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I’ve been playing Imperial City on the PTS and been watching others play it on HitBox / Twitch. I know I say this with every expansion / update that Zenimax releases but holy Meridia this DLC is epic. The boss fights, the loot, the Tel Var system, and so many more incredibly awesome additions to the game. Except, one thing still bugs me, and that’s what I’m going to focus on this week.
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Hodor!
----champion system with no cap
----3 factions issues particularly with stuff like Imperial City
----gold-silver bs
----removal of VR system but adding more VR level
some company should hire graphic team of ZOS and leave the rest to die.
It was a community reward for accomplishing a PVP goal that rallied players to a common cause. As a community building feature and as something that tied PVE and PVP together it was an excellent idea.
Personally, I would do away with the silly, individual-focused Emperor reward for controlling the inner keeps and make that the entry requirement to the IC. And I wouldn't worry about dominant factions hogging it all the time since as soon as one faction has IC access they would have a huge drain on their forces leaving the Cyrodiil open world to go into the IC.
But Darkness Falls in DAoC was more than a decade ago. That was then. This is now. And it's a different crowd that is totally concerned with their entitlement to entry over good, community building gameplay.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
ESO's guild system is, quite frankly, atrociously opposed to the idea of gating entry based upon faction warfare. I'm honestly not sure why Zenimax decided to create the guild system they have implemented, but it destroyed any semblance of realm or guild pride players could have built within the game. DAoC was so far on the opposite spectrum of this it's like black and white. You weren't even allowed to create a character of a different faction on the same server.
The campaign system is not nearly as easily balanced for deciding how and when access to the IC is given. If you do it by individual campaign, factions will just lay claim to a single campaign and constantly maintain control so that every faction nearly always has access to an IC. DAoC did not have to contend with level scaling in its Frontiers and Battlegrounds (coincidentally, I find the level scaling idea for PvP is silly and ineffective) or population caps (as far as I can remember) for its Frontiers.
EDIT- I should add, however, that gating entry (taken as an idea by itself) is definitely a feature I feel is worth implementing if the aforementioned issues can be overcame. It would be a great boon to the game.
There Is Always Hope!
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Plus the entry to the sewers is going to be even more of a gankers paradise with PVErs trickling by instead of going there in a large group as would be the case when you're already in a group to get the objective done in Cyrodiil and and then go to the entrance in numbers.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
One look at some campaigns on PC , PS4 and X1 show that complete gated access ( behind Keeps anyway ) is not a good idea. People will go to another campaign for a better chance leaving that campaign void of any PvP at all. Which in turn will cause long queues for the more population balanced campaigns.
It is a tough situation and decision.
I think there needs to be some form of gate to keep the ganking down. Something that even a very low population faction could achieve over time. Possibly a global Faction Score in Cyrodil ( no points awarded in IC ) that gives a faction access for X Days before access resets for them. And maybe even a cooldown period before they could start gathering Faction Score again ( give the IC chaos a breather ).
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED