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

Proposing PVP Seige Upgrades and do any make sense after 2+ years

Cronopoly
Cronopoly
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Do any new Seige mechanics make sense, those that I listed or some of your own? I only ask this as after two years it can get stale with the same keep mechanics. The game has matured a lot so...just maybe some of these could be worked in if the community thought some of them might be "Fun" If it's not fun then why bother. @Zos

- Climb Walls ability:

- Keep Bosses: Monxter Elites for Big Home Keeps to keep small group keep Ninja activity to a minimum.

- Moats: - Water with Elite Pirahna fishies

- Oil Field Seige deployable Area of effect (expensive cost) to be set on fire by air Fire projectiles >:)

- Drawbridges: of course

- Trenches: strategically placed Defensively before battle and or Deployable Trenchs for Seigers. Some permanent seige trenche lines could make some smallscale battles in trenches fun.

- Murder Holes: Strategically placed in some areas...not everywhere.

- Tall Seige Wood Troop carriers Trojan Horse :) (cannot remember name) things that hold troops and slowly roll to keep wall where troops would disembark on the wall....basically add wheels to the stationary high stairs that are outside many of the keeps and wooden walls...susceptible to fire of course.

Edited by Cronopoly on 3 August 2016 06:42
  • KenaPKK
    KenaPKK
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    Grappling hooks or ladders would be nice. They'd need to place a warning symbol on the map though, else people would be crawling over unflagged keeps like ants. There'd be no security inside any keeps.
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • mtwiggz
    mtwiggz
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    KenaPKK wrote: »
    Grappling hooks or ladders would be nice. They'd need to place a warning symbol on the map though, else people would be crawling over unflagged keeps like ants. There'd be no security inside any keeps.

    Love the idea of siege ladders and/or grappling hooks. Simply make them only able to be placed on flagged keeps. Would keep the riff raft of gankers and trolls out, yet bring a whole new dynamic to keep takes.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Well some i threw around with some friends was if you use a oil catapult and fire it where ever it lands a alley can activate a synger to light the area on fire dealingfire aoe and since it is still technally oil they also be snared in it.

    Isnt new but adds more to a lack luster siege weapon cause yes oil cstapults draini g stamina is nice but really thats all it does the snare and damage is just so .... Meh

    Also the ice treb idk how but it seriously needs buffed to do anything. Maybe if it hits a siege weapon it reloads 30% slower ?
    Edited by Forestd16b14_ESO on 3 August 2016 12:13
  • Bdawwg
    Bdawwg
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    Could do it so that an oil treb can be lit by someone's ballista?
  • Gottbeard
    Gottbeard
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    Cronopoly wrote: »
    Do any new Seige mechanics make sense, those that I listed or some of your own? I only ask this as after two years it can get stale with the same keep mechanics. The game has matured a lot so...just maybe some of these could be worked in if the community thought some of them might be "Fun" If it's not fun then why bother. @Zos

    - Climb Walls ability:

    - Keep Bosses: Monxter Elites for Big Home Keeps to keep small group keep Ninja activity to a minimum.

    - Moats: - Water with Elite Pirahna fishies

    - Oil Field Seige deployable Area of effect (expensive cost) to be set on fire by air Fire projectiles >:)

    - Drawbridges: of course

    - Trenches: strategically placed Defensively before battle and or Deployable Trenchs for Seigers. Some permanent seige trenche lines could make some smallscale battles in trenches fun.

    - Murder Holes: Strategically placed in some areas...not everywhere.

    - Tall Seige Wood Troop carriers Trojan Horse :) (cannot remember name) things that hold troops and slowly roll to keep wall where troops would disembark on the wall....basically add wheels to the stationary high stairs that are outside many of the keeps and wooden walls...susceptible to fire of course.

    I would like to see a reasonable wall climb system but I think 8should be like a battering ram where 3 to 6 people have to walk it up and wait for the ladder to deploy. They should also have to stay on it to protect it from siege decay. for bolt holes all they need to do is make postern houses transparent for defenders. For once killing a postern house would matter.
    Edited by Gottbeard on 7 August 2016 01:18
  • Hammy01
    Hammy01
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    I would like to be able to build motes with giant elite Crocs in them :).. (insert evil laugh)... but seriously it does get old doing the same old siege day after day.

    Hammy!!
  • s_jscorpiorwb17_ESO
    Well its the same siege mechanics because they made all the keeps/forts/castles so similar in layout/design.
  • leepalmer95
    leepalmer95
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    A scroll boss would be nice, A boss spawns at a keep or temple where a scroll is.

    Nothing game breaking but give it like 5m hp and basically just be an upgraded keep npc such a archer or mage.

    May even stop those exploiters who get the scrolls or even the people that night cap a map.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Tamerlane66
    Tamerlane66
    Soul Shriven
    Good ideas I like the variety. Having difference in castles would make a lot of sense but will they be hard coded or bought with AP. If so who decides the rebuild the emperor?

    Scaling walls is great but very dangerous for climbers perhaps a siege tower but that would need to have a limit of toons (cant take the weight).

    Moats are interesting but would only channel the siege to limited areas and really protect the castle. No one would ford a moat with crocks.

    Permanently siege weapons could work . They cant break totally but use repair kits to buff. Over time they lose effectiveness. First some first served to operate.

    All these suggestions make defense easier. So only zergs dare attack a castle. This is not what we want. Give attackers some help. The best benefit of a siege is cutting off the castle. Consider giving attackers the ability to encircle. This would block reinforcements and over time sap the strength of defenders so they are weaker and lose. Put some pressure on defense to break a siege.

    Buffing sieges is a great way to improve the game it does get to be the same ole thing especially with zergs (lets find a way to limit that).
  • Jade1986
    Jade1986
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    Cronopoly wrote: »
    Do any new Seige mechanics make sense, those that I listed or some of your own? I only ask this as after two years it can get stale with the same keep mechanics. The game has matured a lot so...just maybe some of these could be worked in if the community thought some of them might be "Fun" If it's not fun then why bother. @Zos

    - Climb Walls ability:

    - Keep Bosses: Monxter Elites for Big Home Keeps to keep small group keep Ninja activity to a minimum.

    - Moats: - Water with Elite Pirahna fishies

    - Oil Field Seige deployable Area of effect (expensive cost) to be set on fire by air Fire projectiles >:)

    - Drawbridges: of course

    - Trenches: strategically placed Defensively before battle and or Deployable Trenchs for Seigers. Some permanent seige trenche lines could make some smallscale battles in trenches fun.

    - Murder Holes: Strategically placed in some areas...not everywhere.

    - Tall Seige Wood Troop carriers Trojan Horse :) (cannot remember name) things that hold troops and slowly roll to keep wall where troops would disembark on the wall....basically add wheels to the stationary high stairs that are outside many of the keeps and wooden walls...susceptible to fire of course.

    The keep bosses sound like a great idea IMO, to prevent ganker groups from chilling in the keeps.
  • Draxys
    Draxys
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    I like the oil on the ground idea. Would be cool for it to be lit by a fire ballista or that bow ability morph.

    Not sure on keep bosses. An outnumbered team already has to deal with aoe caps and other game mechanics that benefit larger groups. The keep bosses could easily ruin any chance a smaller group has to take a position. However, if your goal is to weed out people sneaking in the keep as you said, zos could add the lookout npcs with torches. There could be a few that roam the walls/edges of the top inner floors and make it difficult for intruders to stick around.
    2013

    rip decibel
  • Jade1986
    Jade1986
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    Draxys wrote: »
    I like the oil on the ground idea. Would be cool for it to be lit by a fire ballista or that bow ability morph.

    Not sure on keep bosses. An outnumbered team already has to deal with aoe caps and other game mechanics that benefit larger groups. The keep bosses could easily ruin any chance a smaller group has to take a position. However, if your goal is to weed out people sneaking in the keep as you said, zos could add the lookout npcs with torches. There could be a few that roam the walls/edges of the top inner floors and make it difficult for intruders to stick around.

    Those guards would -need- to be more powerful than the normal guards, because in top tier pvp they are an absolute joke.
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