Those are upgrades and downgrades from holding and losing resources within the superstructure of the keep. You may see no need for it, but it’s the only small thing left in Cyrodiil that advocates in favor of tactical objective based play.
It’s also not random. It is based off how long the alliance holding the keep has held a particular resource.
Those are upgrades and downgrades from holding and losing resources within the superstructure of the keep. You may see no need for it, but it’s the only small thing left in Cyrodiil that advocates in favor of tactical objective based play.
It’s also not random. It is based off how long the alliance holding the keep has held a particular resource.
There is no need for it, because loading screen is easily the most powerful effect upgrades/downgrades have. It should be removed and while at it, Wheeler should remove resources as well, because they are just trap objectives for young players. What matters is whether a keep is UA, so that defenders can not port, bloodport nor recall (and I would be super keen to read dev comment on adding recall stones), and those already there can not sortie and respawn over and over, and to set a keep UA, one has to shoot the keep, not circle around and flip resources.
Those are upgrades and downgrades from holding and losing resources within the superstructure of the keep. You may see no need for it, but it’s the only small thing left in Cyrodiil that advocates in favor of tactical objective based play.
It’s also not random. It is based off how long the alliance holding the keep has held a particular resource.
There is no need for it, because loading screen is easily the most powerful effect upgrades/downgrades have. It should be removed and while at it, Wheeler should remove resources as well, because they are just trap objectives for young players. What matters is whether a keep is UA, so that defenders can not port, bloodport nor recall (and I would be super keen to read dev comment on adding recall stones), and those already there can not sortie and respawn over and over, and to set a keep UA, one has to shoot the keep, not circle around and flip resources.
Your comment makes so little sense that I legitimately cannot tell if you’re trolling or not.
Removing resources provides no value and is only a detriment.
You already have to shoot the keep for it to mark under attack. Flipping the resources does not do that; it only prevents transit in and out.
Resources and keep upgrades/downgrades provide players with tactical choices when attacking a keep instead of just running up to the front door to die.
If you’re so worried about load screen during an upgrade/downgrade, then ask ZOS to fix the consistent performance problems which is the root cause of the problem here.