New PVP Article Promoting Groups, Less Zerg Rewards, Balance

Post » Tue Feb 18, 2014 11:03 pm

http://www.mmorpg.com/gamelist.cfm/game/821/feature/8237/Elder-Scrolls-Online-Brian-Wheeler-Talks-PvP-and-Darkness-Falls.html

Alot of good information from Brian Wheeler

On thing really stands out for me. Killing a level 50 player solo will give better rewards than seiging an enemy keep.

No keep trading, objective hopping or circling. its about defending what you have, especially your home territory because you need all Your home keeps for any bonuses to take effect in Cyrodiil. Also you just make mch more rewards defending and killing enemy players

Also the balance mechanic to promote the lesser 2 alliances to attack the larger stronger alliance.

many purposes of groups roaming and doing hit and runs. they can have a huge -$ effect on enemy alliances by destroying keep walls and moving on. they can also nuetralize enemy zerg travel by cutting ports to keep by taking the resource places.

Melee has a alot more jobs to do in keep seiges than you think. enemies can sneak up to your seige and set it on fire, the operators need melee to protect them.

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Prohibited
 
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Post » Wed Feb 19, 2014 1:31 pm

I gotta say, that is effin huge battles. epic!

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Kevin S
 
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Post » Wed Feb 19, 2014 11:57 am

good stuff

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George PUluse
 
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Post » Wed Feb 19, 2014 1:40 am

cant stand mmorpg.com

didnt read...and ill live!

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Blaine
 
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Post » Wed Feb 19, 2014 5:45 am

fair enough, but it wasnt their opinions, it was a direct Q and A from the PVP DEV brian Wheeler

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suzan
 
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Post » Tue Feb 18, 2014 11:59 pm

what is "darkness falls?"

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celebrity
 
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Post » Wed Feb 19, 2014 1:30 am

Darkness Fall was the first thing added to Darkage of Camelot's PVP system. It was a massive (like the halls from the dwarfs in the lord of teh rings movie) dungeon. It was a prize for PVE but also had PVP inside of it. To control Darkness Falls one realm (alliance) had to control the most towers on the PVP map. Once one side did it, a huge message flashes saying "this realm now has control of Darkness Falls" players from that realm could now enter it. The enemy players were not kicked out of the dungeon but no longer had access. they now knew that the new realm was on their way in to clear them out and they could hide or make a last stand. Once enemy players were cleared it became mostly a PVE dungeon but enemy stealthers still usually were in there. For PVE there was a special currency to buy gear from kill inside, Further Deeper down there were RAID style bosses and very good loot and gear to get.

Darkness falls usually changed hands around 3 times a day on average but there were days where it did not and days where it changed 10 times.

The combination of PVP and PVE mixed in and the goal of getting this dungeon and teh reward of fighting inside of it made the best PVP experience i have ever had in a game

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Jonathan Egan
 
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Post » Wed Feb 19, 2014 2:51 am

OMG .. I hated login campers .. they would log an alt out @ top of enemy faction entrance. But yeah, you knew when you lost control .. seeing a flash of PvP kills spamming the list. Epic .. can't wait !!

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Rach B
 
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Post » Wed Feb 19, 2014 2:46 pm

In essence, DAoC’s Darkness Falls was a dungeon an enormous, labyrinthine public dungeon, to which access was granted by control of several PvP objectives in the PvP zone. The dungeon increased in difficulty as you ventured deeper into it, with rewards increasing correspondingly. The twist is that when control was lost, none of the players inside would be removed, requiring the newly controlling faction to forcibly remove them from it. (From Tamriel Foundry)

Anyways i read all the article and it sounds really really promising. :D

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Angela
 
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Post » Wed Feb 19, 2014 1:32 pm

Good read this was, It is uplifting to see that they are actually looking at the feedback from beta players.

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Jessica Stokes
 
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