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https://forums.elderscrollsonline.com/en/discussion/668861

@ZOS are pvp mechanics purposely designed to help zergblobs and screw outnumbered forces?

xylena
xylena
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can you be honest with the community and say either "yes" or "we don't care" because anything else is a blatant lie and if you truly believe it's not supposed to be this way then gimme back my years worth of sub fees
Retired until we break the Tank Meta
  • xylena
    xylena
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    seriously when there are 24 dead AD on the flag and 8 mere EP defending... the flags should not even be allowed to flip yellow (yes this is in reference to haderus recent battles)
    Retired until we break the Tank Meta
  • MoneyOverEverything
    OMG Help pls a flag flipped on a ressource on a low population campaigne somewhere in NA.

    pic-12107.jpg

    Quin Eyran 2 da resqu plez
    Don`t nerf the hype.
  • RinaldoGandolphi
    RinaldoGandolphi
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    @xylena The whole flag system really needs to go in general.

    Capturing a keep should Require

    1. All resources must be captured.(Farm, Lumber Mill, and Farm) before the walls will even take damage.
    2. All Enemy players within keep should be required to be dead and the walls repaired to 100% before the keep can flip hands.

    As it stand right now, keeps are simply too easy to take...there is no "Defensive Advantage" in ESO to having a keep or even high ground. Following guidelines 1 and 2 would mean the team trying to take the keep would have to do much more then stand on a flag to take it, and would face far more opposition in securing the keep that would only be good for the game.

    Make Siege DOT's Unpurgable and actually give a 20% damage bonus to players and siege who are attacking a target from a position of high ground...an archer shooting at me from the top of a hill or the top of a keep wall should get a damage bonus against me, siege being fired from an elevated position over its targets should also get a high ground 20% damage bonus.

    Right now, Defense have no advantage and offense has all the advantages, it makes defending keeps a pointless affair....as its nothing more then a numbers game instead of a tactics game.

    the meta for taking a keep right now is siege the walls, stack in the largest group you can get, spam purge and heals while charging the breech with Barrier and spam AOE on the flag with meteor/bats/impulse/steel tornado lagging everything out and flipping the flag...defenders have no chance unless they have an equal number of people and even then its only 50-50 the lag won't cheat you out of the keep anyways.
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Tankqull
    Tankqull
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    @xylena The whole flag system really needs to go in general.

    Capturing a keep should Require

    1. All resources must be captured.(Farm, Lumber Mill, and Farm) before the walls will even take damage.
    2. All Enemy players within keep should be required to be dead and the walls repaired to 100% before the keep can flip hands.

    As it stand right now, keeps are simply too easy to take...there is no "Defensive Advantage" in ESO to having a keep or even high ground. Following guidelines 1 and 2 would mean the team trying to take the keep would have to do much more then stand on a flag to take it, and would face far more opposition in securing the keep that would only be good for the game.

    Make Siege DOT's Unpurgable and actually give a 20% damage bonus to players and siege who are attacking a target from a position of high ground...an archer shooting at me from the top of a hill or the top of a keep wall should get a damage bonus against me, siege being fired from an elevated position over its targets should also get a high ground 20% damage bonus.

    Right now, Defense have no advantage and offense has all the advantages, it makes defending keeps a pointless affair....as its nothing more then a numbers game instead of a tactics game.

    the meta for taking a keep right now is siege the walls, stack in the largest group you can get, spam purge and heals while charging the breech with Barrier and spam AOE on the flag with meteor/bats/impulse/steel tornado lagging everything out and flipping the flag...defenders have no chance unless they have an equal number of people and even then its only 50-50 the lag won't cheat you out of the keep anyways.

    nah i dont think that should be the way.
    but the time needed to open a gap needs to be revised. breaking a door should be significantly faster than breaking down a wall/side door but aswell needs to be increased to ~8-10mins (maindoor) 20mins+ for a wall with maximum amount of possible trebs.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • cozmon3c_ESO
    cozmon3c_ESO
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    Tankqull wrote: »
    @xylena The whole flag system really needs to go in general.

    Capturing a keep should Require

    1. All resources must be captured.(Farm, Lumber Mill, and Farm) before the walls will even take damage.
    2. All Enemy players within keep should be required to be dead and the walls repaired to 100% before the keep can flip hands.

    As it stand right now, keeps are simply too easy to take...there is no "Defensive Advantage" in ESO to having a keep or even high ground. Following guidelines 1 and 2 would mean the team trying to take the keep would have to do much more then stand on a flag to take it, and would face far more opposition in securing the keep that would only be good for the game.

    Make Siege DOT's Unpurgable and actually give a 20% damage bonus to players and siege who are attacking a target from a position of high ground...an archer shooting at me from the top of a hill or the top of a keep wall should get a damage bonus against me, siege being fired from an elevated position over its targets should also get a high ground 20% damage bonus.

    Right now, Defense have no advantage and offense has all the advantages, it makes defending keeps a pointless affair....as its nothing more then a numbers game instead of a tactics game.

    the meta for taking a keep right now is siege the walls, stack in the largest group you can get, spam purge and heals while charging the breech with Barrier and spam AOE on the flag with meteor/bats/impulse/steel tornado lagging everything out and flipping the flag...defenders have no chance unless they have an equal number of people and even then its only 50-50 the lag won't cheat you out of the keep anyways.

    nah i dont think that should be the way.
    but the time needed to open a gap needs to be revised. breaking a door should be significantly faster than breaking down a wall/side door but aswell needs to be increased to ~8-10mins (maindoor) 20mins+ for a wall with maximum amount of possible trebs.

    oh yes because pv'wall is so fun as it is right now, you want to add more time to do it. lol.
    Guild UMBRA Chapter Lead
    ~Leper Si -V14 Sorcerer~
    Youtube Channel - Leper
    https://www.youtube.com/user/TheCozmon3c/videos
  • Lesspa
    Lesspa
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    need more caltrops and prox det.
  • Lesspa
    Lesspa
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    and steelnado.
  • technohic
    technohic
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    Tankqull wrote: »
    @xylena The whole flag system really needs to go in general.

    Capturing a keep should Require

    1. All resources must be captured.(Farm, Lumber Mill, and Farm) before the walls will even take damage.
    2. All Enemy players within keep should be required to be dead and the walls repaired to 100% before the keep can flip hands.

    As it stand right now, keeps are simply too easy to take...there is no "Defensive Advantage" in ESO to having a keep or even high ground. Following guidelines 1 and 2 would mean the team trying to take the keep would have to do much more then stand on a flag to take it, and would face far more opposition in securing the keep that would only be good for the game.

    Make Siege DOT's Unpurgable and actually give a 20% damage bonus to players and siege who are attacking a target from a position of high ground...an archer shooting at me from the top of a hill or the top of a keep wall should get a damage bonus against me, siege being fired from an elevated position over its targets should also get a high ground 20% damage bonus.

    Right now, Defense have no advantage and offense has all the advantages, it makes defending keeps a pointless affair....as its nothing more then a numbers game instead of a tactics game.

    the meta for taking a keep right now is siege the walls, stack in the largest group you can get, spam purge and heals while charging the breech with Barrier and spam AOE on the flag with meteor/bats/impulse/steel tornado lagging everything out and flipping the flag...defenders have no chance unless they have an equal number of people and even then its only 50-50 the lag won't cheat you out of the keep anyways.

    nah i dont think that should be the way.
    but the time needed to open a gap needs to be revised. breaking a door should be significantly faster than breaking down a wall/side door but aswell needs to be increased to ~8-10mins (maindoor) 20mins+ for a wall with maximum amount of possible trebs.

    oh yes because pv'wall is so fun as it is right now, you want to add more time to do it. lol.

    but he is saying the door times should not be as long as a wall and I agree. And to make it somewhat of a choice, the doors could be designed so that once breeched, it is a smaller opening where you can bottleneck a larger force at least a little bit.
  • Ezareth
    Ezareth
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    I can't think of anything more boring than sieging a wall right now. If anything the time to break through an outer wall at least should be decreased. Maybe they could instead put limits on the damage a wall can take during a period of time to stop the 30 man siege zerg from blowing through walls in a minute, but not screw a smaller group with only 3-4 siege trying to take down a wall to get some actual PvP.

    This is why I pretty much avoid keep assaults like the plague. I haven't sieged a wall since November.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • ToRelax
    ToRelax
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    Ezareth wrote: »
    I can't think of anything more boring than sieging a wall right now. If anything the time to break through an outer wall at least should be decreased. Maybe they could instead put limits on the damage a wall can take during a period of time to stop the 30 man siege zerg from blowing through walls in a minute, but not screw a smaller group with only 3-4 siege trying to take down a wall to get some actual PvP.

    This is why I pretty much avoid keep assaults like the plague. I haven't sieged a wall since November.

    Smaller force with 3-4 siege = 1 person.
    You can take walls down incredibly fast with only very few people.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Joy_Division
    Joy_Division
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    The OP is less concerned about the mechanics of taking a keep then the fact 8 people, with NPC support, stand little chance taking out 24 opposing players no matter what they try to do.
    Edited by Joy_Division on 21 May 2015 16:15
  • cozmon3c_ESO
    cozmon3c_ESO
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    also healing going through walls really ruins keep fights, i hate fighting some dude on the second floor 1v1 and he's getting random bol heals from some dude who doesnt even know hes there from the first floor.
    Guild UMBRA Chapter Lead
    ~Leper Si -V14 Sorcerer~
    Youtube Channel - Leper
    https://www.youtube.com/user/TheCozmon3c/videos
  • MrGhosty
    MrGhosty
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    Personally I'd like to see some larger keeps added at certain locations that are large enough to support multiple spawn points that can be captured independently of each other. This would allow for some amazing fights with attackers gaining a foothold and protracted battle as defenders could spawn in from multiple points.

    Some of these keeps could really change the flow of combat and would require people attacking and defending multiple points.

    All that said I do wish that once a wall gets breached it's really all about who can pour the greater numbers into a breach that determines who takes the keep. While being a very different game, some of the best PvP I've ever had was in Planetside 2 fighting over points in a base with the fights lasting for hours. The mechanics are different from ESO but I do think this game could benefit from some of the design of the other.

    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • Weberda
    Weberda
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    Sorry Xy, you're not going to get an answer. ZOS has the PvP folks on "ignore".
    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • cozmon3c_ESO
    cozmon3c_ESO
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    Weberda wrote: »
    Sorry Xy, you're not going to get an answer. ZOS has the PvP folks on "ignore".

    yeah i dont even think they moderate these forums anymore lol. our s*** talk is to much to keep up with.
    Guild UMBRA Chapter Lead
    ~Leper Si -V14 Sorcerer~
    Youtube Channel - Leper
    https://www.youtube.com/user/TheCozmon3c/videos
  • PainfulFAFA
    PainfulFAFA
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    Its frustrating for players trying to do an emp push or scroll run because the entire server for all alliances will show up for the same target/objective and inevitably causing lag. It all needs to be changed
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • k2blader
    k2blader
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    The OP is less concerned about the mechanics of taking a keep then the fact 8 people, with NPC support, stand little chance taking out 24 opposing players no matter what they try to do.

    If I am guessing right (based on the posting name) the OP is an excellent player and knows what he's doing for sure. He and maybe only a few others defended a couple keeps very well against us (very disorganized) AD last night. I mean they killed a bunch, mostly with oil and siege. Granted half of us were under VR14 (including some nonvets), but a good number of us died repeatedly. Yes it was numbers that eventually got the keeps taken, but AD helped our cause by actually rezzing, some folks were healing their butts off, etc.

    I dunno what the OP is referring to in post #2, but if 1 AD is on a flag and there are no EP on the flag, it will turn yellow. If there are no EP on the flag it will not turn red. If he's claiming it was red or "turning" and then turned yellow with no *live* AD on the flag, then yeah, that's a problem for Zeni.

    Whatever the case, I don't want to see the stupidity of too high siege damage get even higher and stupider.


    Disabling the grass may improve performance.
  • jmoore59
    jmoore59
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    I think daoc had it right on keeps. The guards were strong on max lvl keeps and to take a keep you had to kill the lord which acted as a boss. Better then flags since your killing something which sets a goal with the knowledge of when you kill the boss the keep flips.
  • xylena
    xylena
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    see if there's a huge pile of dead AD on the flag and few EP still alive defending... why is the game registering this as a "win" for AD and flipping the keep from red to yellow?
    Retired until we break the Tank Meta
  • Tankqull
    Tankqull
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    xylena wrote: »
    see if there's a huge pile of dead AD on the flag and few EP still alive defending... why is the game registering this as a "win" for AD and flipping the keep from red to yellow?

    probably the same "error" that keeps you "infight" with corpses...
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


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