God_flakes wrote: »The bridge maintenance crew needs to go on strike, like the carpenters did. Let it crumble into the river.
What we need is better incentives to go to the areas between :
- Warden and Dragon
- Kingscrest and Dragon
- Rayles and Brindle
- Black-boot and Brindle
- Drakelowe and Bloodmayne
- Drakelowe and Farragut
That huge part of land is barely used unless the respective faction own nothing but the tri-home keeps. Like Fengrush discussed during his last rent, the towns didn't bring this incentive. Adding flags, a respawn point and gear vendors is fun and welcome but we needed alot more than that to actually bring some action around those locations and convince people to leave the dear Alessia bridge that create huge performance issues at primetime during the weekend.
a large portion of yellow and reds are constantly locked in a death-struggle for the alessia bridge.
I propose we get 2 more rivers flowing into IC. Create the same bridge-fight between yellow and blue. the same bridge fight between blue and red.
BALANCE THE GEOGRAPHY.
This will fix the lag.
americansteel wrote: »a large portion of yellow and reds are constantly locked in a death-struggle for the alessia bridge.
I propose we get 2 more rivers flowing into IC. Create the same bridge-fight between yellow and blue. the same bridge fight between blue and red.
BALANCE THE GEOGRAPHY.
This will fix the lag.
in the 2nd ERA there are no rivers just 1 to IC.
well designed i give credit to the devs who created this, as intended works fine.
its not that hard to go around the bridge.
a large portion of yellow and reds are constantly locked in a death-struggle for the alessia bridge.
I propose we get 2 more rivers flowing into IC. Create the same bridge-fight between yellow and blue. the same bridge fight between blue and red.
BALANCE THE GEOGRAPHY.
This will fix the lag.
a large portion of yellow and reds are constantly locked in a death-struggle for the alessia bridge.
I propose we get 2 more rivers flowing into IC. Create the same bridge-fight between yellow and blue. the same bridge fight between blue and red.
BALANCE THE GEOGRAPHY.
This will fix the lag.
You know why people are fighting at the bridge? It's not because it's a bridge. It's because it's the closest intersecting point between two keeps (Alessia and sejanus). People can get to a battle without playing horse simulator online or pvp wall. People want to fight each other. Sieging walls or running horse back gets old after two years. That's why you see the same type of battles between nickel and roe. Or the wall between Chalman and bleakers. Or the wall between ash and nikel. Zos needs to get a clue and understand people want to fight and get to battles quickly. But Zos can't because they want to spread people out and make it harder for people to get to battles, due to y
Their inability to fix the lag.
Greenwood1900 wrote: »ZOS should see that their attempt to create an open world PvP is failing both Cyrodiil and Imperial City.
Greenwood1900 wrote: »ZOS should see that their attempt to create an open world PvP is failing both Cyrodiil and Imperial City.
that's a bit of a hyperbole... I think this is the best openworld PvP game currently... Balance isn't even that bad. But... We do have an undeniable problem with the bridge, tho.
BALANCE THE GEOGRAPHY.
Greenwood1900 wrote: »Greenwood1900 wrote: »ZOS should see that their attempt to create an open world PvP is failing both Cyrodiil and Imperial City.
that's a bit of a hyperbole... I think this is the best openworld PvP game currently... Balance isn't even that bad. But... We do have an undeniable problem with the bridge, tho.
BALANCE THE GEOGRAPHY.
I wasn't talking about balance.
If you have such a massive terrain but 90% of the population always fights in the same two or three spots, they it is failing at the "open world" part.
Greenwood1900 wrote: »Greenwood1900 wrote: »ZOS should see that their attempt to create an open world PvP is failing both Cyrodiil and Imperial City.
that's a bit of a hyperbole... I think this is the best openworld PvP game currently... Balance isn't even that bad. But... We do have an undeniable problem with the bridge, tho.
BALANCE THE GEOGRAPHY.
I wasn't talking about balance.
If you have such a massive terrain but 90% of the population always fights in the same two or three spots, they it is failing at the "open world" part.
we create more hotspots/chokepoints... And also we need some reasons to disperse... But we still want the chokes and hotspots so we can just go for some mindless fighting.
I understand your gripe, but it really doesn't have any baring on the OP.
Balance the Geography.