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About Cyrodiil

Cekercaro
Cekercaro
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Actually I like TESO PvP, but in my opinion travelling from one location to another in Cyrodiil is too boring, while there are too many places where you can rarely find the other players and as there are also too few npc-s in Cyrodiil , these places seem to be lifeless and bleak.[img][/img]20170408172320_1_800.jpgi.gif
In my opinion, there are 2 ways of solving this problem:
1) I understand that Cyrodiil is a huge PvP-location and adding npc-s can interrupt players' fights. But, probably, it could be a good idea to find locations where there are no usually huge alliance battles and place there some small npc-s like rats, snakes, frogs, etc.
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2) Add some quest objectives in the open-world of Cyrodiil (not only in cities and villages). Cyrodiil has a great potential as a questing location but at the moment most of quests there are boring.
  • Turelus
    Turelus
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    Cyrodiil used to have Deer and Torchbugs, they were removed to improve performance.

    It does seem a little barren at times, however the idea (from my understanding) was that the zones would always have players running around in armies, questing, exploring etc. to make it feel alive.

    However again due to performance issues they lowered the caps for numbers inside and most PvE players don't feel they're rewarded enough. It's become a PvP or GTFO zone.

    There are some NPC's around and not in towns with quests, most just take you to one of the various towns or there is the one to make wine (I think) as well as many unmarked locations you can stop and visit.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Rohamad_Ali
    Rohamad_Ali
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    There are random bandits robbing travelers . Treasue hunters digging up chests . Wandering merchants and more quests have been added since town capture system . The problem is PVP players PVP for castles and mostly do not like questing in Cyrodiil . So adding these does not change those peoples minds to go somewhere else . It becomes a waste of developing time . There are tons of delves , caves and tombs in Cyrodiil . No one goes there except to get a buff .
  • Cekercaro
    Cekercaro
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    There are random bandits robbing travelers . Treasue hunters digging up chests . Wandering merchants and more quests have been added since town capture system . The problem is PVP players PVP for castles and mostly do not like questing in Cyrodiil . So adding these does not change those peoples minds to go somewhere else . It becomes a waste of developing time . There are tons of delves , caves and tombs in Cyrodiil . No one goes there except to get a buff .

    But I hope that if the quests of Cyrodiil would be made more interesting that would make also PvE-players come to Cyrodiil and become involved in PvP too. People, wandering on the roads of Cyrodiil, doing quests, can also be a good solution of the problem, as for me.
  • Cekercaro
    Cekercaro
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    Turelus wrote: »
    Cyrodiil used to have Deer and Torchbugs, they were removed to improve performance.

    It does seem a little barren at times, however the idea (from my understanding) was that the zones would always have players running around in armies, questing, exploring etc. to make it feel alive.

    However again due to performance issues they lowered the caps for numbers inside and most PvE players don't feel they're rewarded enough. It's become a PvP or GTFO zone.

    There are some NPC's around and not in towns with quests, most just take you to one of the various towns or there is the one to make wine (I think) as well as many unmarked locations you can stop and visit.

    I think that the devs could find some seldom-visited by players locations and increase the amount of such npc-s there decreasing it in the other places.
  • Turelus
    Turelus
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    Cekercaro wrote: »
    There are random bandits robbing travelers . Treasue hunters digging up chests . Wandering merchants and more quests have been added since town capture system . The problem is PVP players PVP for castles and mostly do not like questing in Cyrodiil . So adding these does not change those peoples minds to go somewhere else . It becomes a waste of developing time . There are tons of delves , caves and tombs in Cyrodiil . No one goes there except to get a buff .

    But I hope that if the quests of Cyrodiil would be made more interesting that would make also PvE-players come to Cyrodiil and become involved in PvP too. People, wandering on the roads of Cyrodiil, doing quests, can also be a good solution of the problem, as for me.
    Cekercaro wrote: »
    Turelus wrote: »
    Cyrodiil used to have Deer and Torchbugs, they were removed to improve performance.

    It does seem a little barren at times, however the idea (from my understanding) was that the zones would always have players running around in armies, questing, exploring etc. to make it feel alive.

    However again due to performance issues they lowered the caps for numbers inside and most PvE players don't feel they're rewarded enough. It's become a PvP or GTFO zone.

    There are some NPC's around and not in towns with quests, most just take you to one of the various towns or there is the one to make wine (I think) as well as many unmarked locations you can stop and visit.

    I think that the devs could find some seldom-visited by players locations and increase the amount of such npc-s there decreasing it in the other places.
    The problem is most people don't want more players there doing PvP because of the caps.

    No faction wants to be losing out numbered only to find 20 of their slots are used by people running quests and not helping at all in the wars.

    Personally I would love to see a fully open populated PvX zone where everyone can do everything and always be at risk of fighting breaking out, but until ZOS can fix the stability issues and raise the caps to accommodate that I don't believe Cyrodiil benefits from mass PvE content.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • tinythinker
    tinythinker
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    Not gonna take the time for links for everything, but suggestions have been made for things like a few "world bosses" added into some blank areas (group PvE event like dark anchors that could set up PvP ambushes), having some unique crafting stations out in the wild, and having Alliance caravans that act like mobile PvP flags that could be captured or defended.

    None of these or similar ideas have ever received any feeback from the devs.

    Now, with all of the focus on battlegrounds, it's even less likely. Cyro is generally very, very slow to change so it's kind of a "take it or leave it" place.
    Edited by tinythinker on April 16, 2017 3:49PM
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