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Possible Cyrodiil Fix ~ Missions retargetting

Rune_Relic
Rune_Relic
✭✭✭✭✭
Would this fix Cyrodiil ? Can you spot problems ?
My price on this concept successfully restoring Cyrodiil PvP is the removal of RNG crates ;)
@ZOS_BrianWheeler


Group size classification.
  • 1 man group - solo only
  • 4 man group - 2~4 players only.
  • 12 man group ~ 5~12 players only.
  • 24 man group ~ 13~24 players only.
These are in place to stop 40+ man hordes rolling over resources and keeps.
Its in keeping with the 1, 4 and 12 man PvE teams.
See below for application.


Mission boards Limitations.
Missions can not be shared and no faction duplicates.
1 missions per group at any time.
This is to stop 40+ man hordes picking up all missions, sharing them and then wiping the map.
Destroying all 1 man 4 man and 12 man groups in their way.

Scouting + Kill other player Missions (1 man Mission board).
  • These are auto-disabled for all groups.
  • Only solo play enable these missions.

Resource Missions (4 man Mission board).
  • These are auto-disabled for 1, 12, 24 man groups
  • Only 4 man group enable these missions.

Keep missions (12 man Mission Board)
  • These are auto-disabled for 1, 4, 24 man groups
  • Only 12 man group enable these missions.

Battleground missions (24 man Mission Board)
  • These are auto-disabled for 1, 4, 12 man groups
  • Only 24 man group enable these missions.


Flag Conditions.
Total Flags act as an PvP AP / PvE XP mutiplier...but must be maintained & conquered or they are lost.
No winning power buffs are applied to ensure the underdogs have a fair chance to fight back.
Those that want to level up in PvE or PvP fast need a strong PvP presence.
All assets have been converted to different group size content.
eg. A 24 man team wiping out 2x 4 man team at a resource awards nothing and they cant flip a 4 man flag etc.
It is not enough to conquer a new flag every 2 minutes...you MUST defend all of them at all times.
[NB the return to neutral timer duration is negotiable.
But we dont want to jump from flag to flag and back, before the 1st neutral timer runs out.
otherwise we return to a 40+ man train just going around in circles instead of staying put and defending.]

Scouting missions (1 man Mission board).
  • 1 Flag will appear at scouting locations around resource, battleground & keeps.
  • All factions can see these flag positions.
  • Only 1 man group can activate this flag to capture it.
  • Player must defeat 1 or 2 players before activating the flag.
  • If the player has the correct scout mission is 1 player and kills 1 player...they get single AP
  • If the player has the correct scout mission is 1 player and kills 2 player...they get double AP
  • Flag returns neutral after 5 mins without resident faction within zone and can be claimed by any 1man with mission without AP.
  • If you dont defend the flag and fight...you lose it by default.
[This is cyrodiil for new/old players to teach stealth and hopefully encourage 1v1.]

Resource Missions (4 man Mission board).
  • 2 Flags will appear at a resource.
  • All factions can see these flag positions.
  • Only 4 man groups can activate these flags and both must flip to capture.
  • 4 man group must defeat 1 or 2 4man groups before activating the final flag and capturing resource
  • If the group has the correct 4man mission is 4man group and defeated 1x 4man group...they get single AP
  • If the group has the correct 4man mission is 4man group and defeated 2x 4man group...they get double AP
  • Flag returns neutral after 15 mins without resident 4man faction within zone and can be claimed by any 4man with mission without AP.
  • If you dont defend the flag and fight...you lose it by default.
[This is cyrodiil for new/old small groups to teach group strategy and enable small man.]

Keep missions (12 man Mission Board)
  • 4 Flags will appear at a Keep
  • All factions can see these flag positions.
  • Only 12 man groups can activate these flags and all 4 must flip to capture.
  • 12 man group must defeat 1 or 2 12man groups before activating the final flag and capturing keep
  • If the group has the correct 12man mission is 12man group and defeated 1x 12man group...they get single AP
  • If the group has the correct 12man mission is 12man group and defeated 2x 12man group...they get double AP
  • Flag returns neutral after 30 mins without resident 12man faction within zone and can be claimed by any 12man with mission without AP.
  • If you dont defend the flags and fight...you lose it by default.
[This is cyrodiil for experienced groups that will be loading and stacking every conceivable buff/ultimate they can in confined space.]

Battleground missions (24 man Mission Board)
  • 8 cardinal Flags will appear at an open Battleground (to be determined and added..possibly towns/bridges)
  • All factions can see these flag positions.
  • Only 24 man groups can activate these flags and all 8 must flip to capture.
  • 24 man group must defeat 1 or 2 24man groups before activating the final flag and capturing the Strategic Area
  • If the group has the correct 24man mission is 24man group and defeated 1x 24man group...they get single AP
  • If the group has the correct 24man mission is 24man group and defeated 2x 24man group...they get double AP
  • Flag returns neutral after 60 mins without resident 24man faction within zone and can be claimed by any 24man with mission without AP.
  • If you dont defend the flags and fight...you lose it by default.
  • So a 24 man team must be available to fight at all times
[This is cyrodiil for large experienced groups that will be loading and stacking every conceivable buff/ultimate they can in open space.
It would be nice to see battle formations....but I know thats just a pipedream]


AP/XP Regulation.
The single reward and double reward is the same for any size group.
The number of flags held by your factions mutiplies this reward at any time.
The intent is not to enourage 1, 4, 12 or 24 man or show any kind of preference for a preferred play style.
The intent is to encourage all playstyles and that all playstyles need to work together to maximise flags and thus mutual rewards.
1 player will face 1 player.
4 player will face 4 player.
12 player will face 12 player.
24 player will face 24 player.
...so the difficulty is sort of scaled equally anyway.


Possible exploits & Notes
Players in a group hide out of range, so that they cant be defeated and deny the other team AP and flag flipping.
Perhaps a forfeit battlerange around the flag (like dueling) would be a good idea.
Any alliance owned assets need to be removed from their factions missions.
12 man splits into 3x4 man for resources....wont get AP without 4man missions but could still support.
Perhaps changing group size boundaries drops all related missions from all players.


TL;DR
1. Uncontested neutral flags can be captured (mission completion) by the right group size, but with 0 AP (non AP rewards).
2. You can only gain AP by defeating groups of comparable size and capturing that specific group size flag (no PvDoor or 40v1).
3. If you dont defend a flag(s)/asset for reasonable periods of time...it becomes neutral and you lose the flag (No buff campaigns & supply channels must be maintained).
4. The bigger the group content the more flags you can gain for your faction (Presence is rewarded).
5. The more flags your faction possesses at any time...the greater the multiplier for your XP in PvE and AP in PvP
6. NPC Guards do not attack if flags are neutral, but flag flipping is group size and mission locked.
7. Scroll Reward .....left open
8. Mission Reward...should not grant AP as flag flipping (quest completion) can occur without combat. Alternatives left open
9. Gear drops...left open.
Anything that can be exploited will be exploited
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