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Cyrodiil Board Dailies

phantasmalD
phantasmalD
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Would it be possible to give some QoL love to the board dailies? In my experience half of the available quest types are barely ever touched by players, they don't worth the time it takes to do and turn them in.

Bounty Mission: Pretty much the only category that I believe consistently gets picked up and completed. There's nothing to really change as player combat is a central part of Cyrodiil there's always a big incentive to pick these up, especially due to the ease of completion in big groups. Tho it might just be too easy, actually.

Capture Elder Scroll:This is another category that has a pretty decent, mainly due to the substantial importance of the Scrolls. However these quests pretty much only get picked up while a scroll is already on it's way to be turned in. Which kind of makes these quests more like an afterthought.
Also, these quests have the unusual property of awarding anyone who is presently in Cyrodiil which means that even someone who didn't help at all.
Although helping is relative, someone who helped keep an enemy faction engaged certainly contributed to retriving/stealing a scroll in their own way, so it's kinda fair but someone can travel to cyrodiil just to pick up and turn the quest in. Kinda weird, but ultimately harmless.

Capture Keep: This is where things go south real fast. Now the issue imo here is that there's no weighting between the different objectives so you end with things like Grand Warlord DUMmeron deciding he wants to own Castle Black Boot while every EP home keep is capped by blues. There really should be a bias for home keeps. And beyond that the board should also maybe prioritize keeps that are connected by a valid transit route to one your current keeps.
Well, okay, capturing a keep behind enemy lines can be a pretty valid strategy so maybe no need to go that far, but the game should def not send you to the other end of Tamriel while your alliance holds 0 home keeps.

Capture Resource: Pretty much same deal, you check the board only to pick up a quest for Castle Brindle Lumbermill. Sure, let me just ride to the complete opposite corner of the map, only going to take like half an hour, totally worth it for like 1000 AP.
These quests are more like accidental side prices than a main goals.

Scout Mission: Now this is the real stinker. In addition to the aforementioned problem of being sent to the other end of the world these quests also double down by being completely worthless in addition as well as kind of boring. Maybe it's good for hardcore lone-wolf antisocial questers who really want to avoid social interactions but otherwise it's just wasted space.
Tbh when I first started out in Cyrodiil I actually thought that completing these quests would help my alliance in someway, like the "knowledge" I "gained" somehow translated into a buff or something.
So here's a suggestion: maybe when a scout quest is turned in every member of your group/alliance gets a small, timed buff against that particular objective, like 5% extra damage against that particular objective for 10 minutes. And there can only be 3 active at a time or something.

Conquest Missions: There is not much to say about this, this relatively recent addition improved vastly upon the various capture missions by making them more dinamic.
However I think it's worth noting that there's a difficulty disrepancy between the various types.
Killing 40 people is actually more time consuming and difficult than like taking 3 keeps as it requires you to deal killing blows, not just contribute with damage. All the other types encourage grouping up with other players but the 40 kill one actively dissuades you from doing that as your teammate can steal your kills.
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