This is a post from
@ZOS_BrianWheeler that is more of a FAQ answer post.
Q: Are you all done building Cyrodiil or will there be any PvP updates?
A: There will be plenty of updates to Cyrodiil as the game lives on. There are already plans for the first few patches!
However, as we approach update 4 I wonder if the community has any ideas (beyond imperial city, campaign balances or class balances for PvP) for Cyrodil changes that could be coming in updates down the road?
I had a few so thought I would post them:
1) Some of the keeps need to be re-designed in my opinion. Some of them are very susceptible to attack (seriously DC built Aleswell in a ditch? Thought we were the money makers in this here civilization?) and others are very hard to mount any kind of siege on (tell me AD does not have an advantage there go AHEAD!!). I would like to see there be more of a balance in terms of the layout of the area surrounding the imperial keeps so that each alliance has one more vulnerable - and one much less vulnerable (say VERY tough to take or maintain siege on - Alessia is a good guideline!!) Imperial keep - and think about a new design motif for the edge keeps (Dragonclaw, Brindle, Drakelowe) Making the edge keeps a little more defender friendly - and possibly more guarded by NPC's as a sneak attack mounted on them requires quite the response time. I believe the three main home keeps are a good design, but we could use more uniqueness to them. I would love to see something unique about each layout at the home keeps for each faction. Something unique to Warden, Bloodmayne, Arrius, Glademist, Rayles etc that makes them very important keeps. Maybe there is an outcropping you can reach on the very top of Rayles/Glade and use for oil drops? Maybe there are archer slots at Bloodmayne that can be shot out of the keep, but if sieged become unusable? Maybe there are three postern doors on the ground floor at Kingscrest? That sort of thing. Just some unique attribute to them that would make them interesting to Defend / Attack - that makes each one a slightly different tactical fight. I believe that would add some flavor to the game
2) The recent update of guild tabards on the guards of claimed keeps looks great!! However, I would love for there to be a guild bounty point system (much like there was in DAOC) that allowed a guild to add extra NPC's at the cost of Guild Bounty Points. Allow PvP guilds to beef up their security at the keeps at the cost of Bounty points earned by that guild's members killing players. Not a massive difference in NPC quality - just quantity - that would differentiate that PvP guild claimed keep from some trading guild claiming a keep. Maybe make a total of 8 expandable NPC's and the officers of that guild can choose the type/location of those added NPC's.
3) Less trash mobs in the countryside. I am an avid PvP player. I want more open field fighting in this game. I want areas - beyond resources and keeps - that will be fun to fight in. The milegates become zerg v zerg - and the resource fights - while entertaining and profitable - become a siege battle to be won or lost on the specific location of the resource and a group's ability to remove enemy siege on the resource. I want there to be more open field combat. For that to occur - we need areas where there are A) no mobs
Reasons to be traveling in a specific area C) Fun to be had for traveling in a specific area. I would urge the design team to look into how those types of areas could be developed in the existing map - without having to redesign the whole thing. We don't need a chokepoint for "farmers' I am asking for a nice open field area with some uphill/downhill/LOS issues where we can roam around and fight each other for tactical advantage.
Those are my biggest points of concern as the game goes forward. Obviously...Imperial City will be fun - but for me the Avid PvP player - I will be having fun clearing out enemy areas of the Imperial City - not killing mobs.
What other thoughts do people have on expanding or improving the Cyrodil gaming experience?
PvP Lead Officer for Einherjar
Member of Einherjar and associated guilds since 2001
A multi Gaming community of players.