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Some ideas for the devs now that travel is linear in Cyro.

Thechemicals
Thechemicals
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I love what you did with FC removal. However, we dont want travel to be an anxious trip to return to the fight. Here are some original ideas i came up with.

*Updated one idea 11/14/14: You could make forward encampments:- a piece of equipment that functions like a siege shield but offers additional bonuses to armor/spell resist and other defensive bonuses. These encampments could even have a small group of npc guards. However, this equipment would not be placeable in any already fortified location like resources/outposts/keeps/temples/home base. This would allow it to be a marker for players to regroup/gather/organize from when pushing towards an enemy keep.

1. Offer a minimum 50% horse speed buff to all players entering Cyrodiil. This helps the players who have very slow horses stay with their groups and also not feel they are a hindrance to their group for being behind so often.

2. In a keep you own that isnt starbursted, and all 3 resources are also owned- you can resurrect at a resource keep instead of inside the keep. This is a great idea because it takes away having to ressurect inside a major keep, taking a postern door, the another door, to leave the keep. It also gives a nice boost in the direction you want to go.

3. Reduce the cost of retreating manuevers or extend the time to 45 seconds and widen the range. Remove the weapon damage buff and add a morph that promotes buffing a large area of players with lots of speed.

4. Provide additonal protection to players inside the siege shield spell when he is on a siege. Provide less benefit to those not on siege.

5. Improve scatter shot catapult and all other lesser used siege equipment. Lets make them practical or at least improve their specific use. Lightning and frost too.

6. Allow 10%-15% more speed while mounted and riding on major roads.

7. 3. If all 3 resources are taken at an enemy keep, the last resource taken, can be resurrected at indefinately until any *one resource is taken and/or the keep is unbursted. This is a great idea because it gives the enemy tactical options instead of turtling inside a keep. It gets them organized to take a resource. The ressurecting would be extremely limited because you would have to cover all 3 resources and still be trying to take a keep....spreading armies too thin. The battles that would take place under this system would be exciting and tactical.

8. Piggybacking. The leader of a groups horse speed will be the groups overrall speed as well. For example: if the leader has 60% speed, then all member would have 60% speed. Mounted only of course. While this could be a problem for people who want to lead but have slow horses...its outweighed by the number of people left behind.

9. Create an easy keybind or some kind of option that highlights a players health bar in a raid group and shows if he is currently afk, turning in a quest, or scouting. If i could right click my group bar and highlight it with a note for all to see, it would make things much easier for a leader and members to know why you arent where you are supposed to be. This is a huge thing in Cyrodiil for leaders and now that we cant bloodport, even more important.

10. Allow a raid leader to move members within his raid group to different sections. You have group 1,2,3,4,5,6 and each section has 4 members. Many times, good leaders want to split groups 1,2,3 and 4,5,6 to do different things but it becomes problematic when most of the healers or damage dealers or tanks are all in one section. This would be a huge benefit to promoting tactical play and making things fun.

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  • Resueht
    Resueht
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    I think the speed ideas are good, as well as the more granular grouping controls.

    Something else they could do is make all that dead space between keeps more interesting. The ride wouldn't be so bad if the fight wasn't so far. That's why I really like the road buff; it gives more of a reason to take the road or to expect the enemy to be on the road.
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  • KhajiitiLizard
    KhajiitiLizard
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    I'm 100% for the respawn at a resource idea.
  • trimsic_ESO
    trimsic_ESO
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    1. Offer a minimum 50% horse speed buff to all players entering Cyrodiil. *

    That's just nice.

    11. When your keep is attacked, and any of its wall / door has lost 25% life (not 50% as per now), you can't TP to the keep anymore. The Keep shall have a yellow icon indicating that it's under attack (from 0 to 25%) and a red icon indicating that it's under attack and no longer reachable via the transportation system.

    Rationale: Defending a keep is too easy if the threshold remains at 50% and attackers have no FC to respawn nearby.
    Edited by trimsic_ESO on November 4, 2014 10:17PM
  • Thechemicals
    Thechemicals
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    Thanks, can we get some others on board with these ideas? Some of them could really make pvp great for travel instead of teleportation.
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  • Armitas
    Armitas
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    1 word Sorc Mounts... I mean Sorcmounts... I know we are heavy and stuff but just give in already and let us ride you. Do it for the alliance.
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  • Thechemicals
    Thechemicals
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    Maybe a bus system?
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  • reften
    reften
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    I love what you did with FC removal. However, we dont want travel to be an anxious trip to return to the fight. Here are some original ideas i came up with.

    1. Offer a minimum 50% horse speed buff to all players entering Cyrodiil. This helps the players who have very slow horses stay with their groups and also not feel they are a hindrance to their group for being behind so often.

    2. In a keep you own that isnt starbursted, and all 3 resources are also owned- you can resurrect at a resource keep instead of inside the keep. This is a great idea because it takes away having to ressurect inside a major keep, taking a postern door, the another door, to leave the keep. It also gives a nice boost in the direction you want to go.

    6. Allow 10%-15% more speed while mounted and riding on major roads.


    These three ideas are excellent. My favorite is #3 (or 6 I guess). Just makes sense...I would even increase it to 25% if not more. Lots of tactical possibilities there for offense and defense.
    Reften
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  • Lord_Draevan
    Lord_Draevan
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    Please improve Scattershot Catapult, it's the most useless siege weapon by far. A pot of liquid oil or some squishy, rotting meat should not cause more damage than a cluster of solid rocks :disagree:
    Edited by Lord_Draevan on November 5, 2014 4:17PM
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  • Lava_Croft
    Lava_Croft
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    Please improve Scattershot Catapult, it's the most useless siege weapon by far. A pot of liquid oil or some squishy, rotting meat should not cause more damage than a cluster of solid rocks :disagree:
    Have you actually ever used a Scattershot? It's cheap, fast and has an absolutely gigantic AoE radius. I've been toying with it today and I have to say that anyone calling Scattershots useless really should try them out.
  • Thechemicals
    Thechemicals
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    Lava_Croft wrote: »
    Please improve Scattershot Catapult, it's the most useless siege weapon by far. A pot of liquid oil or some squishy, rotting meat should not cause more damage than a cluster of solid rocks :disagree:
    Have you actually ever used a Scattershot? It's cheap, fast and has an absolutely gigantic AoE radius. I've been toying with it today and I have to say that anyone calling Scattershots useless really should try them out.

    Its about 200 dmg to as many as 14 people (most ive hit at once). I suppose if you had maybe 5-6 people all using scatter shot then it would be insane..... hey now thats an idea.
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  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    I've brought up fast travel on roads and other bonuses but we're still watching to make sure the Forward Camp changes benefit Cyrodiil health as a whole in the long term. It's been just a few days and the uptick seems good, but we're still watching =)

    On other notes, we have discussed Siege damage (including side effects of Ice shot and the like), Wall health, Door health and other mechanics to adjust next. I can say for certain we plan on putting in Full Grand Soul gems to be purchased with AP, but I have no estimate on exactly when that will hit live or PTS.

    As always, thanks for posting here all your suggestions and feedback! See you all on the battlefield!
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • Rylana
    Rylana
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    I've brought up fast travel on roads and other bonuses but we're still watching to make sure the Forward Camp changes benefit Cyrodiil health as a whole in the long term. It's been just a few days and the uptick seems good, but we're still watching =)

    On other notes, we have discussed Siege damage (including side effects of Ice shot and the like), Wall health, Door health and other mechanics to adjust next. I can say for certain we plan on putting in Full Grand Soul gems to be purchased with AP, but I have no estimate on exactly when that will hit live or PTS.

    As always, thanks for posting here all your suggestions and feedback! See you all on the battlefield!

    Soulgems with AP eh? Now we are getting somewhere
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  • KhajiitiLizard
    KhajiitiLizard
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    My home campaign is dead how's that for Cyrodill health?
  • timidobserver
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    On number 1: I bought and leveled my expensive horse for a reason. Fully leveling a horse is the second most time consuming thing in the game behind maxing out crafting. Horse speed should not be granted for free. If you want a fast horse you need to buy one and level it.

    I would only be okay with this if faster horses had their base run speed increase by whatever amount the slower horses are getting.

    On number 2-10: All of these look good to me and I hope they consider everything you have mentioned here.
    Edited by timidobserver on November 5, 2014 11:43PM
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  • WebBull
    WebBull
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    I've brought up fast travel on roads and other bonuses but we're still watching to make sure the Forward Camp changes benefit Cyrodiil health as a whole in the long term. It's been just a few days and the uptick seems good, but we're still watching =)

    On other notes, we have discussed Siege damage (including side effects of Ice shot and the like), Wall health, Door health and other mechanics to adjust next. I can say for certain we plan on putting in Full Grand Soul gems to be purchased with AP, but I have no estimate on exactly when that will hit live or PTS.

    As always, thanks for posting here all your suggestions and feedback! See you all on the battlefield!

    Glad to see that gameplay without FC's is being evaluated although I am not sure what "uptick" you are seeing.
  • TheBull
    TheBull
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    I've brought up fast travel on roads and other bonuses but we're still watching to make sure the Forward Camp changes benefit Cyrodiil health as a whole in the long term. It's been just a few days and the uptick seems good, but we're still watching =)

    On other notes, we have discussed Siege damage (including side effects of Ice shot and the like), Wall health, Door health and other mechanics to adjust next. I can say for certain we plan on putting in Full Grand Soul gems to be purchased with AP, but I have no estimate on exactly when that will hit live or PTS.

    As always, thanks for posting here all your suggestions and feedback! See you all on the battlefield!
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  • Sublime
    Sublime
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    Here's my go on the issue:

    Defender Bonuses (of a Keep):
    Mine control: movement speed bonus while on roads increased by: 20%/25%/30%/35%/40%

    Farm control: Guard patrol increased to 3/6/9/12/15 NPC's roaming the keep and its surrounding roads, this includes the NPC's which are already roaming the keeps.

    Mill control: movement speed Bonus gained from the mine control updates faster 5/4/3/2/1 min. Upon the loss of the mine the movement speed bonus will decay by 5%, starting from 40%, each 1/2/3/4/5 minutes. If the mill is lost as well it is reduced each 1/1/2/2/3 minutes.
    Example: Mine: 5, Mill: 4: The speed decays every 4 minutes by 5%, starting at 40%.

    Attacker Bonuses:
    Mine control: Siege weapons deal additional 5%/10%/15%/20%/25% additional damage.

    Mill control: Siege Limit increased by 2/4/6/8/10 (starts at 15 instead of 20)

    Farm: Any ideas?

    (Copied from forums.elderscrollsonline.com/discussion/138233/suggestion-road-ressources-improvement#latest)

    It would basically also focus on distributing the fights over a Keep to a larger area instead of one breech and add more importance to maintaining the Transitus Network. Additionally ninjaing a resource would now make more sense.
    Edited by Sublime on November 6, 2014 12:33AM
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  • LonePirate
    LonePirate
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    I've brought up fast travel on roads and other bonuses but we're still watching to make sure the Forward Camp changes benefit Cyrodiil health as a whole in the long term. It's been just a few days and the uptick seems good, but we're still watching =)

    And with that statement it would appear those who approve of the removal of camps have won the battle, if not the entire war. Barring something unexpected like a massive population drop in Cyrodiil, camps will not be returning.
  • Icy
    Icy
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    While I'm not a huge fan of removing the forward camps, I am a fan of changing the game in such a way as to force the players to deal with changing situations.

    Troll camps -> players start putting camps up in keeps to protect positions
    Remove camps -> players work out new ways of taking and protecting keeps http://forums.elderscrollsonline.com/discussion/138065/keep-defense-siege-strats-with-few-no-camps
    New Assault skills (coming soon TM) -> players will work out the best way to use them.

    I'm happy with change. Chasing down keeps and having them swap hands every hour was getting a little boring anyway.
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  • smassareub17_ESO
    smassareub17_ESO
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    Seems like an awful lot of "fixes" to replace one lost one: i.e, forward camps.
  • Sublime
    Sublime
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    LonePirate wrote: »
    I've brought up fast travel on roads and other bonuses but we're still watching to make sure the Forward Camp changes benefit Cyrodiil health as a whole in the long term. It's been just a few days and the uptick seems good, but we're still watching =)

    And with that statement it would appear those who approve of the removal of camps have won the battle, if not the entire war. Barring something unexpected like a massive population drop in Cyrodiil, camps will not be returning.

    I know from some of my guilds, that a lot of PvPers are farming for the Undaunted passive and update their gear.

    Apart from that I really approve of giving options to make it easier to ride through Cyrodiil.
    Edited by Sublime on November 6, 2014 7:19AM
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  • synnerman
    synnerman
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    Brian perhaps enter the EU realm and see the farce that the patch note release has caused by guilds stockpiling thousands of FCs. So You saying the uptick is good 2 days after when camps are still available is an absolute joke as youre only getting half the feedback.

    Its a step too far to remove the camps and from what I see and here this is purely a sticking plaster to stop the blobbing and performance issues in cyrodiil.

    You remove camps but don't even know when soul gems will be made available for AP??? Put it this way the most highly populated EU server has a faction with the most Blob grps and they have bought over 3000 camps so how do you think that's gonna work out for the rest of us whilst your measuring the uptick on the NA server.
  • Lord_Draevan
    Lord_Draevan
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    Lava_Croft wrote: »
    Please improve Scattershot Catapult, it's the most useless siege weapon by far. A pot of liquid oil or some squishy, rotting meat should not cause more damage than a cluster of solid rocks :disagree:
    Have you actually ever used a Scattershot? It's cheap, fast and has an absolutely gigantic AoE radius. I've been toying with it today and I have to say that anyone calling Scattershots useless really should try them out.

    It has a big radius, yes, but it does barely any damage at all. 200 is quite paltry, most people do more damage with a light attack :P
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  • Juraigr
    Juraigr
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    I've brought up fast travel on roads and other bonuses but we're still watching to make sure the Forward Camp changes benefit Cyrodiil health as a whole in the long term. It's been just a few days and the uptick seems good, but we're still watching =)

    Game has gone to crap super boring
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  • Thechemicals
    Thechemicals
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    The act of pvping is good now, better than when spammed forward camps inside enemy keeps meant fighting an uphill battle andhaving to hard switch every 5 minutes.

    However, pvp has to be fast and intense. We dont need camp teleportation, but rezzing at resources and better speed on roads is a great way to keep things intense.
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  • CrazedDark
    CrazedDark
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    These ideas are what the game needs to improve. Sooo refreshing coming out of all of the complaining threads.
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  • Jack-0
    Jack-0
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    Honestly I would've preferred just a 10-15min cd on ressing at a forward camp (or a gradually increasing cd the more times you res over x time interval) than their almost complete removal from the game (why on earth didn't ZOS delete the camps people had bought prior to 1.5 if they wanted to remove them??? Half-arsed job or what?). On EU I'm still seeing a lot of camps being placed on the 30 day campaigns.

    A speed boost for riding the main roads doesn't appeal to me as a counter to this issue but I do very like the idea of being able to res at a resource. I'd still just revert the change and put a cd on ressing though.
  • Vizier
    Vizier
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    I think some of the ideas are pretty decent like:

    Initial speed buff to horse for players just zoning into Cryodiil.

    More reasonable cost and effect for Rapid Maneuvers.

    Reworking of siege equip that is not used - For instance increase radius of Ice trebuchet and increase chance of slow/freeze effect. Perhaps have some synergy effects when other siege is used in conjunction with it. For instance fire and then lightning used after ice might have a more profound effect than all three individually.

    I'm not so certain about some concepts such as limitless respawn at resources when all three are owned. That seems problematic and will pretty much seal the fate of any keep due to attrition. No, I think the balance right now is pretty good with both sides needing to ride to the battle from their nearest controlled spawn points.

    The horse speed being adjusted to group leader is interesting but ultimately a negative. The sense of progression hindered and leaves out the responsibility of the leader to move with his group. If they are smart, whenever possible and when need for speed doesn't dictate need they should move together to keep the group from getting strung out and thus vulnerable to snipers. This suggested solution is a no-go IMO.

    The increase in horse speed on roads is a great idea and might even be given to people on foot too. If you've ever actually spent time on the march you learn benefit of roads and paths. Being off them is much more effort to travel. It also adds a strategic element and extra danger since snipers and scouts will watch the roads more.

    I don't agree with most of you suggestions but I applaud the thought and effort.

    Plus one awesome.

  • Erock25
    Erock25
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    I think ressing people should grant AP too. Kinda like how you buy wall repair items for AP and it gives you AP, I think soul gems should be on a similar scale of cost/reward.
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  • Lord_Draevan
    Lord_Draevan
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    Spawning at a resource is a good idea. That way small "ninja" groups would not be able to flag a keep and cap it in a few minutes without anyone having time to show up.

    Maybe if you own 2 or more resources plus the Keep itself, you can spawn there.
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