xxslam48xxb14_ESO wrote: »Why did they remove the abilty to destroy towers in the first place? I honestly cannot remember and I don't recall any major game breaking reason they shouldn't be destroyed. Grayhost yesterday morning was about 90% tower humpers and the people chasing them, 10% actual campaign objectives. It was very tiresome.
TechMaybeHic wrote: »xxslam48xxb14_ESO wrote: »Why did they remove the abilty to destroy towers in the first place? I honestly cannot remember and I don't recall any major game breaking reason they shouldn't be destroyed. Grayhost yesterday morning was about 90% tower humpers and the people chasing them, 10% actual campaign objectives. It was very tiresome.
Same reason they removed all the deer in Cyrodiil. To reduce lag. Then hilariously added destructible gates and bridges after that.
Basically the game has gone further yet into zerg, tower hump, or ball group. They've nearly killed of just groups of friends just joining up with their personal builds pushing keeps. You have to try hard or zerg
The thing is with destructible towers; they can just choose not to flip the resource to their color. Then that makes it impossible to destroy the tower.
Leave the resource under control of the original faction then you can't damage the tower and they can still do the same farming as usual, because you can't attack your own faction's structures in Cyrodiil.
That's a simple solution they could do that would change literally nothing for these players
Dem_kitkats1 wrote: »The thing is with destructible towers; they can just choose not to flip the resource to their color. Then that makes it impossible to destroy the tower.
Leave the resource under control of the original faction then you can't damage the tower and they can still do the same farming as usual, because you can't attack your own faction's structures in Cyrodiil.
That's a simple solution they could do that would change literally nothing for these players
Yes, the main problem is in the tools that organized players have access to, that make them pretty much immune to any counters. Until those things are actually addressed, there's not much you can do to deter them.
However, organized groups often sit on/flip resources to entice players to come to them. At least in those instances they would be fair game then. If they chose to simply hide out and not cap, it's more viable to ignore them until they actually start flipping. By then players actually have some tools to counter them, instead of running around the infinite merry-go-round, or simply letting organized groups control it. At this point any step, no matter how small, is better then the rock bottom we're at.
Dem_kitkats1 wrote: »The thing is with destructible towers; they can just choose not to flip the resource to their color. Then that makes it impossible to destroy the tower.
Leave the resource under control of the original faction then you can't damage the tower and they can still do the same farming as usual, because you can't attack your own faction's structures in Cyrodiil.
That's a simple solution they could do that would change literally nothing for these players
Yes, the main problem is in the tools that organized players have access to, that make them pretty much immune to any counters. Until those things are actually addressed, there's not much you can do to deter them.
However, organized groups often sit on/flip resources to entice players to come to them. At least in those instances they would be fair game then. If they chose to simply hide out and not cap, it's more viable to ignore them until they actually start flipping. By then players actually have some tools to counter them, instead of running around the infinite merry-go-round, or simply letting organized groups control it. At this point any step, no matter how small, is better then the rock bottom we're at.
There's still far more viable ways to draw attention that doesn't require flipping anything to where "ignoring them" isn't an option.
For example, every faction has 2 resources you can flag the keep from while also not being able to be counter-sieged by enemies at all.
Daggerfall: warden mine and glademist mine
Aldmeri: Faregyl lumbermill and bloodmayne lumbermill
Pact: Arrius mine and Kingscrest lumbermill
In all cases I can choose to false flag the keep from the resource while having never flipped the resource, then retreat back into the resource tower(because people aren't just going to ignore a flagged keep on the map). And you ALSO will NOT be able to siege the tower at all because I have no reason to flip the resource in the first place (as I already flagged the keep to begin with).
Then whenever they die they can just choose to alternate between keeps to another keep to do the same. They keep getting fights, people keep getting drawn to fights and no resource/keep flipping is required for them to bait people out like they want.
Which is why I feel like updates like this would literally do nothing if these players are a bane to you.
danthemann5 wrote: »Dem_kitkats1 wrote: »The thing is with destructible towers; they can just choose not to flip the resource to their color. Then that makes it impossible to destroy the tower.
Leave the resource under control of the original faction then you can't damage the tower and they can still do the same farming as usual, because you can't attack your own faction's structures in Cyrodiil.
That's a simple solution they could do that would change literally nothing for these players
Yes, the main problem is in the tools that organized players have access to, that make them pretty much immune to any counters. Until those things are actually addressed, there's not much you can do to deter them.
However, organized groups often sit on/flip resources to entice players to come to them. At least in those instances they would be fair game then. If they chose to simply hide out and not cap, it's more viable to ignore them until they actually start flipping. By then players actually have some tools to counter them, instead of running around the infinite merry-go-round, or simply letting organized groups control it. At this point any step, no matter how small, is better then the rock bottom we're at.
There's still far more viable ways to draw attention that doesn't require flipping anything to where "ignoring them" isn't an option.
For example, every faction has 2 resources you can flag the keep from while also not being able to be counter-sieged by enemies at all.
Daggerfall: warden mine and glademist mine
Aldmeri: Faregyl lumbermill and bloodmayne lumbermill
Pact: Arrius mine and Kingscrest lumbermill
In all cases I can choose to false flag the keep from the resource while having never flipped the resource, then retreat back into the resource tower(because people aren't just going to ignore a flagged keep on the map). And you ALSO will NOT be able to siege the tower at all because I have no reason to flip the resource in the first place (as I already flagged the keep to begin with).
Then whenever they die they can just choose to alternate between keeps to another keep to do the same. They keep getting fights, people keep getting drawn to fights and no resource/keep flipping is required for them to bait people out like they want.
Which is why I feel like updates like this would literally do nothing if these players are a bane to you.
Every DC keep with the possible exception of Rayles can be sieged from at least one resource tower with impunity, not to mention that you can just jump into Glade from the northeast corner.