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Make keeps more dynamic and unique please

Messy1
Messy1
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All the keeps and outposts in Cyrodil look the same. The same strategies are employed to assault and defend keeps. The layout of the terrain around keeps looks different but does not present any real challenges to an advancing enemy (except for maybe hills).

Suggestions:
1) make each keep have a unique layout both inside the walls and outside

2) Remember the undead werewolves featured in the original live action trailer? Where are they. Every keep should have a dungeon underneath it with a super hard boss. If you make it through the dungeon with your group and defeat the boss you should be able to launch a sneak attack on the keep by having the passage remain open for like 15 mins or something.

3) Create roaming imperial legions (not just the random scattered small camps) but big units that can either hinder the attacker, aid the attacker, or fall in on both sides. Ex. Glademist is under attack by AD, DC is defending. A imperial legion shows up on the hillside, neither side knows what the detachment will do. The general's tent appears and is marked on the map. Alliances can approach the tent talk to the general and engage in diplomacy or attack. If an alliance attacks then the imperials will take up arms against the alliance that attacked it. If one alliance approaches the general and chooses diplomacy a bidding war starts. Say the attacking AD engages in diplomacy with the imperial general, they big on his services using alliance points. Then the defending DC get a chance to make a counter offer. There is a threshold, the DC can automatically ensure that the imperials fight with them if they spend double the AP that the AD offered. Otherwise the DC can bid and then the AD has an opportunity to counter offer. If the imperial general is killed by either faction ( a feat that would be difficult) the imperial legion scatters.

4) Create neutral towns and inns where each faction can interact with other factions

5) implement a dueling option

Cyrodil needs new life breathed into it.
  • ToRelax
    ToRelax
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    Neither bosses nor NPC armies please.

    I'd like different keep layouts though.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • ThyIronFist
    ThyIronFist
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    No more PvE in Cyrodiil please... but aside from that, I agree.
    The Elder Zergs Online
    Sainur Ironfist - DK - EU - Ebonheart Pact
    Retired
  • Keron
    Keron
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    No more PvE in Cyrodiil please... but aside from that, I agree.
    Why not? As long as that PvE is related to PvP, meaning that these PvE elements are used only to balance things like "population imbalance" and "night capping" with no benefits in and of itself (no XP, no Loot, no AP), a little more PvE may be not too bad.

    Just make sure that there is no additional incentive for buff campaigns.
  • LazyLewis
    LazyLewis
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    The issue with changing any keeps at all is that you could argue that certain keeps could carry advantages over the other which they already do. For example just about all of ADs keeps face north where as EPs face different angle's. This is an advantage for every enemy wanting to come south upon us.

    Farragut for example faces its own scroll gate and the run from Farragut from EP's spawn point is 3 times less the run than what it is for AD making Farragut easier to defend than Bloodmayne or Blackboot.

    By not having standardized keeps it could potentially give certain factions certain advantages.
    DC - Chunky Nurse - Chunky Ninja - Chunky Dragon - Fabulously Chunky
    AD - Chunky Nurse - Ashenn - Yorkshire Pudding
  • Darlgon
    Darlgon
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    The keeps are distinct. Either you dont do anything other than AVA in Cyrodiil and are on overload, missing the scenery, or you NEVER do AVA and have not seen the inside of each keep. Some have statues, others bogs and swamps, others crystal formations or wisps, others snow.

    The rest of your list.. Ever hear of the planned Imperial City?

    (edit) Forgot 4 and 5. You can duel all you want, just dont expect other players NOT to join in. And, I can interact just fine with other players in the towns. My werewolf says they taste like chicken.
    Edited by Darlgon on March 3, 2015 3:44PM
    Power level to CP160 in a week:
    Where is the end game? You just played it.
    Why don't I have 300+ skill points? Because you skipped content along the way.
    Where is new content? Sigh.
  • ThyIronFist
    ThyIronFist
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    Keron wrote: »
    No more PvE in Cyrodiil please... but aside from that, I agree.
    Why not? As long as that PvE is related to PvP, meaning that these PvE elements are used only to balance things like "population imbalance" and "night capping" with no benefits in and of itself (no XP, no Loot, no AP), a little more PvE may be not too bad.

    PvP

    PLAYER versus PLAYER

    As for the nightcapping and population imbalance, that's just how it is, and probably will be for a while. Campaigns are won by the faction that night/morning caps the most. You can have an army of NPCs defending a keep and what not, but if there are no players defending, a keep is easily lost.

    There's enough PvE crap in Cyrodiil, you can't be serious. I've been playing for over a year now and we've had NO PVP content. Nothing. Nada.

    Don't worry though, Imperial City will have some PvE so then you PvE'rs can be happy.
    The Elder Zergs Online
    Sainur Ironfist - DK - EU - Ebonheart Pact
    Retired
  • Vivecc
    Vivecc
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    I like the idea of the dungeons beneath each Keep or Outpost. Could be containing lots of Crates, Sacks, Crypts and why not some dead or alive npc´s.
    Could also be connected with a Questgiver in the Tavern of each Base; (aka Thievesguild) that one wants something out of the Dungeon (random Keep). Or steal out the Enemy´s Battleplan , or whatever. :D

    edit: think just about that hese Quests could be diffrent for NB`s Sorc´s .....
    Edited by Vivecc on March 3, 2015 4:31PM
    pc/eu
  • Draxys
    Draxys
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    Tunnels and such would be a great addition, don't like the idea of bosses though. If a faction captures the mine of a keep, they could find a tunnel that leads to the bottom of the keep. It would have to be balanced so that it's not an immediate port into the courtyard or something, but we need more dynamic gameplay. The zerging from keep to keep doing nearly the same thing every time I play is incredibly stale.
    2013

    rip decibel
  • johnyeh87
    johnyeh87
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    that is a good idea.... and make home keeps harder to take and easier to defend... that way people stop crying so much.
    I AM CANADIAN!!!
    Johny EH?
  • LonePirate
    LonePirate
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    I would fully support implementing a rotating supply of keep designs just to freshen up the AVA components of the game. Why must all keeps be largely rectangular in shape? Why are there only two flags to capture instead of three or four? Why are the flags always on the ground floor with a short, straight path between them? Why not put flags on different floors and maybe put one behind its own door that could be knocked down or entered?

    Altering the design of three keeps every couple of months such as changing the keep designs for Brindle, Dragonclaw and Drakelowe would do wonders for the game. Once a supply of 5-10 keep designs are in place (up from the current number of 2 basic designs now with minor variations), the designs could be mixed up and swapped out every month or two to prevent things from becoming stale.
  • Messy1
    Messy1
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    Keron wrote: »
    No more PvE in Cyrodiil please... but aside from that, I agree.
    Why not? As long as that PvE is related to PvP, meaning that these PvE elements are used only to balance things like "population imbalance" and "night capping" with no benefits in and of itself (no XP, no Loot, no AP), a little more PvE may be not too bad.

    Just make sure that there is no additional incentive for buff campaigns.

    Yes, I am talking about PvE content that is related to PvP . . . if they took all the PvE content in Cyrodil right now and somehow made it relevant to PvP you'd probably see a lot more battle scenarios.
    Keron wrote: »
    No more PvE in Cyrodiil please... but aside from that, I agree.
    Why not? As long as that PvE is related to PvP, meaning that these PvE elements are used only to balance things like "population imbalance" and "night capping" with no benefits in and of itself (no XP, no Loot, no AP), a little more PvE may be not too bad.

    PvP

    PLAYER versus PLAYER

    As for the nightcapping and population imbalance, that's just how it is, and probably will be for a while. Campaigns are won by the faction that night/morning caps the most. You can have an army of NPCs defending a keep and what not, but if there are no players defending, a keep is easily lost.

    There's enough PvE crap in Cyrodiil, you can't be serious. I've been playing for over a year now and we've had NO PVP content. Nothing. Nada.

    Don't worry though, Imperial City will have some PvE so then you PvE'rs can be happy.

    Yes, I definitely think that there needs to be more PvP content as well. Give us more siege weapon options. Vary the keep design like I originally said so keep battles do not get stale and predictable. What other PvP content would you like to see in the game?
  • Messy1
    Messy1
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    LazyLewis wrote: »
    The issue with changing any keeps at all is that you could argue that certain keeps could carry advantages over the other which they already do. For example just about all of ADs keeps face north where as EPs face different angle's. This is an advantage for every enemy wanting to come south upon us.

    Farragut for example faces its own scroll gate and the run from Farragut from EP's spawn point is 3 times less the run than what it is for AD making Farragut easier to defend than Bloodmayne or Blackboot.

    By not having standardized keeps it could potentially give certain factions certain advantages.

    Certain factions should have certain advantages, but keeps also need to have their unique weaknesses as well. The balance will come from the imbalance.
  • mrvbalc
    mrvbalc
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    Messy1 wrote: »
    All the keeps and outposts in Cyrodil look the same. The same strategies are employed to assault and defend keeps. The layout of the terrain around keeps looks different but does not present any real challenges to an advancing enemy (except for maybe hills).

    Suggestions:
    1) make each keep have a unique layout both inside the walls and outside

    2) Remember the undead werewolves featured in the original live action trailer? Where are they. Every keep should have a dungeon underneath it with a super hard boss. If you make it through the dungeon with your group and defeat the boss you should be able to launch a sneak attack on the keep by having the passage remain open for like 15 mins or something.

    3) Create roaming imperial legions (not just the random scattered small camps) but big units that can either hinder the attacker, aid the attacker, or fall in on both sides. Ex. Glademist is under attack by AD, DC is defending. A imperial legion shows up on the hillside, neither side knows what the detachment will do. The general's tent appears and is marked on the map. Alliances can approach the tent talk to the general and engage in diplomacy or attack. If an alliance attacks then the imperials will take up arms against the alliance that attacked it. If one alliance approaches the general and chooses diplomacy a bidding war starts. Say the attacking AD engages in diplomacy with the imperial general, they big on his services using alliance points. Then the defending DC get a chance to make a counter offer. There is a threshold, the DC can automatically ensure that the imperials fight with them if they spend double the AP that the AD offered. Otherwise the DC can bid and then the AD has an opportunity to counter offer. If the imperial general is killed by either faction ( a feat that would be difficult) the imperial legion scatters.

    4) Create neutral towns and inns where each faction can interact with other factions

    5) implement a dueling option

    Cyrodil needs new life breathed into it.

    2,3 looks interesting, though that bidding for diplomacy is making things complex, i would say imperial should fight with all no matter which faction, cause we are invading their home lands right.
    967qe6gfe8s7.png
    Balc
    As always Dragon of the Dominion
  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
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    Messy1 wrote: »
    All the keeps and outposts in Cyrodil look the same. The same strategies are employed to assault and defend keeps. The layout of the terrain around keeps looks different but does not present any real challenges to an advancing enemy (except for maybe hills).

    Suggestions:
    1) make each keep have a unique layout both inside the walls and outside

    2) Remember the undead werewolves featured in the original live action trailer? Where are they. Every keep should have a dungeon underneath it with a super hard boss. If you make it through the dungeon with your group and defeat the boss you should be able to launch a sneak attack on the keep by having the passage remain open for like 15 mins or something.

    3) Create roaming imperial legions (not just the random scattered small camps) but big units that can either hinder the attacker, aid the attacker, or fall in on both sides. Ex. Glademist is under attack by AD, DC is defending. A imperial legion shows up on the hillside, neither side knows what the detachment will do. The general's tent appears and is marked on the map. Alliances can approach the tent talk to the general and engage in diplomacy or attack. If an alliance attacks then the imperials will take up arms against the alliance that attacked it. If one alliance approaches the general and chooses diplomacy a bidding war starts. Say the attacking AD engages in diplomacy with the imperial general, they big on his services using alliance points. Then the defending DC get a chance to make a counter offer. There is a threshold, the DC can automatically ensure that the imperials fight with them if they spend double the AP that the AD offered. Otherwise the DC can bid and then the AD has an opportunity to counter offer. If the imperial general is killed by either faction ( a feat that would be difficult) the imperial legion scatters.

    4) Create neutral towns and inns where each faction can interact with other factions

    5) implement a dueling option

    Cyrodil needs new life breathed into it.

    More NPC's are definitely needed upgradeable giants etc would be really cool, or a unique monster for each faction. VERY cool.

    Great Ideas Messy.
  • Draxys
    Draxys
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    Messy1 wrote: »
    All the keeps and outposts in Cyrodil look the same. The same strategies are employed to assault and defend keeps. The layout of the terrain around keeps looks different but does not present any real challenges to an advancing enemy (except for maybe hills).

    Suggestions:
    1) make each keep have a unique layout both inside the walls and outside

    2) Remember the undead werewolves featured in the original live action trailer? Where are they. Every keep should have a dungeon underneath it with a super hard boss. If you make it through the dungeon with your group and defeat the boss you should be able to launch a sneak attack on the keep by having the passage remain open for like 15 mins or something.

    3) Create roaming imperial legions (not just the random scattered small camps) but big units that can either hinder the attacker, aid the attacker, or fall in on both sides. Ex. Glademist is under attack by AD, DC is defending. A imperial legion shows up on the hillside, neither side knows what the detachment will do. The general's tent appears and is marked on the map. Alliances can approach the tent talk to the general and engage in diplomacy or attack. If an alliance attacks then the imperials will take up arms against the alliance that attacked it. If one alliance approaches the general and chooses diplomacy a bidding war starts. Say the attacking AD engages in diplomacy with the imperial general, they big on his services using alliance points. Then the defending DC get a chance to make a counter offer. There is a threshold, the DC can automatically ensure that the imperials fight with them if they spend double the AP that the AD offered. Otherwise the DC can bid and then the AD has an opportunity to counter offer. If the imperial general is killed by either faction ( a feat that would be difficult) the imperial legion scatters.

    4) Create neutral towns and inns where each faction can interact with other factions

    5) implement a dueling option

    Cyrodil needs new life breathed into it.

    More NPC's are definitely needed upgradeable giants etc would be really cool, or a unique monster for each faction. VERY cool.

    Great Ideas Messy.

    More NPCs to fight are definitely NOT needed. Archer guards and mages are plenty strong as they are.

    More population type NPCs, sure. I could get on board with things like tunnels into keeps or through mountains (there's one of those currently, actually). We need reasons to go fight in the wilderness, or in the towns way away from the current objectives. Keeps are stale and boring now, especially with the Zerg meta that ZOS has cultivated with their updates.
    Edited by Draxys on March 3, 2015 7:09PM
    2013

    rip decibel
  • Sphinx2318
    Sphinx2318
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    FIX LAG
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