Publius_Scipio wrote: »Also a trojan horse, but because eso, a trojan guar. Dracarys would take Ales but Scipio would send them the trojan guar as a "gift" for their victory. Sneaky Tommy Pickles would foolishly take it into Ales and shower himself with praise for jumping Scipio and killing him with four of his sidekicks. As Dracarys sleeps from drunkenness after their victory party and "adult fun" with khajiit and argonians, Scipio and twelve COVENANT commandos will emerge from the trojan guar and kill them all as they sleep.
Izanagi.Xiiib16_ESO wrote: »Publius_Scipio wrote: »Also a trojan horse, but because eso, a trojan guar. Dracarys would take Ales but Scipio would send them the trojan guar as a "gift" for their victory. Sneaky Tommy Pickles would foolishly take it into Ales and shower himself with praise for jumping Scipio and killing him with four of his sidekicks. As Dracarys sleeps from drunkenness after their victory party and "adult fun" with khajiit and argonians, Scipio and twelve COVENANT commandos will emerge from the trojan guar and kill them all as they sleep.
Also anything new for Cyro to make something interesting even if its only a week long event is always ok for me.
We just need randomized spawn points, a smaller map size, and no complex doors/pve walls.
We just need randomized spawn points, a smaller map size, and no complex doors/pve walls.
Oooohh man... @Minno this is a phenomenal idea. Why not put random spawn points in the Ayleid ruins!? With the spawns being random, it would be infeasible for large groups to portal to enemy backlines but it would empower solo players to have options on a map dominated by enemy factions.
Think about it... If DC owns the map they can already freely port to different regions using the keeps (obviously a massive advantage), but if AD is pushed all the way to the gates, they can avoid a 20 minute horse ride (a massive disadvantage) if they want to port to random ruin near a random keep and cut transit with resource captures. I know Sotha Sil could use this kind of relief from it's current night cap scourge.
Izanagi.Xiiib16_ESO wrote: »Publius_Scipio wrote: »Also a trojan horse, but because eso, a trojan guar. Dracarys would take Ales but Scipio would send them the trojan guar as a "gift" for their victory. Sneaky Tommy Pickles would foolishly take it into Ales and shower himself with praise for jumping Scipio and killing him with four of his sidekicks. As Dracarys sleeps from drunkenness after their victory party and "adult fun" with khajiit and argonians, Scipio and twelve COVENANT commandos will emerge from the trojan guar and kill them all as they sleep.
Also anything new for Cyro to make something interesting even if its only a week long event is always ok for me.
Izanagi.Xiiib16_ESO wrote: »We just need randomized spawn points, a smaller map size, and no complex doors/pve walls.
Oooohh man... @Minno this is a phenomenal idea. Why not put random spawn points in the Ayleid ruins!? With the spawns being random, it would be infeasible for large groups to portal to enemy backlines but it would empower solo players to have options on a map dominated by enemy factions.
Think about it... If DC owns the map they can already freely port to different regions using the keeps (obviously a massive advantage), but if AD is pushed all the way to the gates, they can avoid a 20 minute horse ride (a massive disadvantage) if they want to port to random ruin near a random keep and cut transit with resource captures. I know Sotha Sil could use this kind of relief from it's current night cap scourge.
Or just bring back camps without respawn ranges and spread the fight out across the map again like in the old days.
Izanagi.Xiiib16_ESO wrote: »We just need randomized spawn points, a smaller map size, and no complex doors/pve walls.
Oooohh man... @Minno this is a phenomenal idea. Why not put random spawn points in the Ayleid ruins!? With the spawns being random, it would be infeasible for large groups to portal to enemy backlines but it would empower solo players to have options on a map dominated by enemy factions.
Think about it... If DC owns the map they can already freely port to different regions using the keeps (obviously a massive advantage), but if AD is pushed all the way to the gates, they can avoid a 20 minute horse ride (a massive disadvantage) if they want to port to random ruin near a random keep and cut transit with resource captures. I know Sotha Sil could use this kind of relief from it's current night cap scourge.
Or just bring back camps without respawn ranges and spread the fight out across the map again like in the old days.
No way, those were nerfed for good reason.
Izanagi.Xiiib16_ESO wrote: »We just need randomized spawn points, a smaller map size, and no complex doors/pve walls.
Oooohh man... @Minno this is a phenomenal idea. Why not put random spawn points in the Ayleid ruins!? With the spawns being random, it would be infeasible for large groups to portal to enemy backlines but it would empower solo players to have options on a map dominated by enemy factions.
Think about it... If DC owns the map they can already freely port to different regions using the keeps (obviously a massive advantage), but if AD is pushed all the way to the gates, they can avoid a 20 minute horse ride (a massive disadvantage) if they want to port to random ruin near a random keep and cut transit with resource captures. I know Sotha Sil could use this kind of relief from it's current night cap scourge.
Or just bring back camps without respawn ranges and spread the fight out across the map again like in the old days.
Izanagi.Xiiib16_ESO wrote: »We just need randomized spawn points, a smaller map size, and no complex doors/pve walls.
Oooohh man... @Minno this is a phenomenal idea. Why not put random spawn points in the Ayleid ruins!? With the spawns being random, it would be infeasible for large groups to portal to enemy backlines but it would empower solo players to have options on a map dominated by enemy factions.
Think about it... If DC owns the map they can already freely port to different regions using the keeps (obviously a massive advantage), but if AD is pushed all the way to the gates, they can avoid a 20 minute horse ride (a massive disadvantage) if they want to port to random ruin near a random keep and cut transit with resource captures. I know Sotha Sil could use this kind of relief from it's current night cap scourge.
Or just bring back camps without respawn ranges and spread the fight out across the map again like in the old days.
Thing is...in the old days, a larger army could never lose a battle because people who died a PVE death across the map could blood port to the biggest fight (think emp keep) and mob it in waves that never ended, as long as a FC was up.
It was actually a very salty subject, and a popular change.
Izanagi.Xiiib16_ESO wrote: »We just need randomized spawn points, a smaller map size, and no complex doors/pve walls.
Oooohh man... @Minno this is a phenomenal idea. Why not put random spawn points in the Ayleid ruins!? With the spawns being random, it would be infeasible for large groups to portal to enemy backlines but it would empower solo players to have options on a map dominated by enemy factions.
Think about it... If DC owns the map they can already freely port to different regions using the keeps (obviously a massive advantage), but if AD is pushed all the way to the gates, they can avoid a 20 minute horse ride (a massive disadvantage) if they want to port to random ruin near a random keep and cut transit with resource captures. I know Sotha Sil could use this kind of relief from it's current night cap scourge.
Or just bring back camps without respawn ranges and spread the fight out across the map again like in the old days.
Thing is...in the old days, a larger army could never lose a battle because people who died a PVE death across the map could blood port to the biggest fight (think emp keep) and mob it in waves that never ended, as long as a FC was up.
It was actually a very salty subject, and a popular change.
Hence why the game should randomize spawn points to bring the fights all over the map while avoiding giving groups/players abusive ways to avoid the design intent of PvP.
But I'll say it again, this will only work if we had a smaller map size and interesting capture points or interesting places to fight (there is a reason chal/Alessia bridge are the most fought places; both have great places to PvP and are close to rez points.)
Izanagi.Xiiib16_ESO wrote: »We just need randomized spawn points, a smaller map size, and no complex doors/pve walls.
Oooohh man... @Minno this is a phenomenal idea. Why not put random spawn points in the Ayleid ruins!? With the spawns being random, it would be infeasible for large groups to portal to enemy backlines but it would empower solo players to have options on a map dominated by enemy factions.
Think about it... If DC owns the map they can already freely port to different regions using the keeps (obviously a massive advantage), but if AD is pushed all the way to the gates, they can avoid a 20 minute horse ride (a massive disadvantage) if they want to port to random ruin near a random keep and cut transit with resource captures. I know Sotha Sil could use this kind of relief from it's current night cap scourge.
Or just bring back camps without respawn ranges and spread the fight out across the map again like in the old days.
Thing is...in the old days, a larger army could never lose a battle because people who died a PVE death across the map could blood port to the biggest fight (think emp keep) and mob it in waves that never ended, as long as a FC was up.
It was actually a very salty subject, and a popular change.
Hence why the game should randomize spawn points to bring the fights all over the map while avoiding giving groups/players abusive ways to avoid the design intent of PvP.
But I'll say it again, this will only work if we had a smaller map size and interesting capture points or interesting places to fight (there is a reason chal/Alessia bridge are the most fought places; both have great places to PvP and are close to rez points.)
They aren't gonna change the size of Cyrodiil, man.
This is just an idea I was tossing around, while reading some other threads pertaining to PvP depth and balance. I thought I would throw it out there, and maybe the kind ZOS community folks could put it in the suggestion basket.
Cyrodiil is littered with Ayleid ruins, that are largely irrelevant to PvP. My suggestion is this:
1. Make these ruins able to reflect Alliance ownership
2. Give each a Varla stone interactible, that can be "attuned" or some such nonsense, granting ownership of that ruin.
3. When your alliance has no fewer than 3 ruins attuned, your faction will gain a buff effect, "LORE OF THE OLD ONES" .
LORE OF THE OLD ONES
While near an allied keep, become immune to weapon poison effects.
Leave the vicinity of an allied keep, lose the buff. Hold less than three stones simultaneously, lose the buff. This means:
1. There is value in smaller groups spreading out and guarding these ruins, because you need multiple sites at the same time.
2. The power of weapon poisons is such that this minigame might be compelling to people as a form of counterplay against them.
3. Per #2 above, an outnumbered faction could gain a powerful defensive tool to defend map objectives. To negate this, more powerful armies will need to SPREAD OUT to capture the ruins.
4. More objectives is more of the map being actively used for open-field type battles.
Thoughts?
@ZOS_GinaBruno , @ZOS_BrianWheeler