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What Cyrodiil and IC should have been like

Etaniel
Etaniel
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The imperial city has been on our Cyrodiil map since the start. I was shocked when the game launched that IC wasn't available, and that the bridges were blocked off for some random reasons.

Since IC is supposed to be the heart of Cyrodiil, waiting for B2P to release it as a dlc was maybe a smart business decision, but it limited gameplay possibilities soooo much !

IC should have been open from the start, and reachable by the three bridges around the map.

Some sort of capturable outpost would have been implemented on each bridge, allowing whichever faction holding it to cross the bridge. No respawn points in IC at all, respawn would only have been available in Cyrodiil keeps or those bridge outposts. Districts wouldn't have been closed off by loading screens (that conviniently allow for door camping), the city walls would have been reachable from the inside, adding a height dimension to the fight inside the city, maybe with capturable towers along the walls.

To become emperor, you would have had to control 4 ring keeps, all three bridge outposts and the white gold tower. I still don't understand how we can have emperors in this game without having control of the biggest city in Cyro. Having the keeps around it only means you are sieging it, not controlling it.

Not only would have IC been forever relevant in PvP (being an actual part of Cyro, and not behind a paywall), but it would have promoted 3 way fights a lot more, and frankly given much more versatility to combat in general.

The current state of Cyrodiil in my eyes is just a huge waste of potential in terms of level design (not even talking about combat balance, lag etc wich adds another layer)
Edited by Etaniel on October 15, 2015 4:00PM
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  • Ishammael
    Ishammael
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    Agreed.

    *snicker*
    "How do you like your DK?
    *falls over laughing*
  • babanovac
    babanovac
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    Too late for all that now. *THE* PvP exapnsion came and went, without actually being a PvP expansion. Don't expect any more PvP content changes in the next year.
  • Sotha_Sil
    Sotha_Sil
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    I'm sure they considered this option but because of technical limitations, they couldn't do it. It's sad but that's how it is.
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • Legedric
    Legedric
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    Agreed!

    Especially when I look at how Cyrodiil is set up, there is no real 3-way fighting encouraged as you either go the one route, or the other but there is no central objective to bring all 3 factions into one fight.

    Ok, we all know the performance would probably suffer even more from an actual 3 faction war over a central area but that's another story they would have to solve anyway.

    What makes me really sad is the fact I paid ~20€ for the Imperial City DLC to notice it is only a very temporary thing to visit. After Orsinium there is pretty much no need to get back there and dive into the loading screen madness inside this DLC.

    Usually a PvP content addition (that IC should have been, but never was) is made to provide content for months if not year(s) and it would have been soooo easy to add something to the IC to make that wish come true.

    After the horrible disappointment of this DLC for me as a PvP player I have almost given up any hope I had for future additions or just useful changes to Alliance War in ESO.
    There is just no reason why the released this DLC so unfinished and completely forget about PvP. Every blind, one legged beggar could have seen there is something going horribly wrong with this DLC, why ZOS didn't see that is absolutely beyond me.

    Wanna hear my guess? The PvP team doesn't even exists anymore.
    They don't post here, they don't talk about it on ESO Live, they don't provide any content (IC was only a new PvE zone), they don't ask their players for feedback at all, they don't listen and noone knows what the hell they are doing for us since release, other than introducing some stupid siege weapons dropping from Dolmen and changing campaign rulesets noone ever asked for...
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  • Etaniel
    Etaniel
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    Legedric wrote: »
    Agreed!

    Especially when I look at how Cyrodiil is set up, there is no real 3-way fighting encouraged as you either go the one route, or the other but there is no central objective to bring all 3 factions into one fight.

    Ok, we all know the performance would probably suffer even more from an actual 3 faction war over a central area but that's another story they would have to solve anyway.

    What makes me really sad is the fact I paid ~20€ for the Imperial City DLC to notice it is only a very temporary thing to visit. After Orsinium there is pretty much no need to get back there and dive into the loading screen madness inside this DLC.

    Usually a PvP content addition (that IC should have been, but never was) is made to provide content for months if not year(s) and it would have been soooo easy to add something to the IC to make that wish come true.

    After the horrible disappointment of this DLC for me as a PvP player I have almost given up any hope I had for future additions or just useful changes to Alliance War in ESO.
    There is just no reason why the released this DLC so unfinished and completely forget about PvP. Every blind, one legged beggar could have seen there is something going horribly wrong with this DLC, why ZOS didn't see that is absolutely beyond me.

    Wanna hear my guess? The PvP team doesn't even exists anymore.
    They don't post here, they don't talk about it on ESO Live, they don't provide any content (IC was only a new PvE zone), they don't ask their players for feedback at all, they don't listen and noone knows what the hell they are doing for us since release, other than introducing some stupid siege weapons dropping from Dolmen and changing campaign rulesets noone ever asked for...

    I'm guessing @ZOS_BrianWheeler is working at the cafeteria now
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  • frozywozy
    frozywozy
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    Etaniel wrote: »
    The imperial city has been on our Cyrodiil map since the start. I was shocked when the game launched that IC wasn't available, and that the bridges were blocked off for some random reasons.

    Since IC is supposed to be the heart of Cyrodiil, waiting for B2P to release it as a dlc was maybe a smart business decision, but it limited gameplay possibilities soooo much !

    IC should have been open from the start, and reachable by the three bridges around the map.

    Some sort of capturable outpost would have been implemented on each bridge, allowing whichever faction holding it to cross the bridge. No respawn points in IC at all, respawn would only have been available in Cyrodiil keeps or those bridge outposts. Districts wouldn't have been closed off by loading screens (that conviniently allow for door camping), the city walls would have been reachable from the inside, adding a height dimension to the fight inside the city, maybe with capturable towers along the walls.

    To become emperor, you would have had to control 4 ring keeps, all three bridge outposts and the white gold tower. I still don't understand how we can have emperors in this game without having control of the biggest city in Cyro. Having the keeps around it only means you are sieging it, not controlling it.

    Not only would have IC been forever relevant in PvP (being an actual part of Cyro, and not behind a paywall), but it would have promoted 3 way fights a lot more, and frankly given much more versatility to combat in general.

    The current state of Cyrodiil in my eyes is just a huge waste of potential in terms of level design (not even talking about combat balance, lag etc wich adds another layer)

    The loading screens you get between Cyrodiil <=> IC Sewers <=> IC Districts are there for a very valid and simple reason. It separates the areas in 3 different instances with their own performances. This way, even if DC decides to stack 40players next to Noble Sewer entrance for 2hours straight zerg balling in there, no one in Cyrodiil will be affected and vice versa.
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Legedric
    Legedric
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    Maybe you are right Etaniel and the fact that Eric Wrobel doesn't even have an official forum account is evidence enough for me how the devs care about player feedback.

    Never seen a game that's at least half way successful where some team lead didn't post on the forums at all...
    Edited by Legedric on October 16, 2015 9:42AM
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  • Etaniel
    Etaniel
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    frozywozy wrote: »
    Etaniel wrote: »
    The imperial city has been on our Cyrodiil map since the start. I was shocked when the game launched that IC wasn't available, and that the bridges were blocked off for some random reasons.

    Since IC is supposed to be the heart of Cyrodiil, waiting for B2P to release it as a dlc was maybe a smart business decision, but it limited gameplay possibilities soooo much !

    IC should have been open from the start, and reachable by the three bridges around the map.

    Some sort of capturable outpost would have been implemented on each bridge, allowing whichever faction holding it to cross the bridge. No respawn points in IC at all, respawn would only have been available in Cyrodiil keeps or those bridge outposts. Districts wouldn't have been closed off by loading screens (that conviniently allow for door camping), the city walls would have been reachable from the inside, adding a height dimension to the fight inside the city, maybe with capturable towers along the walls.

    To become emperor, you would have had to control 4 ring keeps, all three bridge outposts and the white gold tower. I still don't understand how we can have emperors in this game without having control of the biggest city in Cyro. Having the keeps around it only means you are sieging it, not controlling it.

    Not only would have IC been forever relevant in PvP (being an actual part of Cyro, and not behind a paywall), but it would have promoted 3 way fights a lot more, and frankly given much more versatility to combat in general.

    The current state of Cyrodiil in my eyes is just a huge waste of potential in terms of level design (not even talking about combat balance, lag etc wich adds another layer)

    The loading screens you get between Cyrodiil <=> IC Sewers <=> IC Districts are there for a very valid and simple reason. It separates the areas in 3 different instances with their own performances. This way, even if DC decides to stack 40players next to Noble Sewer entrance for 2hours straight zerg balling in there, no one in Cyrodiil will be affected and vice versa.

    It's an extremely lazy fix though, just like reducnig pop caps
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  •  Jules
    Jules
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    Fantastic ideas. I really wish it weren't behind a load screen in a different instance as well.
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  • Joy_Division
    Joy_Division
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    You mean like in the trailor? :smiley:
  • Etaniel
    Etaniel
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    You mean like in the trailor? :smiley:

    Where they advertised that you could siege the city, get on the walls, and break through to the white gold tower? hhhmmmmm maybe !
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  • Legedric
    Legedric
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