RinaldoGandolphi wrote: »I had suggested about a year ago that:
1. A telvars board needs to be put in IC and whomever earns the most stones for his faction and can capture and hold the districts gets granted The Usurper title that gives the same stats, bonuses, and faction wide buffs that emperor does, and confers a scoring and stat bonus in Cyrodiil as well as IC
2.add trials, dungeon specific gear to a random vendor that can be bought with telvar stones that changes every week.
3. Allow each IC district owned to count the same on the campaign scoreboard as a keep + 3 resources. Also each district gives a unique faction wide bonus. More health, more crit, more AP, more tel car, etc
Point is Cyrodiil needs to be designed where:
You can't win by bringing everyone to one place, in fact it should be detrimental to do this. Do you see the United States commuting every singe solider they have available to one specific place? Of course not because it's not a viable strategy because your enemy will counter attack you
When the IC matters folks can't commit everyone up top...holding IC MUST be made mandatory to win a campaign. This is how you alter game play and force these zergs to split.
It's makes no sense the capital of Cyrodiil doesn't count at all towards the campaign.
PvP is not dead. Oh you poor nay-sayers. I see old players returning and have led groups with new players who are starting to find out the joys of Cyrodiil. Far from dead.
As for the towns, they bring another strategic element to the game that some of you aren't thinking about. If, as a Pact player, I am trying to take Drakelowe, putting Cropsford UA at the same time means AD can't blood-port there and gives us more time to take the keep.
I do, however, agree there should be some more incentive to take them. I like the 5% AP bonus someone mentioned.
What more were you expecting? Towns have always had no significance, and adding flags made them capturable. Based on that, ZOS have done exactly what we asked for. We didn't ask for anything more.caeliusstarbreaker wrote: »The people: Make towns able to be captured!!
Towns with no significance now have flags
ZoS: you asked we listened!
- you can't teleport to towns.
KisoValley wrote: »More players are quitting PVP than returning btw.
I wouldn't worry too much about it. Those towns are too long of a horse ride to bother. IC is a thousand times better - just go there to get your jollies.
I went to a town once and got run over by a 16 player group and never went back.
if the best ZOS can do in terms of creative direction is sticking a few flags in the ground, the writing is on the wall for eso's pvp
Yeah for some reason I was under the assumption it would be a place for players to get away from the larger fights going on at keeps. Turns out you run into full raid groups in towns also.
Yeah for some reason I was under the assumption it would be a place for players to get away from the larger fights going on at keeps. Turns out you run into full raid groups in towns also.
Yup. Towns need more to them, it was foreseeable. The gear grind will never hold the attention of PVPers for long. Only pvp incentives will. Add 2 more capturable towns behind BRK and ash, make taking them hurt the faction they're closest to and give true incentive to the opposite faction. That is the only way towns will get withstanding action.
Yeah for some reason I was under the assumption it would be a place for players to get away from the larger fights going on at keeps. Turns out you run into full raid groups in towns also.
Yeah for some reason I was under the assumption it would be a place for players to get away from the larger fights going on at keeps. Turns out you run into full raid groups in towns also.
You don't have to worry about that at Bruma from DC. Even with a keep within distance we still ignore that area of the map lol. But sadly all of Haxvicus Militia goes there.
Yeah for some reason I was under the assumption it would be a place for players to get away from the larger fights going on at keeps. Turns out you run into full raid groups in towns also.
You don't have to worry about that at Bruma from DC. Even with a keep within distance we still ignore that area of the map lol. But sadly all of Haxvicus Militia goes there.
Sallington wrote: »
Yeah for some reason I was under the assumption it would be a place for players to get away from the larger fights going on at keeps. Turns out you run into full raid groups in towns also.
You don't have to worry about that at Bruma from DC. Even with a keep within distance we still ignore that area of the map lol. But sadly all of Haxvicus Militia goes there.
It's basically their version of Chalman.
Sallington wrote: »Maybe towns should give an AP boost per town controlled? 10% AP boost per town?
IC will need to be treated as adding to the overall score as well. Force us to fight in situations to bring out interesting strategies instead of a meat stack. IC integration should be the "vet Maelstrom arena" of PvP in its intent (difficulty increased because of locking out factions but you'll have to learn to be able to master it).
RinaldoGandolphi wrote: »3. Allow each IC district owned to count the same on the campaign scoreboard as a keep + 3 resources. Also each district gives a unique faction wide bonus. More health, more crit, more AP, more tel car, etc
When the IC matters folks can't commit everyone up top...holding IC MUST be made mandatory to win a campaign. This is how you alter game play and force these zergs to split.
It's makes no sense the capital of Cyrodiil doesn't count at all towards the campaign.