xsorusb14_ESO wrote: »If i don't hear anything about AoE Caps and Forward Camps i'm going to be extremely disappointed.
Both of those things right now are screwing this game over
it's not looking good guys...ZOS_BrianWheeler wrote: »The team is working hard on Imperial City and making sure it's as enjoyable as a PVP and PVE zone. In the meantime, we do keep an eye on Cyrodiil and the issues with the Alliance war as a whole and make adjustments as soon as we can get them in there. Recently the postern doors and server roll-back/save issues were resolved and now the team has a few other things we're adding that I can finally mention
Oil Pots will be getting a deadzone added to them so the oil has to travel atleast 6 meters before arming. This should help with the PBAE use of Oil pots. I can't promise exactly when this is going in as we need more testing on it, but that's the initial update for Oil pots.
As far as the AE cap damage is concerned, the Combat team has been looking at options for handling it and will post something when they are comfortable with doing so.
Forward Camps are going to get an Alliance Rank requirement to purchase added to them for helping limit the amount of self alliance "trolling". Short of increasing the price to a very high amount, we've read many other suggestions on the boards here and are taking this as a first step.
A teleport border around Cyrodiil play-space is being put into the game to also help with putting forward camps in "out of bounds" areas.
We continue to monitor population in both the EU and the US for Campaigns and will adjust them as necessary.
ZOS_GinaBruno wrote: »To be clear, the PvP team covers Cyrodiil, campaigns, and the systems that govern how those function - not necessarily the player-to-player combat, classes, and mechanics.
Also, you can view the first show here, and we do plan to archive today's show as well.
Agrippa_Invisus wrote: »Wow.
It's going to be even harder to defend keeps against the giant zergballs now? No more oiling the flags, the archers, or even on step landings?
FFS.
How the HELL am I supposed to hold the back flag of a keep when AD or DC put 30+ players on it spamming heals? I can meatbag them from the nave and then maybe fire ballista them from the opposite stairwell and one purge and it's all gone. The Apse of an inner circle keep will be almost indefensible against a large group.
The Nave will still have some oil defense, but if there's enough and they clear the top of the keep, then GG, keep's already gone.
darkdruidssb14_ESO wrote: »Agrippa_Invisus wrote: »Wow.
It's going to be even harder to defend keeps against the giant zergballs now? No more oiling the flags, the archers, or even on step landings?
FFS.
How the HELL am I supposed to hold the back flag of a keep when AD or DC put 30+ players on it spamming heals? I can meatbag them from the nave and then maybe fire ballista them from the opposite stairwell and one purge and it's all gone. The Apse of an inner circle keep will be almost indefensible against a large group.
The Nave will still have some oil defense, but if there's enough and they clear the top of the keep, then GG, keep's already gone.
Place the oil 6 meters away from the flag. You'll still be able to use it for flag defense, but you will have to use it differently and with greater risk.
The dead zone just prevents you from standing directly on a flag and covering the whole cap zone and prevents people from hiding in Oil Pots since enemies will be able to stand near you without taking any damage.
My gripe would be if they don't update the telegraph for oil to show the "dead zone" area... at least the person using the oil should know where the dead zone is for strategic placement.
ZOS_GinaBruno wrote: »To be clear, the PvP team covers Cyrodiil, campaigns, and the systems that govern how those function - not the player-to-player combat, classes, and mechanics.
Also, you can view the first show here, and we do plan to archive today's show as well.
it's not looking good guys...ZOS_BrianWheeler wrote: »The team is working hard on Imperial City and making sure it's as enjoyable as a PVP and PVE zone. In the meantime, we do keep an eye on Cyrodiil and the issues with the Alliance war as a whole and make adjustments as soon as we can get them in there. Recently the postern doors and server roll-back/save issues were resolved and now the team has a few other things we're adding that I can finally mention
Oil Pots will be getting a deadzone added to them so the oil has to travel atleast 6 meters before arming. This should help with the PBAE use of Oil pots. I can't promise exactly when this is going in as we need more testing on it, but that's the initial update for Oil pots.
As far as the AE cap damage is concerned, the Combat team has been looking at options for handling it and will post something when they are comfortable with doing so.
Forward Camps are going to get an Alliance Rank requirement to purchase added to them for helping limit the amount of self alliance "trolling". Short of increasing the price to a very high amount, we've read many other suggestions on the boards here and are taking this as a first step.
A teleport border around Cyrodiil play-space is being put into the game to also help with putting forward camps in "out of bounds" areas.
We continue to monitor population in both the EU and the US for Campaigns and will adjust them as necessary.
ZOS_BrianWheeler wrote: »Oil pot mechanics the PVP team covers and can be commented on in the Alliance War section of the forums or in this thread if you want.
Agrippa_Invisus wrote: »ZOS_BrianWheeler wrote: »Oil pot mechanics the PVP team covers and can be commented on in the Alliance War section of the forums or in this thread if you want.
Brian,
I think the oil pot mechanics changes need to be reconsidered, for the points I've already mentioned.
The zergballing that is chewing up your server performance is only encouraged more by the inability to break up large groups of players in tight confines with the use of oils and other siege equipment.
Inner circle keeps become much tougher to defend against a force with superior numbers when a smaller force should, reasonably, be using a fortification as a force multiplier.
Right now dropping 20-30 players on a flag, spamming heals, and just waiting for a keep to flip are all that's being done. With AE caps in place, they have herd immunity essentially to damage.
How do you stop a mathematically superior foe from taking whatever they want?
LOL...so if the PvP team doesn't cover player to player combat...who does? Isn't that exactly what a PvP team is supposed to do? If the PvE devs are in charge of PvP class/skill balance, that actually explains why a lot of the really stupid stuff just isn't getting addressed.
ZOS_GinaBruno wrote: »To be clear, the PvP team covers Cyrodiil, campaigns, and the systems that govern how those function - not the player-to-player combat, classes, and mechanics.
Also, you can view the first show here, and we do plan to archive today's show as well.