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Cyrodiil trade & supply routes.

Deanationables
Sitting here re-watching The Community, letting the ol'noggin rattle. We're seeing all these improvements to the PvE experience of the game, but, now I find myself looking towards PvP and Cyrodiil as a whole.

The main map of Cyro feels largely unused to me. Skyshards and dungeons litter the landscape, but little else, what could give more incentive to tough the wilds? Well, a few years back there was some time I spent in another world(of Warcraft). There was a point of war were supplies could be gathered to support the war effort. Here's what came to mind for this game.

- Siege weapons could be craftable(New craft skill tab?) or, could be built using the faction's resource pool or, create a new PvP currency to purchase them.
- Resources could be reworked into respective sub-categories: Mineral, Fabric, Herbal, Wood, Provisions.
- Players would have access to new "War Dailies", turning in respective resources to supply their Faction's efforts in Cyro(server linked to player).
- War Dailies could consist of gathering a set number of resources(say, 100 Iron ingots) to complete, contributing to that respective resource(mineral).
- Faction's Main Operational Bases would have resource pools that player's War Dailies contribute towards.
- MOBs resources would travel by NPC lead caravans routed across Cyro, these routes would stem out from the Faction MOB to any currently owned forts/locals. Player could then escort sent supplies along their routes or, steal them from other factions to cut off supply lines.
- Locations on the Cyro map(mines/farms/lumber mills) would generate(slowly, want player influence more here) and, bank their respective resources, at a pace and size determined by server(30d/7d etc).
Mines = Minerals
Farms = Provisions
Lumber Mills = Wood
Gardens(would need to be added) = Herbs
Textile Mills(^) = Fabric
- Forts would use resources from neighboring locations to make repairs to the walls etc.
- The stronger the resources around a fort, the more NPC soldiers it could house.
- Leaders of guild owned forts could use resources to customize forts in the near future?


Please add any criticism or ideas here! I'm just having fun with this:
Steam: Deanatioonables
[img]<img class="spotlight" alt="" aria-describedby="fbPhotosSnowliftCaption" aria-busy="false" src="https://scontent-dft4-2.xx.fbcdn.net/v/t1.0-9/14925574_1140500276030381_5332818937332738116_n.jpg?oh=7a0fb0f6d1097476d4ae723596da6be5&oe=588B458A">[/img]
  • Anazasi
    Anazasi
    ✭✭✭✭✭
    Think this has been suggested over the last 2 years elsewhere. But remember, the last thing PVP players and guilds want are more PVE content that distracts the players. We need more stuff in PVP yes but not at the cost of depleting the human resource needed to win battles.
  • s_jscorpiorwb17_ESO
    Revamp the keeps would be the main thing on my list, damn they are all so similar & cut/paste it just gets old, atleast GW2 the keeps are very much different with different tactics etc. They design good keeps/castles in the pve areas.
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