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

Bringing In Some Small Scale PvP: Minor Cyrodil Objectives [Spawn Points]

NordJitsu
NordJitsu
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There's been a lot of demand for Arenas and/or Battle Grounds lately but I'd like to offer an alternative (even though I favor an Arena, Oblivion style).

The problem with Cyrodiil currently is that small scale PvP can be hard to come by. You have to make a concerted effort to seek it out and even then, things are very hit and miss. My group regularly camps transit lines, runs daily quests to look for fights, and attacks resources deep behind enemy lines. So I'm well aware of "how" to find smaller fights.

Still, Cyrodiil is dominated by zerg vs zerg. When we camp transit lines, there's rarely a good group moving together for us to fight in the open field. We usually just end up picking off solo players running back to join their zerg and they don't offer much challenge (thus not as much fun.)

Similarly, camping towns means you'll wait a long time to find anyone. When you do, there's no guarantee that they won't be underleveled or out numbered (making them an easy kill.)

Finally, taking resources or keeps behind the lines rarely provides small scale fights because either no one comes to defend (in which case we end up fighting NPCs and/or walls) or the entire zerg comes (in which case we're back to square one.)

The result is that fun small scale fights are rare.

To fix that issue, I suggest adding more minor objectives throughout the map in Cyrodil. Brian Wheeler recently talked about caravans in an interview, but said they didn't work out.

So how about spawn points out in the map? I'm not talking about forward camps here, but permanent spawn points that could be captured and used by any Alliance.

Currently, there are a few large gaps in the map that have no real purpose except to add travel time. There's not much to do quest-wise and there's nothing going on there in PvP.

The areas I'm talking about are to either side of each of the "linchpin" keeps for the three Alliances, which is the 3rd keep out from the home gates.

Here's a map of where you could place them:

kMyV5Rz.jpg

These spawn points would basically be unguarded or lightly guarded towers (to encourage players to guard them on their own) where the Alliance could spawn but not port to (basically the reverse of outposts.)

They'd have obvious tactical benefits since you could:

1. Spawn there to cut off scroll runs
2. Spawn there to defend multiple keeps (since they are in the middle of several)

I think think this would help encourage people to break off from the constant zerging and help those of us looking for small scale fights find them easier.
@NordJitsu - Guild Master (Main Character = Hlaalu Idas)
GREAT HOUSE HLAALU
  • Zintair
    Zintair
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    I disagree with it being a Tower personally. If you are looking for small scale fights attacking a tower is not going to bring that. You are basically recreating a resource node tower defense at least the way I read it.

    However I won't disagree with the original point that something could be added to spread small teams off from the zerg.

    I think the spawn is no good because a zerg could easily spawn there and guess what, it's not small scale anymore. BUT I do have a suggestion of sorts.

    Things it would need to have

    1) Desire for small groups to go there without being TOO desirable that the zerg would want to.

    2) Offer no ability to defend "behind a wall" or tower. Natural landscape only.

    3) Offer incentive to some degree to the overall picture. Make it relevant to the campaign and affect it.


    My original idea was to have it be "larger" more neutral resource nodes without the towers. However they would operate a bit differently.

    Lets say there are 6 spread across Cyrodiil. 2 Mine / 2 Lumber / 2 Farm

    Each of these resources would be able to drop a special resource node that can be picked up and brought to a Keep to FURTHER enhance it.

    Mine would improve the walls EVEN more so or add spikes to a section or something.

    Mill would improve doors or offer traps for Rams or something

    Farm would make the NPCs even stronger or add abilities or something.


    This way small groups can fight over them while the zergs push for objectives. Guilds can fight over it to fully upgrade their Keep if they don't want to loose it.

    Make it fluff and add guild banners to the Keep or something.


    There are soo many things that can be done.
    Vokundein
    Zintair aka Primetime - VR14 - Guild Leader and PvP Dept Leader

    www.Legend-Gaming.net
  • NordJitsu
    NordJitsu
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    @Zintair‌

    Good point about the tower and also the zerg spawns.

    I'm not wedded to my particular idea. I just want additional objectives and preferably they'd be in the places indicated on my map (which are pretty much empty right now.)

    An open objective (no door or walls to break down) would certainly encourage the small scale fighting more.

    And I like the idea of some items that can be taken from these places to enhance a keep.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Zintair
    Zintair
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    NordJitsu wrote: »
    @Zintair‌

    Good point about the tower and also the zerg spawns.

    I'm not wedded to my particular idea. I just want additional objectives and preferably they'd be in the places indicated on my map (which are pretty much empty right now.)

    An open objective (no door or walls to break down) would certainly encourage the small scale fighting more.

    And I like the idea of some items that can be taken from these places to enhance a keep.

    The one thing I felt this game really lacks is any sense of "self". Guilds can take and hold a keep but eventually it will get taken.

    If they implemented things that would enhance this "social" aspect of warfare or at least enhance the already BORING aspect to Keep Upgrades and Resources then I think it is a move in the right direction.

    They had the chance to make Keep Upgrading so epic and skimped on it IMO.
    Vokundein
    Zintair aka Primetime - VR14 - Guild Leader and PvP Dept Leader

    www.Legend-Gaming.net
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