Maintenance for the week of January 20:
• PC/Mac: No maintenance – January 20
• NA megaservers for maintenance – January 22, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• EU megaservers for maintenance – January 22, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

Spread players in Cyrodiil by Assigning Keep Defence/Atk

GeorgeBlack
GeorgeBlack
✭✭✭✭✭
✭✭
When I enter Cyrodiil I look for a group and follow the leader. The leader will tell us to join a fight somewhere on the map, or go and siege/defend a keep.
This causes players to gather at points of interest and leave the rest of the map unused. It also leads to lag, long loading screens and for some people like me disconnections(I live far away from EU/USA)

What if we make an effort to make use of the whole map, make AvA more meaningful, while also reducing the above problems.
For every EP keep there are DC and AD counterparts. For example Drakelowe, Dragonclaw, Brindle. Or Kingscrest, Rayles and Bloodmayne.
In an attempt to make Cyrodiil more meaningfull we could get players to Assign themselves to be the "Defend or Drakelowy and Menace of Dragonclaw/Brindle". Any points the player earns while in these areas will be substantially more. The assignment will last for a period of days, maybe 3 or 5.

This will force players to use the map in order to farm points more effectively. We will start seeing groups whose mission is to defend or raid certain areas of the map, instead of following like sheep the first action location.

I understand that some groups of Keeps will attract more action(Emperor Keeps). This needs calculations from ZOS in order to balance Points rewards in between the groups of keeps and maybe even add player cap per group.

That is my idea to make Cyrodiil better.



  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Honestly they just need to have Cyrodil as different small queues and the large Cyrodil should just be PvE.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • mr1sho
    mr1sho
    ✭✭✭✭✭
    Honestly they just need to have Cyrodil as different small queues and the large Cyrodil should just be PvE.

    No just no to your idea no
    Gold Company Commander
  • Taleof2Cities
    Taleof2Cities
    ✭✭✭✭✭
    ✭✭✭✭✭
    PvP players will be spread plenty when the patch drops ... as there is more incentive to be in Imperial City.
  • magictucktuck
    magictucktuck
    ✭✭✭✭✭
    Kinda on those lines... Every 5 hours or so four randomly selected keeps are capture and hold for extra ap and points forcing each faction to speed to all of them or forfeit points ap.. Idk if that would work it just came to me
    PC-NA

    Necromancer

    Flawless Conqueror

    https://www.magictucktuck.com for my builds and guides!
  • kuro-dono
    kuro-dono
    ✭✭✭✭
    easy change is remove ap from kills, but then the reason to stay at pvp has to be increased.

    Idea of mine been that each resource, outpost and keep has this max amount of ap it can reward for, so no matter how much effort went into taking it, it will be split into amount of ppl being there.

    So! lets say utter max amount of ap for castle/keep/fort is 10k ap. resource would be... 100 ap? and outpost 1k?
    and after being at that specific keep/outpost/resource long enough, you reach that max point, then you can just go away and no need to wait for the "tick"

    This kind of style would mean that ppl who are too late to react to some spots would not bother going there at all, since they know, they too late for the "tick" and what i mean with late is that even if its been under siege for 10h, there is no point going there, because the first 1-2h the max amount of ap was rewarded so no leeching would happen.

    So instead of focusing on max ap per hour location, ppl would try actively hunt for locations where ticks are unawarded. Would make sense?

    With current AvAvA action the the maps looks just so damn boring. Pc eu for eample, near each faction has their own map for themself, but if we changed the ap gain system into take something for your faction kind, you would not have ppl favor maps that are purely one color but actually balanced?

    Griefing, hit and run + ap farming would not be anymore thing, instead ppl could be way more motivated to scout keeps and defend keeps, attack keeps and try "take resource and get out" type hit and run. so there would not be ppl pointlessly sitting at specific locations "farming.

    This thing seem to be huge issue to folks who want "battleground" but in all honestly i think vast majority of those folks jus want easy ap farming instead of professional level "battleground" action.

    Noticed too often how damn good groups just sit at some resource tower farming folks or some awesome burst builds folks kill easy folks at some random location and claim that they doing damn good job for their faction.

    Here i seem wee grumpy towards certain classes... yeah, i know. we talk about sorcs and nbs:s, but even dks can do it damn well. Templars not so sure? I been templar for 2 year and cant imagine proper way to be griefer expect perma heal spammer build.

    So what i try to refer to is, if there was no ap gain from kills, these very toxic habits would disappear? BUT, then zeni should give ASAP to ppl the BATTLEGROUNDS.

    Thinking all this from the point of raids they dont wanna pointlessly prolounge keep attack, they instead focus on getting it done ASAP so they can move to next object. Gankers etc, they would be at the starting point of the keep where from ppl try reach the keep that is under siege. So somehow the game would keep up with the friendly keep to the enemy keep ap so that after ganking certain amount of folks, the game would say that at this point the fight there has reached the kind of lenght that its not supporting anymore anything, so ap gain would stop. Move to next enemy kep and gank folks from there trying to reach that specific keep under siege.

    It should make sense? we have all happening in flash, or within 1h. if not done it loses its major point of getting done.
    No huge stacking, noh huge ap farming, limited amount of gank farming and expecially important no more prolonged lagg fights. So if ppl cant get more ap from somehwere they go for the next area. OBVIOUSLY, winner and losers in each zone / field should be rewarded extra pricepool to keep it interesting.

    So once again, if you want to ap farm, you go all over the map to hit each zone / field
    You either gain by ganking certain amount of folks to reach cap where game would say that this isnt anymore benefitting your faction or
    Taking keeps where there is Alliance points cap, which after when you done there long enough, you cant get more so it makes you do your damn best for your faction so you get the ap
    or you do hit and runs at resources etc.

    OBVIOUSLY if you have the kind of raids that can make 20/20 so fast that i cant say lion, you know what happens.

    BUT!!! i can easily imagine ppl being more motivated to scout and defend, instead of go alessia bridge and stay there for next 24h or nikel outpost, bleakers or arrius lumber if they wanted ap. And for the sake of just pure pvp, there should be the battleground where you can apply for 4-50 man fights at specific locations and it wont affect alliance war at all, as in it would be instance type instead of at cyrodiil.

    Does any of this at any kind of level make sense?

    So as usual with my long stories>>> i make the points out at the end>>>

    READ THIS READ THIS READ THIS READ THIS
    READ THIS READ THIS READ THIS READ THIS
    READ THIS READ THIS READ THIS READ THIS

    AP only gained via Alliance war action at resource, outpost, keep, gate.
    Each zone has max amount of AP it can reward for the faction that wins the contest
    So no matter how much you farm, after certain point, you cant get anymore extra ap
    Battlegrounds, where ppl can "farm" each other as much as they want, but no ap gain, unless there its instance type like capture the flag, take resource, take keep etc.

    No more farming ap at single resource/keep/outpost because of cap
    From griefers point of view i think nothing changes? they will just keep doing it at cyro because they enjoy it? dont think they do it for the sake of ap.

    So AvAvA should be all about that, not ap farming, and then there would be this thing called Battleground where those not interested committing for your faction can do their "ap farming"




    Edited by kuro-dono on May 22, 2016 3:32AM
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    I think it could be made a bit more complicated while still keeping some of the excitement and current themes. The problem with the current quests in Cyrodiil is the AP rewards are fairly negligible, when I can easily get 1k AP for ganking someone its hardly exciting to get 1k AP for finding and killing 20 Templar's, or even less AP for capturing a scroll or taking a keep.


    Upon entering Cyrodiil players could pick up quests to assign themselves to take/defend certain keeps, once a set amount of players in the campaign have accepted the quest, the quest could automatically change to a different keep/resource. The quests would always chose keeps that are on the edge of your factions control first, players would get a substantial amount of AP for completing these quests.

    As for kills, players should still get AP for kills but only while near a keep/resource/outpost that is either under siege or being defended. AP should be substantial at first for kills while dropping off to 0 the longer you stay near flagged point without capturing/defending, players would then get another substantial tick for sticking around for the final capture or defense.

    Then there should be more capturable points outside of keeps, there should be flags at the ruins and outside delves, and at dolmens, these don't need but maybe a solo guard or two with a standard. Grabbing all of these points in your own zone could give you faster mount speed while within your home zone. While awarding a small number of points towards your total faction score, say 1 point per standard.

    This would spread out players across the zones and pull away from Zergs, there would be too many points for a zerg to adequately run between.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • IcyDeadPeople
    IcyDeadPeople
    ✭✭✭✭✭
    ✭✭
    There are a lot of us who fight at resources or gank away from keeps because our frame rate is unplayable near large siege battles (due to our crappy PCs). Personally, I have more fun in small scale battles, 1v1s 2v2s etc that have nothing to do with keeps.

    When I log in, I don't look for any group, I just play solo. Not interested in joining the large raid groups because my PC can't handle that kind of activity, and I have more fun wandering around getting into small fights. In large battles all I can do is stand there and die at 1 or 2 frames per second. Even if I try to use siege, it takes several minutes for the siege weapon mesh to load, and I'm just standing there getting wrecking blowed or jesus beamed while half the enemy player models are still invisible.

    At launch, there were small battles all over the map, at all hours of the day and night. The town quests were not dailies but infinitely repeatable - as a result the towns were some of the most fun spots in the game, always full of people questing, gankers and people who came to gank the gankers etc.

    Hopefully the upcoming changes to towns will bring people back to these spots.
    Edited by IcyDeadPeople on May 22, 2016 9:34AM
  • GeorgeBlack
    GeorgeBlack
    ✭✭✭✭✭
    ✭✭
    Bump
Sign In or Register to comment.