Hello fellow PvP'ers/ESO players,
I have thought about this for a while now and I would really love to see changes to Cyrodiil to make PvP more interesting, and try and make all parts of Cyrodiil important in some way. I think it adresses issues like zerging and fights only really happening around the Emperor-keeps, but of course I would like to hear your thoughts as I certainly have overlooked some things.
First off; in my opinion I would love to see Imperial City (IC) integrated into Cyrodiil to make it as significant as it should be, thus this scenario is based on that as well. I'll start with explaining Cyrodiil and after that how IC can be integrated.
Cyrodiil (map is below the text for reference):
• Cyrodiil can be considered to more or less be divided into three sections per Alliance; the central ring around IC (2 keeps and 1 outpost per Alliance), the section closest to that Alliance’s respective home territories (3 keeps and 1 town) and the outskirts where the least battles take place at the moment (1 keep and 1 town).
• Central section holds 2 keeps and 1 outpost, when the two keeps are in control of your Alliance the bridge to IC opens for your Alliance (more details in the IC section). Controlling the outpost will give your Alliance guards at the chokepoints in the central ring, on the side facing away from the outpost (e.g. when you control Sejanus Outpost, guards of your Alliance will spawn on the side of the bridge facing towards Castle Alessia). Other chokepoints will never be defended, thus creating more incentive to go through those, especially for smaller groups.
• The section closest to the Alliance’s respective home territories hold 3 keeps and 1 town (Cheydinhal in EP, Chorrol in DC and Bravil in AD (should be added in this case)), holding the keeps remains the same as it currently is, however, the towns are given a role as well. These towns should have the same flag-system as Cropsford, Bruma and Vlastarus have, but in my opinion with more guards (it is closer to the home territory so…). When your Alliance holds your respective town you gain a defensive bonus to keeps in your Alliance’s territory (all keeps are for EP, all castles are for AD and all forts are for DC), for example an increase of 30% health to walls and gates and possibly more guards.
• The outskirts hold 1 keep and 1 town per Alliance, being Cropsford for EP, Bruma for DC and Vlastarus for AD. Controlling the towns by capturing the three flags like it is now, should give your Alliance an offensive bonus to siege weapons against buildings (ONLY BUILDINGS), no matter where you use them, for example a 20% increase in damage against buildings. This way, whenever you hold your own outskirt town, you do more damage against other Alliance’s buildings, which is extremely convenient when you enter their territory and they have control of their home territory town, in this case your damage will almost compensate for their increased resistance. There are no guards in these towns, except for when you control the nearby keep (Drakelow for Cropsford/EP, Dragonclaw for Bruma/DC and Brindle for Vlastarus/AD), then there should be a lot (I have no idea of exact numbers). Keep the special gear vendors here as well, or maybe divide them to give the towns closest to the home territory some as well. This creates double incentives for the towns; bonusses to your effectiveness in Cyrodiil and special gear.
I decided to keep the offensive bonus lower than the defensive bonus because I think it makes it easier for Alliances that are outnumbered, but feel free to offer other sugestions!
All other bonusses concerning keeps and scrolls and the mechanism for the scroll gates, etc. can remain the same.
Here is a map of Cyrodiil showing schematically what is written above:
Imperial City:
• Integrate IC into Cyrodiil.
• The allowed amount of players in IC (+sewers) should be a percentage of the overall population cap of the Alliance, for example 10 or 20%.
• The top player of the Alliance that controls IC will be crowned Emperor, instead of controlling the six keeps around the IC (sounds more logical to me).To control IC all 6 districts must be in control of your Alliance.
• Each district in IC now has 3 flags, controlling the flag closest to the WGT gives you control of that district (the flag that already exists at this moment). Controlling the other two flags gives your Alliance a defensive bonus in that specific district (e.g. 3% more damage mitigation, thus 1 flag gives 1,5%).
• IC is accessible through the three bridges that are unlocked by capturing the two keeps near them (e.g. to get to IC from the EP area you must control Chalman Keep and Blue Road Keep). Losing both keeps will lock the bridge for your Alliance. Your way out will be through the Sewers (explained below) or other bridges in control of your Alliance.
• IC Sewers is a hard one, and other solutions are really welcome:
• Option 1: the IC Sewer entrances remain and still port the player to the Sewer Base of that Alliance, but inside the Base the ladders up to the IC surface are removed. The Sewers still remain infested with Daedra and if players want to get to the surface they need to traverse the Sewers and climb the corresponding ladders to enter the desired district. This would create the incentvie to really play the sewers, but actually only the part closest to your Alliance Base; therefore I came up with option two.
• Option 2: the IC Sewer entrances remain and still port the player to the Sewer Base of that Alliance, but now the Alliances do not have a specific base, but on which side of the sewers you enter depends on which entrance on the Cyrodiil mainland you take (e.g. if you take the entrance near Fort Ash you enter the now DC district, if you take the entrance near Chalman Keep you enter the now EP district and if you take the entrance near Castle Alessia you enter the now AD district. This would create the incentive to really play the sewers as well but makes you have to chose carefully which entrance you take. In this case which exit you need to take is dependent on where you want to come out on the mainland.
• Option 3: let the IC Sewers and the Sewer ladders to the IC surface remain the same, but make it so that there is a shady guy near the Sewer entrances on the Cyrodiil mainland where you can buy your way in like with human trafficking (e.g. 25.000 AP/10.000 Gold).
I think all three options favor small-scale PvP, what is exactly what the sewers need in my opinion. Small groups who can enter the IC without being seen so to speak. The same goes for IC, that is where to percentage-based population cap is for.
Here is a map of IC showing where the flags are currently (grey) and where the other two per district should be (green):
I know this means a lot of changes and probably won't happen, but maybe at least some ideas can help to improve Cyrodiil, IC and PvP.
Because that is what I'm aiming for and hopefully I'm thinking in the right direction!