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HOW TO FIX RVR

true2moon_ESO
true2moon_ESO
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Simple solutions for better RvR enviroment

1. There should be a hard limit of 20 npcs per siege. The limit gets reset when the siege is over like the teleport shrine for a keep. Soon as you cant use the teleport shrine, hard limit on NPC deployment should kick in. Soon as you can use the teleport shrine, the hard limit resets. That is like +1 variable and 1 extra 'if' statement.

2. All guards should be reduced back to vr1 - its stupid to have such over powered guards in a PvP game. People want to fight players, not NPC's,if they wanted to fight PvE they would not be in Croydiil. If anything, just add a couple more guards (at the reduced VR1 level) - you could keep the guards inside by the flags at vr5, but not the ones outside. Mercs should be VR1.

You can add a few more guards to the objectives so they are no captured so easy. Put some archers up on the towers, make a couple of walking patrols.

4. Double the HP of walls and gates so they are not crashed so fast, this was the only problem with RvR. The tougher guards dont matter when you can just bypass the majority of them by attacking a keep at its side. Pretty silly there are no guards at the side entrances. have some guard patrols inside the camp that are not affected by the farm being captured.

4. Have a map warning of a siege on a keep for a couple min, before you cut the teleporters off so defenders can get there! you have the walls come down to easy and the keeps cut off too quick, which makes for lame RvR. You want people to defend these keeps, not shut them out so easy. This warning could light up on the map for the keep as soon as an enemy siege weapon is dropped on the castle or when guards are killed.

5. Forward camps need to be fixed as soon as possible. If you dont know they 'bug' out where they still stand but you cant respawn at them. You can make a hard limit of 3 deployed at any given time, and make it so you can teleport to these from the teleport shrine. Also double the number or respawns at these, you can compensate by raising the AP costs.

6. get rid of the honor guards in the towers with the dumb portals they open up. Its usless crap that just adds more lag, and fix these guards so they actually agro on enemy. I usually just run by them and they wont even attack me. It would be better if these walked in a patrol and not just sit in the tower being useless.

7. Fix bolt escape to the point where it is not so easy to exit combat, give the spell a 1 second cast animation between castings or a 1 second casting. This way it gives payers time to react and possibly counter it. There is no reason that combat should be exited so easy, and no reason that one class should have a mobility advantage over the fastest of horses. This spell just caters to noob play as they have an easy out on all combat.

8. Lower stam costs on all weapon skills (by like 50%), to balance out magika vs stamina builds. This will fix most balance problems, as classes can use weapons more instead of having to rely mostly on class skills.


Edited by true2moon_ESO on 3 June 2014 11:34
  • Azarul
    Azarul
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    I agree with all except #4 or at least the couple of minutes part. 30 second warning maybe. Or just a warning in general might be enough.
  • true2moon_ESO
    true2moon_ESO
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    why cut off the keeps so easy? you want siege battles, what fun is taking an undefended keep? giving the defense, 2-3 more min of teleport would not be that bad, most of the time you are not in a position to teleport any how.
  • Mephos
    Mephos
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    Simple solutions

    hahaha.. nice one
    This warning could light up on the map for the keep as soon as an enemy siege weapon is dropped on the castle or when guards are killed.

    so, I can basically run 1 person to a siege, let him place a weapon or let him attack a NPC and the whole map gets an alert? well.. I guess that will be annoying as hell and also .. what a stupid idea is that?
    Lower stam costs on all weapon skills (by like 50%), to balance out magika vs stamina builds. This will fix most balance problems, as classes can use weapons more instead of having to rely mostly on class skills.

    stamina based builds have at least double the stamina of a magicka build, so where is your problem?

    stamina based builds would have more advantages over magicka based builds when you reduce the cost that much.

    or just additional give me the chance to dodge and block and spell cancel with magicka, then you can have your reduction in costs. THEN it would be even.





  • Azarul
    Azarul
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    I believe it takes a lot more people to attack a keep than defend. If you take away the element of surprise attack it will become zerg mandatory to take a keep. Especially with your added wall HP.
  • Kiljaz
    Kiljaz
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    9. Give dragonblod a 5 second cooldown.
    10. Reduce reflective scale to 2 seconds.
    11. Reduce darkness to 2 seconds.
    12. Make so you can only block an ability every 2 seconds.
  • true2moon_ESO
    true2moon_ESO
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    such idiotic replies, this is why this game goes no where...

    DK's been nerfed a bunch now, dont know why you still complain. not to mention reflective scales to 2 seconds would be next to uselss.

    guess you are mad about 1 sec cast on BE, that warrants nerfing dks into the ground, lol, please.

    My templar was already nerfed to useless, now you want to nerf my dk to useless so what I roll a sorc, like your lame ass?! all you noobs want is to fight other sorcs I guess.

    and no a warning on the map wouldnt be annoying, and a little extra time to teleport would not make it a zerg only game. I dont know why you all play PvP if you are scared of actually fighting.

    and what am I talking about, I dont even play eso any more, and I probably wont ever again, I just felt some insight to help RvR would be good for the game, but you know what keep the garbage you have it bothers me none.
    Edited by true2moon_ESO on 3 June 2014 13:23
  • Azarul
    Azarul
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    You say "we" are the problem with the game, however based on your attitude I say you sir are whats wrong with society in a whole. I gave you "my thoughts" on your post. If you didn't want replies you should of stated that. I have no idea if what I said is correct or not and neither do you.

  • Azarul
    Azarul
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    Oh I guess I will speak in a language you understand also....

    Can I have your stuff?
  • Mends_from_Shadows
    Kiljaz wrote: »
    9. Give dragonblod a 5 second cooldown.
    10. Reduce reflective scale to 2 seconds.
    11. Reduce darkness to 2 seconds.
    12. Make so you can only block an ability every 2 seconds.

    I'd imagine if you had a #13 it'd be "Remove Dragonknight Class"

    Cyrodiil Issues as of 6/3/2014
    - Massive Lag since Craglorn patch.(Still bad lag on "Laggajack" NA and some other campaigns.)
    - Forward Camps and other Siege bugging out frequently
    - Caltrops granting Immunity to Siege Weapon Damage
    - Massive Faction Imbalances in Most Campaigns / Several Dead Campaigns
    - Mercenary Mage Spam (sometimes causing them to go invulnerable)
    - Players exploiting Keeps/Scrolls through DK Chain Pulls to go around defenses

    Yay Zenimax is doing things.
  • Evil_Argonian
    Evil_Argonian
    Soul Shriven
    Azarul wrote: »
    I believe it takes a lot more people to attack a keep than defend. If you take away the element of surprise attack it will become zerg mandatory to take a keep. Especially with your added wall HP.

    You say this as though zergs-only is a good thing. A coordinated 10-20 or so person group capable of taking a keep by surprise is a great thing.

    EDIT: Nevermind, misread context.
    Edited by Evil_Argonian on 3 June 2014 16:15
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