IxSTALKERxI wrote: »Go take his emp keeps. If people wern't all in imperial city and actually fought over keeps like they are meant to he wouldn't be emp. This is why there needs to be a keep requirement to join imperial city.
Deciding not to use the original idea of gate access was terrible.
Teargrants wrote: »The whole instant respawn thing would work out ok if they kept IC access gated to keep ownership as was originally planned, instead of catering to Care Bears and making IC open access 24/7. With gated access, you would just have to cap a home keep in Cyrodiil and the other faction would be cut off from instant respawn in IC, then you could proceed to hunt them down and clear out the zone and vice versa. The Cyrodiil map would actually be meaningful and his whole infinite respawn thing wouldn't really be an issue.
Instead we have Cyrodiil beig an empty wasteland with each server painted one color, while infinite respawn zergs run around thre districs rolling over individuals and small groups.
Scyantific wrote: »They didn't even have to make it keep-restricted. They should have never scrapped the District Control part of IC to begin with. District control would have been a good way to prevent infinite respawns:
-Enemies constantly respawning? Take control of the district. now they have to come back from another district or make their way from the sewers.
That's the thing, they already have a solution in place, done, coded, finished, ect. It's called gated access. ZOS just turned it off in the rule sets for all campaigns instead of just Haderus, because apparently 1 care bear campaign wasn't enough.Its a problem for sure maybe they will find a solution for it later.
The only thing needed is to have the res points marked on the map, that would help me a lot.
If you don't like fighting the Emp over and over... go somewhere else and stop zerging the city, or as was suggested, go take the emp keeps.. It sounds like a fun time as Emp.
The only thing needed is to have the res points marked on the map, that would help me a lot.
If you don't like fighting the Emp over and over... go somewhere else and stop zerging the city, or as was suggested, go take the emp keeps.. It sounds like a fun time as Emp.
No doubt Kodi had fun.
To the "go somewhere else" comment: the problem is that the emperor respawns immediately within a 10s run, regardless of where you are in the district. Don't worry -- we were trying to go somewhere else. Also, try using a door when the emp is in your face or when the emp can run back after you kill him. It takes longer to exit combat!
The only thing needed is to have the res points marked on the map, that would help me a lot.
If you don't like fighting the Emp over and over... go somewhere else and stop zerging the city, or as was suggested, go take the emp keeps.. It sounds like a fun time as Emp.
No doubt Kodi had fun.
To the "go somewhere else" comment: the problem is that the emperor respawns immediately within a 10s run, regardless of where you are in the district. Don't worry -- we were trying to go somewhere else. Also, try using a door when the emp is in your face or when the emp can run back after you kill him. It takes longer to exit combat!
If I was Emperor I'd be using those buffs to farm Exp/Tel'var/Trophies with 3 other guildmates in the sewers. Not going after other players that most likely have little to no Tel'var. Especially since no one cares about mainland Cyrodiil anymore!
The only thing needed is to have the res points marked on the map, that would help me a lot.
If you don't like fighting the Emp over and over... go somewhere else and stop zerging the city, or as was suggested, go take the emp keeps.. It sounds like a fun time as Emp.
No doubt Kodi had fun.
To the "go somewhere else" comment: the problem is that the emperor respawns immediately within a 10s run, regardless of where you are in the district. Don't worry -- we were trying to go somewhere else. Also, try using a door when the emp is in your face or when the emp can run back after you kill him. It takes longer to exit combat!
If I was Emperor I'd be using those buffs to farm Exp/Tel'var/Trophies with 3 other guildmates in the sewers. Not going after other players that most likely have little to no Tel'var. Especially since no one cares about mainland Cyrodiil anymore!
some of those bosses are OP. Like the one that spawns all those little imps that kamikazi you.
The only thing needed is to have the res points marked on the map, that would help me a lot.
If you don't like fighting the Emp over and over... go somewhere else and stop zerging the city, or as was suggested, go take the emp keeps.. It sounds like a fun time as Emp.
No doubt Kodi had fun.
To the "go somewhere else" comment: the problem is that the emperor respawns immediately within a 10s run, regardless of where you are in the district. Don't worry -- we were trying to go somewhere else. Also, try using a door when the emp is in your face or when the emp can run back after you kill him. It takes longer to exit combat!
If I was Emperor I'd be using those buffs to farm Exp/Tel'var/Trophies with 3 other guildmates in the sewers. Not going after other players that most likely have little to no Tel'var. Especially since no one cares about mainland Cyrodiil anymore!
some of those bosses are OP. Like the one that spawns all those little imps that kamikazi you.
That dremora that spawns like 20 ground effect fires that do like 15k damage per tick. Love aggroing him when a large amount of enemy players are nearby; then pop mist form and run by them, tag them, then watch as the boss just wrecks them. Pop invis potion to deaggro and go do something else.
IxSTALKERxI wrote: »Go take his emp keeps. If people wern't all in imperial city and actually fought over keeps like they are meant to he wouldn't be emp. This is why there needs to be a keep requirement to join imperial city.
I knew someone was going to say this.
Regardless, I think most pvp players agree that there needs to be an access restriction on the city. Home keeps, or home plus one or something.Deciding not to use the original idea of gate access was terrible.
Yes. Also, zones need to be controllable so that the enemy can't immediately respawn or something.
Think of all the arguments we used to have about forward camps. Yes, I have suggested that they make a return in previous posts, the scale of IC is just so much smaller.just send people back to base is probably good enough.
IxSTALKERxI wrote: »Go take his emp keeps. If people wern't all in imperial city and actually fought over keeps like they are meant to he wouldn't be emp. This is why there needs to be a keep requirement to join imperial city.
I knew someone was going to say this.
Regardless, I think most pvp players agree that there needs to be an access restriction on the city. Home keeps, or home plus one or something.Deciding not to use the original idea of gate access was terrible.
Yes. Also, zones need to be controllable so that the enemy can't immediately respawn or something.
Think of all the arguments we used to have about forward camps. Yes, I have suggested that they make a return in previous posts, the scale of IC is just so much smaller.just send people back to base is probably good enough.
The problem with putting in an objective in IC within in each district so that a faction "owns" it would just lead to more zergs. The bigger group would almost always take the district. Making smaller group sizes would just result in it leading to making more smaller groups that still run together.
Gated access would be the easiest fix but becomes a legal issue since it's behind the "paywall".
IMO the only thing they could do is both limit group size and go with "instanced" Districts that only allow so many players from each faction into it. This way we would have small scale PVP like a lot of people want. It also reduces the chance of getting rolled by a big zerg. For example the limit could be 12 players from each faction. That's 36 people in one district and more than plenty there. The same could go for the sewers.
Teargrants wrote: »The whole instant respawn thing would work out ok if they kept IC access gated to keep ownership as was originally planned, instead of catering to Care Bears and making IC open access 24/7. With gated access, you would just have to cap a home keep in Cyrodiil and the other faction would be cut off from instant respawn in IC, then you could proceed to hunt them down and clear out the zone and vice versa. The Cyrodiil map would actually be meaningful and his whole infinite respawn thing wouldn't really be an issue.
Instead we have Cyrodiil beig an empty wasteland with each server painted one color, while infinite respawn zergs run around thre districs rolling over individuals and small groups.