistants that can invite and kick players from the group.

Improved Siege Weapons

Siege Weapons: Revise siege system to be more of a hold and release style requiring skill to hit targets.

  • Ballistas: need a higher vertical. Right now ballistas have a hard time hitting targets on the wall. Ballistas should zoom into a first person crosshair view and have a hold and release trigger mechanism symbolizing the number of cranks of the wheel.

  • Trebuchets: need an increased range. A true counterweight trebuchet can fire up to 300 meters or 984 feet. That's 3 and a quarter football fields. The current ones would be lucky to shoot 1 football field. Trebuchets should be a 2 man operation. One firing and one spotting. Additionally they should have a longer minimum range. A quick shot on a treb would be less damaging to a wall then a full shot as it would not have the momentum to do a great deal of damage whereas the longer shot would have gravity, speed, and force on it's side.

Quality of Life Improvements

  • Custom Chat Channels: This would allow for players to communicate with each other over several groups without bands of trolls hindering progress. Zone chat is often reduced to a cesspool of insults and it doesn't help anyone. If coordinated groups had the ability to create a chat channel to discuss their movements it would help keep this to a minimum.

    • /channeljoin - Creates new channel

    • /channelkick - Removes and Blocks Player from channel

    • /channelwho - Lists players in channel

  • Questing: There should be a few story based quest lines in AvA that walk players through some of the major quest hubs, dolmens, and caves on the map and also require the sieging of certain places with a grand finale of obtaining a scroll. This quest line should provide players with AvA and set pieces.

  • Public Achievements: People like to see their name in lights. For higher achievement like defending your 100th keep there should be a public notice to your realm about your accomplishments. This will in turn encourage players to chase the rabbit and reach to see their name in lights. Everyone wants their 10 seconds of fame.

  • AvA API: There should be some json exports of the current campaign status including who owns each objective, the guild that owns them, and the time that each objective was captured. This would allow people to build mobile apps and websites that can read these API and encourage players to login. API's may not seem like they would pay off for you but I want you to google Guild Wars 2 and see the number of fan sites, guild sites, and mobile apps currently using their api's. It is a great way to build brand awareness at little to no long term cost. Once its built it will maintain itself.

  • Add a War Room at all Home Bases: By interacting with the war table players can see:

    • Recent Events: Keep Attacks, Defenses, Numbers of Assaulting forces, Guilds that claimed objectives.

    • Active Parties: The Group Leaders and number of players with a Open or Closed marker and if an open group a Join Button to instantly join the party.

    • Current Scores and Leaderboards: Just like when you press L except all focused on your team and campaign.

 

Thats just the rough outline I have so far for AvA improvements. I have a lot more on Game improvements some of which would help ava too.

 

EDIT: Cleaned it up a bit today.

 



» Edited on: 2014-09-22 16:18:22

"It's not the loot and accolades you walk away with, it's the memories and friendships that you cherish forever." - Foghladha
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Curadh de na Faolchu Donn
DrWoland
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Replied On: 09/22/2014 at 12:58 PM PDT

that is a nice looking list. There already is a 50pt achievement for killing the emperor. It is a one time thing and  a repeatable quest would be nice!

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Caomhnoir de na Ulchabhan Gorm
Doreth
Caomhnoir de na Ulchabhan Gorm
Replied On: 09/22/2014 at 03:27 PM PDT

yep agree nice list :)

 

think just having those archers brought down in non vet would be awesome :)

plus I like the ideas you have for respawn..  making supply line so much more important and a must for factions to move around...  just having this implemented would reduces zerging by so much

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Taoiseach de na Arach Glas
Foghladha
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Replied On: 09/22/2014 at 04:20 PM PDT
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Cleaned it up a bit and made some additional notes.

"It's not the loot and accolades you walk away with, it's the memories and friendships that you cherish forever." - Foghladha
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Laoch de na Ulchabhan Buí
Sekkerhund
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Replied On: 09/22/2014 at 06:50 PM PDT
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Nice list, I'll read through it carefully when I can get some time to devote to it and see if I have anything to add.  Off the cuff though, there's not really a whole lot I can think of.  Most of my problem with the game is client performance (mainly bad screen hitches like LOTRO had/has), but tbh that's mostly on me for having older hardware that they are not optimizing for.  Unfortunately its not something I can upgrade right now.

Also, there's not really a point to AvA.  Its pretty much just a routine, especially with the strategy that your enemy will use, it's all very predictable. 

But yea, I agree... getting around the map should be difficult and more time consuming, like we originally assumed it would be, but its not, it's actually easier to travel from one side of the map to the other in ESO's humongus AvA zone, than it is in GW2's WvW zones.  This makes the entire transit line, and strategies involved with manipulating it, completely moot and worthless.

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Saighdiuir de na Iomproidh
Warpoet27
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Replied On: 09/23/2014 at 04:01 AM PDT

I love the emperor stuff.

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Caomhnoir de na Ulchabhan Gorm
Doreth
Caomhnoir de na Ulchabhan Gorm
Replied On: 09/23/2014 at 04:46 AM PDT

@ sekk,  not that I completely disagree with you, but the reason AvA is moot and predictable is more because ppl make it that way...  we were in there 3-4 of us last night and made things happen simply because we went for the odd attacks....

 

if ppl would stop thinking of there AP and use a bit more imagination there are still many ways to make things interesting.... 

but I agree map movement needs to be addressed

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Seaimpin de na Aracos
Phaewolf
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Replied On: 09/23/2014 at 04:59 AM PDT
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 Copy, paste, approve. If we can get a fraction of this ESO would be so much better.



» Edited on: 2014-09-23 05:00:13

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Rogasmo
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Replied On: 09/23/2014 at 12:22 PM PDT
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Wow a lot of good ideas in there. 

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Ban Caomhnoir de na Fhiaigh
Coaxochdas
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Replied On: 09/23/2014 at 02:07 PM PDT

Amazing

 

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Osu
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Replied On: 09/27/2014 at 07:44 AM PDT
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I no longer play ESO, but one of my main issues with AvA is that the zone is so uselessly huge. I think it takes a good 15 minutes to get from one end to the other on horseback. Considering all the action takes place around objectives, does the zone really need to be this big. If you just reduced the empty space between objectives by 50%, you could do away with the need for forward camps entirely, as it wouldn't take a mind-numbingly long ride to get back to the battle. I remember the main reason I would ragequit AvA was when I would die, respawn, and endure a long, boring ride back to the battle only to die just outside the keep we were defending. 

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Seaimpin de na Aracos
Dirkdaring
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Replied On: 09/27/2014 at 12:32 PM PDT

  It needs to be that big because while it is a  pvp area it is also a quest area and being that large makes things like rezing, having soul stones to self rez and forward camps a part of stragey,

 

 if the zone was really small then killing players wouldn`t matter if they could respawn and ride back to the fight in 30 sec without having  a rez, or forward camp nearby .

I perfer it being large as it makes it more releastic  it`s already a zerg fest because the players make it that way , would be even worse if the game helped by making travel even easier  than it already is .  but yes the game needs a lot of work.   not just in ava . 

 

 

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Foghladha
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Replied On: 09/27/2014 at 01:38 PM PDT
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We came here because of the large battlefield. Spend enough time in GW2 and you long for it. I think if they added Warfront/Battleground PvE it would satisfy the instant fight gratification. I for one LOVE stalking people across large vast terrains. If this game shrunk it's terrain there would be no reason to play this over GW2.

"It's not the loot and accolades you walk away with, it's the memories and friendships that you cherish forever." - Foghladha
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Fine de na Faolchu
Roninhood
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Replied On: 09/28/2014 at 12:18 AM PDT

!; Map movement. I just can not grasp how this is too long for anyone. I can mount an ride from any keep to the next in about 40 seconds. I can ride around the entire  inner circle of map in 6 mins time. yes the entire 6 keep circle. If players at this time/vet content do not have max horse and rapid movement that is the 100% fault of player. If player is low level he is NOT suppost to move fast and should not. Game does not need to change for them.

2; Rewards. There is a lot of suggestions for more rewards... there is too much rewarding  as it is. AP is just being thrown at  us like crazy. I use on average 4 FC, 6-8 siege, 6-8 repair kits daily.  pretty much since game released, I still have just under 3mil AP. and it just grows. that is with 3-5 hours play a day. Not even that much when compared with the people in cyrodil 10+ hours a day.. Then add the  10-20 reward bags a day with items, gems, money..  Anyhow if people need more rewarding that is kinda sad.

3; Ult gain. one of the biggest issues with AvA since release is the builds  players can do to gain Ult fast. most bad issues with PvP  from day one are around the issues  with ults being gained an dropped every 8-15 seconds . DK banner  and batswarm spamming. This alone  has made a large % of players quit the game, and or quit AvA. not debatable ,that is a fact. There must/needs to be a much more limited  maximum to gaining Ult. from skills to gear etc. Ult should be a grand drop every 5-8 mins of fighting.  Not every dozen seconds.

4: AOE. As with above aoe  and the unending spam of it has  made a large % of players quit. From the thorns to the impulse etc etc. too easy to much.

5; The list . Most of the things are ok /good. If the goal is super long term fixes then a lot will help tweek for the better I agree. Some of the points I listed 3 and 4 mainly are the very heart,  the bread n butter of why people quit. They are the direct result of the emperor being a god the first few months, and why people left in droves.

 Couple of my faverate fixes listed is traveling to FC's limited to say 2 keeps distance away. None of this port to top north then die an port to far east  etc. Also the idea of emperor having only small buffs depending on the players around him. set to a very max of like 8% or so. Has to have a limited max or it will be abused.  Then perfect.

  Just a few fast notes of my thoughts.

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Seaimpin de na Aracos
Dirkdaring
Seaimpin de na Aracos
Replied On: 09/28/2014 at 06:59 AM PDT

  If they were to change stuff for AvA ,  i`d like to see name plates toggle on or off  as somee people don`t like them .

 

  Add realm point system simlar to what DAOC and Warhammer had . 

 

 readjust the emp buffs, passives etc and make it harder to get , to try and stop the emp trading , amazed they actualy went live in it current state . 

 

 add more choke points to the game and remove the aoe cap .

 

.

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Fine de na Faolchu
Brace
Fine de na Faolchu
Replied On: 09/28/2014 at 10:16 AM PDT

Fog is correct in that the larger map makes the experience better. It adds elements to it such as smaller pockets of edge fighting and complex strategy variations. So far I haven't heard any reports of stale tactics or cookie cutter thrust and parry battles.

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Saighdiuir de na Capall
NukeLaCoog
Saighdiuir de na Capall
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Replied On: 09/28/2014 at 12:26 PM PDT
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If they are going to make fixes they need to test them properly.  It is nice that they have the PTS to do some testing but that doesn't go deep enough.  The number of people is WAY too small and the builds are limited to what you are given.  I would like to see them set up a testing weekend or day on the regular game.  Set up a new campaign for that time period and invite everyone to use their current characters.  Heck give out incentives and make it a 24-48 hour campaign w/ rewards and maybe even a costume or trophy for participants.  Do everything you possibly can to get that campaign pop locked or at least 2 bar'd across the board.  They need to find out if these fixes are real fixes or are they just working when you only have 100 people fighting.

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Laoch de na Ulchabhan Buí
Sekkerhund
Laoch de na Ulchabhan Buí
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Replied On: 09/29/2014 at 12:18 PM PDT
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Ok, finally read your list and I agree with... well, most of it.  Its actually quite a long laundry list, so that's a lot of time and money that I'm not so sure they'll want to spend on revamping a minor part of their game.  Keep in mind that this development team appears to cater to the Elder Scrolls players, rather than the general MMOG crowd, much less the siege warfare crowd.  Until that mentality changes, I don't see a lot else getting much funding.  I've said that was a mistake in the past and given the declining state of the game, I still believe it to be true.  Single player games do not transition well into multiple player persistent world games.  Its a completely different type of player base.

 Anyway... two points I want to focus on:

Supply Line:  The marquee of their design was supposed to be the transit system.  Its rendered completely moot by their lack of respawn radius control, so it allows the team who can death train the most players, to win the fight.  Putting a respawn radius on forward camps and keeps will go a long way to fixing the original design intent of the transit lines, so IMO that's priority #1.  

(there's some enhancements that I'd suggest as well, but I'd consider just getting that done a win, so will keep it simple for now)

 

Emperor:  It was a nice idea that didn't work out that well,  For some reason developers always underestimate a determined player's desire to have an "I Win Button".  Its not like they didn't run into this exact same mentality during DAoC... that's where we first coined the term  "the I Win Button".  Theorycrafting is a way of life for these people, especially when it comes to Player versus Player.

Personally, I'd get rid of it.  The system is just too exploitable and there is no reason to give any player(s) a state of "god-mode" that is not obtainable by others.  I understand that its actually a bunch of different blocks, that when correctly stacked, is what creates this tate of "god-mode", but that actually just supports my point.

Maybe change it to something more realm-wide, more like the Bloodlust buff in GW2 that requires a strategic capture and hold.  Make it an NPC Emperor, more or less.  They can easily fit it into the lore as well as implement it into the new Imperial City.

 

Rough ideas and off of the cuff, but those are the primary points of where I'd start.  Other suggestions would be dependent on whether or not they intend to overhaul the design, or just buff and polish what they have.  Also how willing to listen to ~60,000 hours of siege warfare game play and take suggestions into serious consideration.

Of course, like I've said, I am available and I will come cheap.



» Edited on: 2014-09-29 12:26:17

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Taoiseach de na Arach Glas
Foghladha
Taoiseach de na Arach Glas
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Replied On: 09/29/2014 at 01:10 PM PDT
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The key is knowing how to talk to game developers. If you tear down their game too much they will stop listening. You need to suggest ideas that will lead them to the conclusion you want them to discover. You want to make "Them" come up with the idea you have by leading them there. If you come at them as the resident know it all you'll get nowhere. I'm spent the last week and a half refining my document to make sure I don't have any "aggressive" speech and only have "suggestive" speech to try to encourage ideas to form. In my time doing these sit downs I often times find the best approach is to get them thinking, explain the challenges you face, and lead them to the conclusion you want them to have. Hell we see how well my "Must have an alliance system" worked in Guild Wars 2. Since then i've changed my format and presentation and lately it seems to be working. My sit down to discuss guild branding lead to the implementation of tabards. Hopefully this sit down can lead to more.

"It's not the loot and accolades you walk away with, it's the memories and friendships that you cherish forever." - Foghladha
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Sekkerhund
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Replied On: 09/30/2014 at 12:03 AM PDT
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Yea, true, we do tend to get a bit full of ourselves at times, but we're just talking among ourselves here.  Unless this thread is flagged for Public, in which case it would be nice to know, so I can watch my wording just a tich.  I'm not really an ass, people just read what I write that way. 

Ok, well I guess I am, but its still how people try to insert emotional context into posts when they read them, without knowing the author well, if at all.  I've been guilty of that in the past, until I realized what I was doing.  I still find myself doing it, on occasion.  Easy trap.

For example, back in the 1990's, Bulletin Boards (precursor to modern forums) and multi-user text games (aka MUDs) were popular, especially here in Seattle.  Since the community that used and played those were all local (had to use dial-up) we'd hold "get-togethers" at local restaurants, usually Denny's spots that had bars and karaoke.

Some of the best friendships that I made were with people that I absolutely detested at first, due to how they talked and acted in-game or from their threads and posts, but they turned out to be wonderful people when we met face to face and had a chance to talk and get to know each other.  That's when I realized that its impossible to correctly infer personality and emotional context from someone's textual writings.  There's a huge difference between reading a novel and reading a forum post.  How a post is written and how its read are often never the same, because we read in our own inner voice, based on our emotions and state of mind, at the time.  Especially if we are not familiar with the writer.

Anyway, some food for thought for everyone.  It applies to any type of social media.

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