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...
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 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.
Joy_Division wrote: »You mean like in the trailor?