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Sick of Tower Farming

  • kevlarto_ESO
    kevlarto_ESO
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    krim wrote: »
    Best thing you can do when the ap farmers move into a tower or a farm house is just leave them be, they will come out when they are board, just keep them out of the keeps if all possible, catch them on the move they fold like paper dolls in open field battles, because once settled in they can suck the fun out of the entire campaign, they just runaround rocks spamming aoe's not really helping their faction, because they are driven by one thing greed for their own ap rank, guess that's ok if that's your cup of tea, but if both sides of the keyboard are not having fun people will leave. /shrug

    For most the AP is not a big deal at all. Its about winning and losing. Who ever is winning is having fun, and whoever is losing is not.

    I guess for some, but I have had some long battles did not win in the end but they were fun, I still got a lot of AP, and when I see those farmers not supporting their faction over all, I have seen them turtle up while their faction lost all scroll and got farmed at their gates but the emp and friends were buried deep in brk. Takes all kinds I guess.
  • OtarTheMad
    OtarTheMad
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    Bouvin wrote: »
    Quit taking the flag and start sieging down the tower.

    agreed. A lot of times you see in says or yell or zone "GET OFF THE FLAG" and it's like people shut off chat or something.

    I think krim's idea of a flag inside the tower as well, would help because you'd have to siege the tower down.

    I guess the annoyance is, I am not OP so I don't know about him/her, for me is I've seen towers get taken down and the group charges out and takes the resource again and rebuilds the tower... rinse and repeat. I've seen no one go in and everyone go back to the keep to only see the group siege long enough to get attention and then go back in and they'll do this until they either actually siege the keep walls down or get a decent farming going. I think there is a reason why where ever a certain unnamed guild homes for a campaign that it turns into a ghost town.

    Sometimes tower farms can be fun, I've charged in out of boredom and wiped a few tower farms with thanks of heals and other just as boredom AD willing to just screw around but... doesn't mean seeing them happen all the time is adding any sort of fun.
  • Rook_Master
    Rook_Master
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    As others have pointed out, it is the poor design of resource capture mechanics that leads to groups doing this. It is absolutely bonkers that you need to know to stay off the flag and first siege the tower. My group won't, but good luck convincing the PUGs to stay off the shiny flag.

    The point is that it should work out naturally that the resource flipping doesn't benefit the enemy.

    If you think that is reasonable game design then there is nothing else I can say.

    In addition, sometimes you can't just simply walk away from the tower farm. Due to poor geographic design, some keeps can be sieged from the top of the resource tower. In that case you cannot ignore these groups.

  • qsnoopyjr
    qsnoopyjr
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    Gotta do what everyone told me to do when I mentioned this.

    Go in with rapid maneuver and damage shield and run all the way upstairs.
    Only a few will follow you.
    You kill them.

    I don't remember what you do after that.

    One of the reasons why I think people go right for the flag cap, is because they think if they don't stand in the flag cap area, they wont get credit for flipping the farm or whatever.
    I'm not even sure about how that works myself, do you have to be in the vicinity of the capping area and participate in capping/flipping the farm to get credit for the farm. Or can you be like outside the flag area and get credit for flipping the farm?

    All it takes is 1 go to go flip it and everyone who isn't flipping it loses the AP credit opportunity, hence one guy goes, everyone goes to flip it, regardless of people inside the tower.
    Its just the nature of humans, always got to be a greedy guy that ruins it for the rest.
  • RadioheadSh0t
    RadioheadSh0t
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    As others have pointed out, it is the poor design of resource capture mechanics that leads to groups doing this. It is absolutely bonkers that you need to know to stay off the flag and first siege the tower. My group won't, but good luck convincing the PUGs to stay off the shiny flag.

    The point is that it should work out naturally that the resource flipping doesn't benefit the enemy.

    If you think that is reasonable game design then there is nothing else I can say.

    In addition, sometimes you can't just simply walk away from the tower farm. Due to poor geographic design, some keeps can be sieged from the top of the resource tower. In that case you cannot ignore these groups.

    It isn't poor game design; there should be opportunities in the game for skilled and coordinated groups to take advantage of players with less skill and organization.

    If you can't break up a tower farm with a good group, you need to reevaluate your tactics... It's easy...
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  • s7732425ub17_ESO
    s7732425ub17_ESO
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    Tower farming gives very, very little AP compared to just going outside and killing people like normal. This isn't really an issue.
  • Teargrants
    Teargrants
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    qsnoopyjr wrote: »
    Gotta do what everyone told me to do when I mentioned this.

    Go in with rapid maneuver and damage shield and run all the way upstairs.
    Only a few will follow you.
    You kill them.

    I don't remember what you do after that.

    One of the reasons why I think people go right for the flag cap, is because they think if they don't stand in the flag cap area, they wont get credit for flipping the farm or whatever.
    I'm not even sure about how that works myself, do you have to be in the vicinity of the capping area and participate in capping/flipping the farm to get credit for the farm. Or can you be like outside the flag area and get credit for flipping the farm?

    All it takes is 1 go to go flip it and everyone who isn't flipping it loses the AP credit opportunity, hence one guy goes, everyone goes to flip it, regardless of people inside the tower.
    Its just the nature of humans, always got to be a greedy guy that ruins it for the rest.
    You just have to be in the resource node, not on the flag. When you move between nodes, you'll see white text pop up on the top right of the screen saying where you are, that's what determines who gets ticks. Ppl who rush the flag are just nubtatoes.
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  • BrassRazoo
    BrassRazoo
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    Bouvin wrote: »
    Quit taking the flag and start sieging down the tower.

    A lot of the time this doesn't work as it gives time for the rest of the farming group or their allies that were wiped in the initial response to come back to the farm and take out the people sieging.
    If the resource flips, the group inside the tower should take a DoT which increasing over time until they either die or are forced to exit and attempt to take back the resource.
  • Erondil
    Erondil
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    What about... dont go inside?
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  • Zargorius
    Zargorius
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    As others have pointed out, it is the poor design of resource capture mechanics that leads to groups doing this. It is absolutely bonkers that you need to know to stay off the flag and first siege the tower. My group won't, but good luck convincing the PUGs to stay off the shiny flag.

    The point is that it should work out naturally that the resource flipping doesn't benefit the enemy.

    If you think that is reasonable game design then there is nothing else I can say.

    In addition, sometimes you can't just simply walk away from the tower farm. Due to poor geographic design, some keeps can be sieged from the top of the resource tower. In that case you cannot ignore these groups.

    Don't get me started on that. I would like to see the imbecile who designed fortified keeps with hills overlooking them. It's almost like whoever designed them had absolutely no idea about medieval fortifications...and it's really not that hard to do proper keeps, with low and high castle, moats, barbicans and everything else. Guess you need some passion to do that properly and not just copy/paste designs on spots already pre-determined by some genius that designed the maps. Words fail me how people can be incompetent in the most glaring of ways.
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  • Rook_Master
    Rook_Master
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    Zargorius wrote: »
    As others have pointed out, it is the poor design of resource capture mechanics that leads to groups doing this. It is absolutely bonkers that you need to know to stay off the flag and first siege the tower. My group won't, but good luck convincing the PUGs to stay off the shiny flag.

    The point is that it should work out naturally that the resource flipping doesn't benefit the enemy.

    If you think that is reasonable game design then there is nothing else I can say.

    In addition, sometimes you can't just simply walk away from the tower farm. Due to poor geographic design, some keeps can be sieged from the top of the resource tower. In that case you cannot ignore these groups.

    Don't get me started on that. I would like to see the imbecile who designed fortified keeps with hills overlooking them. It's almost like whoever designed them had absolutely no idea about medieval fortifications...and it's really not that hard to do proper keeps, with low and high castle, moats, barbicans and everything else. Guess you need some passion to do that properly and not just copy/paste designs on spots already pre-determined by some genius that designed the maps. Words fail me how people can be incompetent in the most glaring of ways.

    Exactly. Several of the keeps actually are situated where castles would be, Alessia is a good example. It is at the apex of the hill. Bloodmayne is also surrounded by a moat on all sides. That is how keeps would actually be designed.

    If the placement of all the keeps actually made sense, Glademist Keep would be on top of the hill where the mine is, not the other way around. It makes no sense, and it's ridiculous that the geographic disparities between keeps makes some incredibly easy to siege as a result.
  • Rook_Master
    Rook_Master
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    Judging by all the "git gud" and "QQ" responses I'm getting, I feel the need to clarify something I might not have made clear enough in the OP.

    I am well aware of what the methods are for dealing with tower farms strategically. I wipe them all the time. I didn't make this thread because I stupidly kept getting farmed or something like that.

    I made this thread because there are groups that insist on setting up in towers over and over again because the game design allows it. I'm really tired of having to go wipe out these tower farms every five minutes. There really are things that are more fun to do in Cyrodiil.

    The reason I can't just ignore these groups is because certain keeps can be sieged from the towers, like how Glade can be sieged from the top of the mine, and Aleswell can be sieged from the top of the farm.

    All I want is for some effort to be made to rework the design so that it is not so easy to set up these tower farms.
  • Etaniel
    Etaniel
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    Exactly. Several of the keeps actually are situated where castles would be, Alessia is a good example. It is at the apex of the hill. Bloodmayne is also surrounded by a moat on all sides. That is how keeps would actually be designed.

    If the placement of all the keeps actually made sense, Glademist Keep would be on top of the hill where the mine is, not the other way around. It makes no sense, and it's ridiculous that the geographic disparities between keeps makes some incredibly easy to siege as a result.

    deerrrp Alessia? You mean the keep with a big fat hill behind it where the farm is?
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  • Rook_Master
    Rook_Master
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    Etaniel wrote: »

    Exactly. Several of the keeps actually are situated where castles would be, Alessia is a good example. It is at the apex of the hill. Bloodmayne is also surrounded by a moat on all sides. That is how keeps would actually be designed.

    If the placement of all the keeps actually made sense, Glademist Keep would be on top of the hill where the mine is, not the other way around. It makes no sense, and it's ridiculous that the geographic disparities between keeps makes some incredibly easy to siege as a result.

    deerrrp Alessia? You mean the keep with a big fat hill behind it where the farm is?

    The keep is strategically situated at the top of the big hill that goes down to the Imperial City and to Alessia Bridge. It makes perfect sense right where it is right now in a strategic military sense. That little hill at the farm is rather minor compared to the military value of having the keep overlook both the bridge and the imperial city.
  • Sacadon
    Sacadon
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    Why do players insist on yelling for mom and dad (ZOS) every time something they disapprove of happens.

    One of the best things about Cyrodiil are the sandbox elements.

    And it's only a tower farm if you respond to it and wipe (choose to NOT do either of these).

    The list of AvA mechanics that are BS is long, yes. But it's what we have for now and surely not top priority even if ZOS was to work on PvP.
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