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Cyrodil PVP Improvements

Lord_Eomer
Lord_Eomer
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I started doing PVP sometime back and found it very interesting and amazing part of ESO. I have some suggestions to further improve.

Comments/Suggestions are welcome,

1. Improve Keeps NPC guards fighting AI, when keep wall destroyed All NPC guards petrol across or near wall should come by broken wall/gate to support fight, they are wandering around and zero help
2. Why we have limited type of NPC protecting keeps/resources? Why not we can have alliance NPC monsters I.e. eagles for AD, Dragons for Pact and Lions for DC asper alliances symbol
3. I wish to get some loot after killing player as like any other PVP
4. Why can not loot enemy NPC keeps guards?
5. Tunnels or ladders to go inside keep, this is one of common used tactics to go in keeps, why can not it possible? Currently keeps defence mainly rely on players, why not increase NPC guards to make keep capturing more Interesting.
6. Introduce range towers near a keep?
7. Need more design for keeps, currently it's pretty much in limited styles

Edited by Lord_Eomer on July 18, 2016 10:49AM
  • Lord_Eomer
    Lord_Eomer
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    ..
  • Garldeen
    Garldeen
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    Some good ideas there. Although I PVP a little, to a low standard, my ideas would be:

    - Variations in strategies needed to get a castle, castles with rivers/moats would need a different approach. At the moment everything is the same - Just set up the siege weapons and try and knock a wall down and then rush in.

    - I would like to see a 24 hour campaign which makes your evening's PVPing feel very important to the cause. Over the course of a week or a month things pretty much seem to end up back where they started.

    - I would like to see PVP which is weapons only. No special abilities or attacks - you fight with whatever is in your hand at the time only

    - The ability to queue for PVE dungeons inside of PVP would be great too. The GF takes ages so could engage in a spot of PVP while waiting.
    Edited by Garldeen on July 22, 2016 3:29PM
  • Lokey0024
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    I think they should place a really strong guard on the inner courtyard and the inner keep that despawns once the wall breaks. So if someone happens to get in they get smashed by the guard. Or if they are leftovers from previous keep cap they have 10 minutes before the guards spawn and clears them out.
  • Smasherx74
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    You want to focus on the PvE aspect of PVP.

    I like the concept of Faction Monsters that would be claimed with a ton of resources but as result would do a lot of damage, maybe a form of a siege or like a defensive AI for a resource.

    Then you have to address stacking monsters ontop of each other, so only 1 is allowed.
    Master Debater
  • Sureshawt
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    Sorry man but I don't anymore PvE in my PvP then we already have now.
  • jthaanum
    jthaanum
    Soul Shriven
    No here is the NEEDED list of improvements to PVP:

    1- Server Lag
    2- Server Lag
    3- Server Lag
    4-......Repeat
    VR16 DC DK - Chuk Noris
    Vr16 DC NB- Ambushambushambush

    Do or do not, there is no try. -Yoda
  • andreasranasen
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    I wanted to create a thread like this but a more in depth one. PvP need some serious work. Campaigns are dying simply because of selfish emperors holding the map for way too long, for weeks/months. As a result of holding a map for too long it will affect both your own alliance and other alliances. People will leave as nothing is happening in that map. I've seen so many maps on PS4 NA that just died as a result of selfish emperors. But that is a different discussion I will post seperate for another time.


    For example, In Guild Wars 2, after taking over a map, the losing alliance will be able to get help from the Warlord at their base to help take back your main keeps. This Warlord is almost unstoppable and requires a lot of people and time to kill. (It should take 10x people in your Alliance Base to activate the Warlord) This way maps would never die as there is constantly actions going on and it gives players a chance to fight back and keep the map interesting.


    I do like the idea of having some sort of Boss in your main keeps that represents each Alliance and will work the same way as an NPC guarding your main keep. This boss can only respawn once an hour after it dies and will only be summoned in your Alliance home keeps and is a part of your 'Keep Upgrades'.


    @ZOS_GinaBruno
    @ZOS_JessicaFolsom
    @Doncellius
    Edited by andreasranasen on July 22, 2016 5:11PM
    #VMATOKENSYSTEM #WEAPONDYE #TRAITCHANGE #CROWNCRATELOVER
    • Alliance/Platform: Aldemerii - PS4/NA - CP 800+
    • Mag Sorc: Arya Rosendahl - Altmer - Highelf
  • s_jscorpiorwb17_ESO
    Bit more variety in keep layouts, everything is so similar its boring, same tactics etc on each one. Make the keeps closer to the scrolls have more upgrades available like a moat to reduce areas of the wall that can be sieged or built on hills etc, there are some really good keep/fort designs in the pve world just cyrodil they went with a very similar layout for all keeps.
  • Giraffon
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    OP did touch on one of my pet-peeves. The guards that patrol the exterior of the keeps are not very good guards at all. They will walk right by 6 siege engines knocking a hole in their keep. This should be grounds for termination!

    What needs to happen when a keep comes under attack:


    Alarm sounds and 3 more guards per siege attacking charge the attackers. On the walls, NPCs begin counter siege. If a wall is breached all the guards in the inner courtyard move to defensive positions surrounding the breach except those guarding the doors to the inner keep itself. If multiple breaches, then the guards spread out evenly to cover the best that they can.

    Same basic concept for inner keep. If anyone gets into the inner keep, every single guard inside will become active and take defensive measures to protect their keep. If multiple breaches, then the guards spread out.

    There should NEVER be a guard standing around without purpose when a keep is under attack. That's just not how it works.
    Giraffon - Beta Lizard - For the Pact!
  • Vaoh
    Vaoh
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    @andreasranasen

    The concept of having a type of very powerful NPC support the underdog alliance is really cool.

    However, I see a few issues with this:

    • An alliance could allow their keeps to be taken, activate the NPC, and then push with a large zerg backed by this super-powerful NPC.

    • This NPC may perform badly in laggy situations, resulting in a lot of cheap and unfair deaths.

    • It'd have to scale with the amount of enemies fighting it. A zerg of 30+ would melt this boss in ~20 seconds. It must have abilities scaling to the amount of enemies within a certain radius. This leads to the next issue....
    •.... players like me would solo this boss. I am a solo player who thrives on soloing Vet dungeons and 1vX. Earning Flawless Conqueror was not hard for me. If an enemy like this arrived, I'd treat it like Ra Kotu and fight it for 30min straight for a kill. This boss scaling with the amount of nearby enemies would make this much easier as well.

    • The NPC could get bugged out in a rock or piece of terrain. Our horses can't reliably travel, so an NPC may run into the same issues.

    • Certain skills may kill this NPC in cheap ways. Sitting atop a keep wall or rock with a group while two players tank it would result in an easy kill

    • This NPC would need to be at least 10x more dangerous than IC bosses were before the nerfs in Dark Brotherhood. That's pretty crazy though.

    • Would this NPC have a master? Can you control it? Where would it roam first?

    If we can get past these issues and truly balance (sort of lol) this NPC is would be a concept worth trying on the PTS. I think it's really cool!
    Edited by Vaoh on July 22, 2016 7:46PM
  • andreasranasen
    andreasranasen
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    Doncellius wrote: »
    @andreasranasen

    The concept of having a type of very powerful NPC support the underdog alliance is really cool.

    However, I see a few issues with this:

    • An alliance could allow their keeps to be taken, activate the NPC, and then push with a large zerg backed by this super-powerful NPC.

    • This NPC may perform badly in laggy situations, resulting in a lot of cheap and unfair deaths.

    • It'd have to scale with the amount of enemies fighting it. A zerg of 30+ would melt this boss in ~20 seconds. It must have abilities scaling to the amount of enemies within a certain radius. This leads to the next issue....
    •.... players like me would solo this boss. I am a solo player who thrives on soloing Vet dungeons and 1vX. Earning Flawless Conqueror was not hard for me. If an enemy like this arrived, I'd treat it like Ra Kotu and fight it for 30min straight for a kill. This boss scaling with the amount of nearby enemies would make this much easier as well.

    • The NPC could get bugged out in a rock or piece of terrain. Our horses can't reliably travel, so an NPC may run into the same issues.

    • Certain skills may kill this NPC in cheap ways. Sitting atop a keep wall or rock with a group while two players tank it would result in an easy kill

    • This NPC would need to be at least 10x more dangerous than IC bosses were before the nerfs in Dark Brotherhood. That's pretty crazy though.

    • Would this NPC have a master? Can you control it? Where would it roam first?

    If we can get past these issues and truly balance (sort of lol) this NPC is would be a concept worth trying on the PTS. I think it's really cool!

    You got some good points.

    • The Warlord would only help you retake your main keeps, so for AD for example that would be Bloodmayne & Blackboot

    • The strength of this Warlord should be scaled after the amount of enemies trying to take him down. I do think he should be almost unstoppable. In Guild Wars 2 this NPC is extremely hard to kill, he's just there to help take back the closest keeps to your base so your alliance have a chance to fight back.

    • You would basically need to have atleast 10 players at your home base to trigger the Warlord to move out.

    Just something has to be done.. I know that blue left Haderus simply because you were getting outnumbered by either EP or AD and us never giving up emperorship. There just has to be some sort of mechanic that helps you retake your home keeps and gives your alliance a chance to fight back and keep the map alive.
    #VMATOKENSYSTEM #WEAPONDYE #TRAITCHANGE #CROWNCRATELOVER
    • Alliance/Platform: Aldemerii - PS4/NA - CP 800+
    • Mag Sorc: Arya Rosendahl - Altmer - Highelf
  • RadRzRg
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    My biggest issues with Cyrodiil would be two
    • Night/Morning Capping keeps resulting in an emperorship...If you're playing Haderus/Blackwater Blade/Azura's star you'll know what I mean. This can be countered by a major buff to the NPC's damage when the specific alliance(Which is getting nightcapped on) doesn't have a certain population that can be considered "a force to reckon with"
    • Lag...This cannot be fixed,and I did not expect it to.

    Please balance the alliances...
    LvL50 Stamina Templar(EP)
    LvL50 Stamina Sorcerer(EP)
    LvL50 Magicka Templar(EP)
    LvL 50 Magicka Dragonknight(EP)
    LvL 50 Stamina Nightblade(AD)
    LvL 50 Magicka Nightblade(EP)
    LvL 50 Magicka Sorcerer(EP)
    LvL 50 Magicka Dragonknight(EP)
    Moved to Vivec
    Proud member of Alith
    Proud member of Streaking Sorcerers
    Proud member of Astrum Tomatoes
    Zergs should be zerged down by 1 man armies
  • Ankael07
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    Im sorry but I stopped reading after eagles and dragons.
    If you want me to reply to your comment type @Ankael07 in it.
  • Rohamad_Ali
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    Ankael07 wrote: »
    Im sorry but I stopped reading after eagles and dragons.

    Face the Dragon & reclaim the Farm !

    Th Eagles are nesting at the Lumber Mill again !

    Someone help get Mufasa out of the mine please ...
  • IcyDeadPeople
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    Maybe bringing back the mercenaries could help counter the ones gap closing into keeps.
    Edited by IcyDeadPeople on July 23, 2016 12:26AM
  • akl77
    akl77
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    I enjoy PVP but it keeps lag then freeze then crashed, it doesn't work ZOS! Is this meant to be so?
    Pc na
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