Ectheliontnacil wrote: »Despite the fact that Cyrodiil is both vast and breathtakingly beautiful, nobody actually explores this zone. All players do is fight between the inner keeps, on a lucky day you might get to see a scroll chase. Essentially the map could consist of narrow corridors, connecting the keeps and outpousts and players wouldn't even notice. Countless hours of developer work go to waste this way and Cyrodiil is transformed into the smallest zone of the game, because there is no incentive whatsoever to leave the beaten track and explore. I am weary of fighting in the same areas over and over, while all the awesome pvp locations in the hidden depths of Cyrodiil taunt me from afar.
In my opinion there is a very simple solution to this problem. Place new flags evenly across the zone, all of them easily flipped and offering large offensive ticks (3k ap), massively increase the Cropsford, Vlastarus and Bruma ticks and reduce the keep and outpost ticks. This will draw out zergs and spread them evenly across the map, since keep capture is no longer as rewarding as fighting out in the open (taking keeps takes much longer than taking flags and will no longer yield as many ap as it used to). With any luck it will also increase performance .
Let me know what you think!
The incentive to leave and explore was the PvE side of the zone.
The idea was it would be a huge open zone for hundreds of players doing PvE and PvP at the same time, however the reduction in population caps and general lack of worth from the PvE/Exploration side killed that off.
We don't even need any new flags and objectives. Just move the damn resources a bit away from keeps instead of organizing them in neat little tirangles.
Yup, if Cyrodiil could support a couple of hundred per faction (as it was designed for) it would be fine.Lack of objectives isn't the reason why players stack, so adding more objectives won't improve anything in this regard. And offensive ticks in general don't encourage fighting nor spreading out. You would just get zergs running from one flag to the next one for easy AP farm.
The map is empty for the most part, because it is too big for the amount of present players.
@Azuryathere is much life there
and sometimes even to much, for my taste
and the systems forces nobody, those who don´t go anywhere are those wanting to become grandoverlord or such
pity for them, cause they miss much
Maura_Neysa wrote: »I like this idea. Especially if campaign scoring doesn't change with it. So that holding Keeps is good for the campaign and those that actually care about the RP for the War, tactics and strategy. AP farmers could flag chase to their hearts desired. Especially if you then attach Emperor to both AP and War tactics. (Something like most AP and present during Keep tick)
Though what I would really like to see;
- PvP expanded to all zones.
- PvP status controlled by NPC "Recruiters"
- Active Duty Military - Attack-able anywhere outside of instance items
- On-Leave - Keep your Military rank. Not attack-able anywhere except Cryodiil
- Civilian - No Military rank (lose it if you had some) Not attack-able anywhere even Cryodiil
- If you are currently a Civilian, you can join any Alliance (Would allow Alliance switching)
This would add such a huge leave of PvP, particularly for the top end Players to hunt.
Bonus Idea - When you are killed, you have the option of placing a Bounty (With your own gold) on the player that killed you. With the Fighters Guild Bounty Hunter Passive, you can then pick up a Bounty and attempt to collect. NB Gank away.
Ectheliontnacil wrote: »nobody actually explores this zone.
QuebraRegra wrote: »rom an old thread:
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This ties into an idea I had...
Come DARKBROTHERHOOD content, I'd love to see a "player bounty" with could be set by another player (think GTAO player set contracts).
Obviously this would only work within Cyrodill, but could create some fun for "hunters" and their "bounty". Bounties could be set with variable amounts of gold against a particular player. Other players could choose to boost the bounty against a particular player with add gold. A player could "buy out" their own bounty.
A player with a set bounty could be anywhere in Cyrodill, and anytime an action was taken (capture, kill, chevos), the map would get an icon featuring their last known location... or maybe the icon would track with them for a time (3 minutes?), then leave a "last known". Anyone accepting a bounty would appear on a list of hunters the target player could see, with the same tracking mechanism for hunters. Maybe hunters would have to buy into the bounty for gold... If the hunter could kill the hunters, he pot could be claimed.
GTAO has a mechanism where after "x" amount of time, is the targeted player is able to evade the kill, then the pot goes to him/her. I'd like to see as long as a percentage of the pot is added BEFORE expiration, then the clock could be extended. Logging out, or leaving cyrodill could either cancel the "contract", or simply halt the clock.
Somebody just killed you in PVP and you want revenge? Who ya gonna call?
Adult hide, seek, and kill for fun and profit!
https://forums.elderscrollsonline.com/en/discussion/comment/2116374/#Comment_2116374
Ill just leave this here :
https://www.youtube.com/watch?v=XNH6kVKeAfE
Mostly the second part of the video
And that had been an issue for a while, nothing's gonna change
Just shrink the god damn map so it's smaller ... Problem is it takes on average 4 to 6 minutes to get from one keep to the next via horse that's under attack.
A good group can turn a keep in 3 to 4 minutes
Meaning the fights become pointless ...
You should not be able to take a keep faster than the travel time from the next nearest keep...
Its PvP ... But in all honesty it's played more like chess with focus on quick keep takes before you get any actual PvP ... And that's dull... Hell it iswhy every so often I enjoy a good bridge fight
Ectheliontnacil wrote: »In my opinion there is a very simple solution to this problem. Place new flags evenly across the zone, all of them easily flipped and offering large offensive ticks (3k ap), massively increase the Cropsford, Vlastarus and Bruma ticks and reduce the keep and outpost ticks. This will draw out zergs and spread them evenly across the map, since keep capture is no longer as rewarding as fighting out in the open (taking keeps takes much longer than taking flags and will no longer yield as many ap as it used to). With any luck it will also increase performance .
Ectheliontnacil wrote: »