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.ThyIronFist 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.ThyIronFist 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.ThyIronFist wrote: »No more PvE in Cyrodiil please... but aside from that, I agree.
Just make sure that there is no additional incentive for buff campaigns.
ThyIronFist wrote: »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.ThyIronFist wrote: »No more PvE in Cyrodiil please... but aside from that, I agree.
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 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.
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.
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.
kelly.medleyb14_ESO 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.