Hi @ all and hi
@GinaBruno and
@Kevin…
It is quite rare for me to create my own thread, but after playing the ongoing (July 2023) Whitestrake’s Mayhem PvP-Event, I do think it is more than necessary to talk about certain things.
First, please let me say ahead of all, that I do not want to complain about stuff like being killed over and over again or that others are way better then I am. That is something I don’t have a problem with, since I am quite aware that as a casual player, I won’t be so good as a Pro-PvP-Player
! What I do want is to point out, focus on and talk about things which do, at least from my point of view, impair the quality of the PvP play in Cyro not only for me, but for quite a lot of players.
Now which things do I mean? As the title shows I do mean certain Map locations, elements, as well as mechanics in Cyrodiil and how some of them negatively inflict the quality of the PvP play there. I am certain that a lot of PvP’ers now would start listing a lot of stuff here, but my focus is on two specific things, regarding Towers at Resource locations and Inner Keep Buildings.
While playing the ongoing PvP-Event I noticed that – as always – some players are primarily focusing on farming for kills and AP by using Resource Towers as their lure-in-and-hit-and-move-around locations. Especially those players who build setups specifically focused on just doing that. In general, that is or at least was not something to talk or complain about. But sadly, it now has reached a point where it became completely ridiculous.
I have witnessed during the last 8 days for at least 2 hours per day how 2-3 players are overwhelming 20 players by doing the afore mentioned thing. And before someone now says something along the lines of: *Those weren’t PvP-Players!*, let me clearly say: *No, I am talking about organized PvP-Player groups here!*!!! Also, tactics like storming the Tower or covering it with Siege-Weapons mostly don’t work, since those players would outmanoeuvre the group or the weapons won’t reach all places on and inside the tower.
In addition to that I also noticed that those same players are using the roofs of certain Towers to place Siege-Weapons with which they are attacking nearby Keeps. That itself is not a problem. The problem here is that those Siege-Weapons are not shown on the counter on the Map and that no one knows if a Keep is under attack or not, until it is already tagged, when in most cases is too late to react
.
This whole thing has become extremely frustrating and is – at least from my point of view and regarding some talks with other players I had – impacting the motivation of quite a few players to play PvP in Cyro.
(
@GinaBruno and
@Kevin)
The question now asked is, what can be done to reduce this frustration for the majority of the PvP-Players.
The simplest solution would be to make the Towers at the Resources destructible. But instead, as with Bridges or Keep-Walls, they should be far more easily destructible. So that even a small group with 5 to 10 players would be able to take such a tower down – let us say – within 2 minutes. With that players wouldn’t be able to hide for long inside the Towers and they wouldn’t be able to use them for long as Siege-Weapon base. Also, it wouldn’t impact the PvP-Play experience that much. It even may add to it, since we could destroy something
!
Another possible solution would be to prevent players from placing Siege-Weapons inside and on top of those towers (as well as Camps). The lure-in-and-hit-and-move-around thing wouldn’t be solved with that, but the problem with the Siege-Weapons not showing up on the map would be. This shouldn’t be that hard to implement and it also wouldn’t impact the PvP-Play that much. Sadly, it also wouldn’t really solve that much
.
Creating a new item which could be used to instantaneously kill all enemies inside a Tower or take that Tower instantaneously down could be also a possible solution. Although this would require quite a lot of work and balancing and that said item would need to be only and ONLY usable for said purposes. So, this would be a more complex solution, compared to the others.
After talking about the whole thing with the Towers at Resources. I still need to talk about the problem regarding the Inner Keeps of a Keep. The focus here lies solely on the two “Home Keeps” of each faction. Although you could include all other keeps, since there, in some way, is a similar problem.
Now what problem I am talking about? The problem I am talking about is about an enemy group with 12 players sieging a keep, opening the outer door/walls and inner door, BUT instead of taking the keep, moving up to the 1st floor of the Inner Keep and start running around and killing everything and everyone. I do know that some may now say something like: *In that case, group up and kill them!* or *Build a Zerg-Group and overrun them! Simple as that!*. Sadly, it is NOT that simple!!! Those players in those groups are all focused on builds and play styles which makes those groups nearly impossible to kill, even if you try to hit them with 20-30 players at the same time, as well as with Siege-Weapons. I myself witnessed it 4 times on 4 different days during the event. Myself and at least 25-30 other players were trying to kill an enemy group doing the afore mentioned thing inside AD Black Boot Keep for at least 30-40min without any success. Those 12 players were able to outplay 25-30 players just by having a setup focused on doing what they were doing and using the 1st floor of the Inner Keep to their advantage.
I am aware, that some now may state that I said before, that I don’t want to complain about something like that and I don’t want to complain. So far, I wouldn’t say that this is something which needs to be addressed per se. Those players know what they are doing and we are just not lucky enough to get them killed
. BUT!!! But! There comes another thing into play, which makes this whole thing ridiculous. That thing is the fact that the Keep wasn’t tagged anymore and all, yes “ALL”, walls and doors were 100% closed! The Keep was to 100% in the hands of AD, all NPCs were up and – regarding the map overview – it was 100% secure and save.
This is the point where quite a few players get extremely frustrated and demotivated to continue playing PvP in Cyro. For 30-40min and more they try to take down a group which can’t be taken down, in a Keep which is not tagged, belongs to their faction and which walls and doors are all closed. Those players start to ask themselves: “Should it be possible in this situation for an enemy group to be able to run around inside the Inner Keep(!), while the Keep itself is not under attack and tagged and all walls and doors are closed?!". This is a justified question. It’s a question to which there is only one possible answer to: “No, it should not be possible!”. Why, you ask? Because Keeps where not meant to be take by groups which do stay inside for ever, especially while the Keep itself gets untagged, is not under attack anymore and all walls and doors are 100% closed. Keeps were meant to be taken by attacking and tagging them, opening the outer walls or door, gaining access to the yard, opening the inner doors from there and then taking/flipping the flags inside the Inner Keep. Also, Inner Keeps are high security areas with a large number of NPC guards because of the flags. That makes them – let us say – special buildings, which should not be able to be taken without them being sieged. I do admit though, that there is in some way a certain challenge to it, when you try to take one of the smaller Keeps as NB by yourself from within. But nevertheless, it still shouldn’t be possible to do so without a proper siege
.
(
@GinaBruno and
@Kevin)
The question now asked is again, what can be done to reduce the frustration coming from this problem for the majority of the PvP-Players.
Compared to the other problem – regarding the Towers at the Resources – there seems to be (from my point of view) only one viable and at the same time simple solution to this matter. That solution would be the implementation of a Debuff or Mechanic for the Inner Keep. Said Debuff or Mechanic would be active only inside the Inner Keep and only while the doors of the Inner Keep, as well as the walls and the door of the outer Keep are all closed and the Keep is not tagged. The Debuff or Mechanic itself would be a HP-loss overtime or an instant death/kill with a slight delay of – let us say – 30sec. Bottom line would be that any enemies inside the Inner Keep would die after those 30sec are up. That would give those players 30sec to leave the Inner Keep or tag the Keep by going for the flags. If they choose to go for the flags it would then give the defending players a better chance to kill them, since they would need to stand near the flags which are in open space and therefore can be better targeted with siege weapons than a group of those enemy players running around on the 1st floor of the Inner Keep
. In addition to that it would also prevent stealthed players (NBs) from staying inside Inner Keeps and taking Scrolls from them
.
Best regards
Shadow