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Idea's for Cyrodiil Improvements.

Toc de Malsvi
Toc de Malsvi
✭✭✭✭✭
Having spent a rather ridiculous amount of time in Cyrodiil lately I have begun to grow tired of what appears to be a stale combat scene which encourages and propagates zerg-ish behavior. So I have thought up a list of some possible general improvements, not solely directed at zergs.

SEDITION
Emperor Alliance bonus is very strong and the most sought after bonus which in many campaigns is followed by capping the entire map with one color. Sedition would be a stacking debuff acquired after capturing one of the opposing factions home fortifications ie (Blackboot, Bloodmayne, Rayles, Warden, Kingscrest, Farragut). If all the fortifications are owned by one faction the Sedition debuff will negate the Emperor Alliance bonus until some fortifications are taken back. Sedition can only be acquired if your faction has a reigning Emperor and Emperor Alliance bonus.

UPRISING
If at any time an opposing factions home fortifications are being held and are left empty without any players, a timer will start, after 15 minutes if still empty the fortification will go into open rebellion turning grey. The guards will turn on each other attempting to kill each other, while in this state any faction may use doors and entrances to capture the flags and take the fortification.

REBELLION
If the reigning Emperor is absent from the campaign for more than 8 hours, rebellions will erupt randomly throughout the map until 25% of that factions fortifications are in open rebellion. During this time Hero/Traitors can spawn. Rebellions can be squashed by the Emperors alliance by capturing the flags, however every hour if the Emperor has not returned new fortifications will rebel until 25% of fortifications are again in Rebellion. Rebellions will cease occurring if the Emperor returns or if deposed.

HERO/TRAITOR
If a fortification that has gone into Rebellion is also the location of a scroll a HERO or TRAITOR will spawn. Hero's or Traitors are powerful NPC's which believe the Emperor has abandoned them and they either need to protect the scroll themselves or wish to defect. Heroes will take the scroll from the fortification and proceed to a hideout surrounded by their bandits. Traitors will take the scroll will a small band and attempt to walk it to the opposing factions. Both Heroes and Traitors can be killed by any faction.

REINFORCEMENTS
Every 6 hours the reigning Emperor may assign Reinforcements to protect or attack a fortification of their choosing. A regiment of NPC's will spawn and march from the nearest owned fortification to the targeted fortification where they will defend or attack for the next 3 hours. If the target is taken the NPC's will stay and defend that fortification until the 3 hours has been exhausted. Fortifications that are Reinforced CANNOT go into Rebellion.

CAMPS
Throughout Cyrodiil there are a variety of camps guarded by NPC's which may or may not be friendly. I propose adding a few more of these camps and banners at each, no defenses outside of the 1-3 guards that normally reside there. Capturing the banner will net 500 AP and earn some small points towards your factions overall point score for the campaign. If at any time a faction which is opposed to the Emperor captures all of the camps one of the Emperor fortifications will Rebel.

RATIONING
If more than 40 of the same alliance are fighting at the same fortification rationing occurs decreasing AP gain by ten fold. This should discourage massive Zerg balls and encourage players to spread out to fight at more diverse locations.

BORDERS
Between each faction there are less than obvious borders with either gates or bridges, there are 3 points of crossing for each border as it is. Each of these points should gain capture flags on top of the fortifications with guards. Flags can be taken, but only reward AP every 15min. The AP gain scales based on positioning, such that inner cross points reward 1500, middle reward 2500, and outer reward 3500.

I think this would be an improvement to Cyrodiil to make it more interesting and diverse while reducing Zergs.
Edited by Toc de Malsvi on July 23, 2017 9:18PM
Legendary Archer of Valenwood
Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
Templar's are evil..
  • Maikon
    Maikon
    ✭✭✭✭
    Having spent a rather ridiculous amount of time in Cyrodiil lately I have begun to grow tired of what appears to be a stale combat scene which encourages and propagates zerg-ish behavior. So I have thought up a list of some possible general improvements, not solely directed at zergs.

    SEDITION
    Emperor Alliance bonus is very strong and the most sought after bonus which in many campaigns is followed by capping the entire map with one color. Sedition would be a stacking debuff acquired after capturing one of the opposing factions home fortifications ie (Blackboot, Bloodmayne, Rayles, Warden, Kingscrest, Farragut). If all the fortifications are owned by one faction the Sedition debuff will negate the Emperor Alliance bonus until some fortifications are taken back. Sedition can only be acquired if your faction has a reigning Emperor and Emperor Alliance bonus. [/quote]

    No

    UPRISING
    If at any time an opposing factions home fortifications are being held and are left empty without any players, a timer will start, after 15 minutes if still empty the fortification will go into open rebellion turning grey. The guards will turn on each other attempting to kill each other, while in this state any faction may use doors and entrances to capture the flags and take the fortification.
    No

    REBELLION
    If the reigning Emperor is absent from the campaign for more than 8 hours, rebellions will erupt randomly throughout the map until 25% of that factions fortifications are in open rebellion. During this time Hero/Traitors can spawn. Rebellions can be squashed by the Emperors alliance by capturing the flags, however every hour if the Emperor has not returned new fortifications will rebel until 25% of fortifications are again in Rebellion. Rebellions will cease occurring if the Emperor returns or if deposed.

    No

    HERO/TRAITOR
    If a fortification that has gone into Rebellion is also the location of a scroll a HERO or TRAITOR will spawn. Hero's or Traitors are powerful NPC's which believe the Emperor has abandoned them and they either need to protect the scroll themselves or wish to defect. Heroes will take the scroll from the fortification and proceed to a hideout surrounded by their bandits. Traitors will take the scroll will a small band and attempt to walk it to the opposing factions. Both Heroes and Traitors can be killed by any faction.

    No

    REINFORCEMENTS
    Every 6 hours the reigning Emperor may assign Reinforcements to protect or attack a fortification of their choosing. A regiment of NPC's will spawn and march from the nearest owned fortification to the targeted fortification where they will defend or attack for the next 3 hours. If the target is taken the NPC's will stay and defend that fortification until the 3 hours has been exhausted. Fortifications that are Reinforced CANNOT go into Rebellion.

    No

    CAMPS
    Throughout Cyrodiil there are a variety of camps guarded by NPC's which may or may not be friendly. I propose adding a few more of these camps and banners at each, no defenses outside of the 1-3 guards that normally reside there. Capturing the banner will net 500 AP and earn some small points towards your factions overall point score for the campaign. If at any time a faction which is opposed to the Emperor captures all of the camps one of the Emperor fortifications will Rebel.

    Maybe

    RATIONING
    If more than 40 of the same alliance are fighting at the same fortification rationing occurs decreasing AP gain by ten fold. This should discourage massive Zerg balls and encourage players to spread out to fight at more diverse locations.

    Are you *** high?

    BORDERS
    Between each faction there are less than obvious borders with either gates or bridges, there are 3 points of crossing for each border as it is. Each of these points should gain capture flags on top of the fortifications with guards. Flags can be taken, but only reward AP every 15min. The AP gain scales based on positioning, such that inner cross points reward 1500, middle reward 2500, and outer reward 3500.

    Maybe

    I think this would be an improvement to Cyrodiil to make it more interesting and diverse while reducing Zergs.

    Edited by Maikon on July 23, 2017 9:25PM
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    @Maikon
    Thank you for the response.

    It seems clear you do not wish any changes to the Emperor powers or buffs. As far as rationing is your concern with scaling? Or do you prefer Zergs and don't want any negatives towards massive group balls?
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Maikon
    Maikon
    ✭✭✭✭
    Having spent a rather ridiculous amount of time in Cyrodiil lately I have begun to grow tired of what appears to be a stale combat scene which encourages and propagates zerg-ish behavior. So I have thought up a list of some possible general improvements, not solely directed at zergs.

    SEDITION
    Emperor Alliance bonus is very strong and the most sought after bonus which in many campaigns is followed by capping the entire map with one color. Sedition would be a stacking debuff acquired after capturing one of the opposing factions home fortifications ie (Blackboot, Bloodmayne, Rayles, Warden, Kingscrest, Farragut). If all the fortifications are owned by one faction the Sedition debuff will negate the Emperor Alliance bonus until some fortifications are taken back. Sedition can only be acquired if your faction has a reigning Emperor and Emperor Alliance bonus.

    The only reason most push for emp is the buff since it's the only benefit the faction gets. The buff itself really isan't that strong unless you're a tank build with a lot of hp.

    UPRISING
    If at any time an opposing factions home fortifications are being held and are left empty without any players, a timer will start, after 15 minutes if still empty the fortification will go into open rebellion turning grey. The guards will turn on each other attempting to kill each other, while in this state any faction may use doors and entrances to capture the flags and take the fortification.

    I can just see this making tri-keep/gate farming much worse then it already is.

    REBELLION
    If the reigning Emperor is absent from the campaign for more than 8 hours, rebellions will erupt randomly throughout the map until 25% of that factions fortifications are in open rebellion. During this time Hero/Traitors can spawn. Rebellions can be squashed by the Emperors alliance by capturing the flags, however every hour if the Emperor has not returned new fortifications will rebel until 25% of fortifications are again in Rebellion. Rebellions will cease occurring if the Emperor returns or if deposed.

    Unless you have no life like DK Daniel, most of us have jobs and stuff, so this would just hurt the emp faction.

    HERO/TRAITOR
    If a fortification that has gone into Rebellion is also the location of a scroll a HERO or TRAITOR will spawn. Hero's or Traitors are powerful NPC's which believe the Emperor has abandoned them and they either need to protect the scroll themselves or wish to defect. Heroes will take the scroll from the fortification and proceed to a hideout surrounded by their bandits. Traitors will take the scroll will a small band and attempt to walk it to the opposing factions. Both Heroes and Traitors can be killed by any faction.

    You can't just have npc's take your own scrolls from the temples, I don't even think ZOS would be able to program that.

    REINFORCEMENTS
    Every 6 hours the reigning Emperor may assign Reinforcements to protect or attack a fortification of their choosing. A regiment of NPC's will spawn and march from the nearest owned fortification to the targeted fortification where they will defend or attack for the next 3 hours. If the target is taken the NPC's will stay and defend that fortification until the 3 hours has been exhausted. Fortifications that are Reinforced CANNOT go into Rebellion.

    Actually, this doesn't sound that bad, but this would just enable certain people to zerg even harder then they do now to keep emp status.

    CAMPS
    Throughout Cyrodiil there are a variety of camps guarded by NPC's which may or may not be friendly. I propose adding a few more of these camps and banners at each, no defenses outside of the 1-3 guards that normally reside there. Capturing the banner will net 500 AP and earn some small points towards your factions overall point score for the campaign. If at any time a faction which is opposed to the Emperor captures all of the camps one of the Emperor fortifications will Rebel.

    This really benefits no one but gankers.

    RATIONING
    If more than 40 of the same alliance are fighting at the same fortification rationing occurs decreasing AP gain by ten fold. This should discourage massive Zerg balls and encourage players to spread out to fight at more diverse locations.

    Ohh hell no, if you do this no one will want do an emp/de-emp push where there is a *** ton of people. This would make those hour long fights worthless.

    BORDERS
    Between each faction there are less than obvious borders with either gates or bridges, there are 3 points of crossing for each border as it is. Each of these points should gain capture flags on top of the fortifications with guards. Flags can be taken, but only reward AP every 15min. The AP gain scales based on positioning, such that inner cross points reward 1500, middle reward 2500, and outer reward 3500.

    I wouldn't mind this, making gates and bridges actually worth ap, especially since people just love to fight on alessia bridge.

    I think this would be an improvement to Cyrodiil to make it more interesting and diverse while reducing Zergs.

  • Maikon
    Maikon
    ✭✭✭✭
    @Maikon
    Thank you for the response.

    It seems clear you do not wish any changes to the Emperor powers or buffs. As far as rationing is your concern with scaling? Or do you prefer Zergs and don't want any negatives towards massive group balls?

    And no, I *** hate zergball scrubs, I run in small groups.
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    @Maikon
    Thanks again for the responses.

    Uprising on its own would make gate farming worse. However with Sedition as an actual debuff and rebellion if emp leaves I think it would effectively counter gate farming.

    Camps shouldnt be definitively advantageous for gankers outside of spreading players out. Anything outside of a coordinated group or Zerg is advantageous for gankers though, so that would have to be addressed within base game play.

    Temple scrolls wouldn't be at risk because they are not in fortifications. Fortifications being(keeps, castles, forts).

    I can see how rationing may make it harder to push emp. However I think it's still a positive gain, although scaling could be adjusted to say more than 60 players on attack and more than 50 on defense. Where players will eventually have to choose whether emperor is more important than AP gain.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Serjustin19
    Serjustin19
    ✭✭✭✭✭
    Having spent a rather ridiculous amount of time in Cyrodiil lately I have begun to grow tired of what appears to be a stale combat scene which encourages and propagates zerg-ish behavior. So I have thought up a list of some possible general improvements, not solely directed at zergs.

    SEDITION
    Emperor Alliance bonus is very strong and the most sought after bonus which in many campaigns is followed by capping the entire map with one color. Sedition would be a stacking debuff acquired after capturing one of the opposing factions home fortifications ie (Blackboot, Bloodmayne, Rayles, Warden, Kingscrest, Farragut). If all the fortifications are owned by one faction the Sedition debuff will negate the Emperor Alliance bonus until some fortifications are taken back. Sedition can only be acquired if your faction has a reigning Emperor and Emperor Alliance bonus.

    UPRISING
    If at any time an opposing factions home fortifications are being held and are left empty without any players, a timer will start, after 15 minutes if still empty the fortification will go into open rebellion turning grey. The guards will turn on each other attempting to kill each other, while in this state any faction may use doors and entrances to capture the flags and take the fortification.

    REBELLION
    If the reigning Emperor is absent from the campaign for more than 8 hours, rebellions will erupt randomly throughout the map until 25% of that factions fortifications are in open rebellion. During this time Hero/Traitors can spawn. Rebellions can be squashed by the Emperors alliance by capturing the flags, however every hour if the Emperor has not returned new fortifications will rebel until 25% of fortifications are again in Rebellion. Rebellions will cease occurring if the Emperor returns or if deposed.

    HERO/TRAITOR
    If a fortification that has gone into Rebellion is also the location of a scroll a HERO or TRAITOR will spawn. Hero's or Traitors are powerful NPC's which believe the Emperor has abandoned them and they either need to protect the scroll themselves or wish to defect. Heroes will take the scroll from the fortification and proceed to a hideout surrounded by their bandits. Traitors will take the scroll will a small band and attempt to walk it to the opposing factions. Both Heroes and Traitors can be killed by any faction.

    REINFORCEMENTS
    Every 6 hours the reigning Emperor may assign Reinforcements to protect or attack a fortification of their choosing. A regiment of NPC's will spawn and march from the nearest owned fortification to the targeted fortification where they will defend or attack for the next 3 hours. If the target is taken the NPC's will stay and defend that fortification until the 3 hours has been exhausted. Fortifications that are Reinforced CANNOT go into Rebellion.

    CAMPS
    Throughout Cyrodiil there are a variety of camps guarded by NPC's which may or may not be friendly. I propose adding a few more of these camps and banners at each, no defenses outside of the 1-3 guards that normally reside there. Capturing the banner will net 500 AP and earn some small points towards your factions overall point score for the campaign. If at any time a faction which is opposed to the Emperor captures all of the camps one of the Emperor fortifications will Rebel.

    RATIONING
    If more than 40 of the same alliance are fighting at the same fortification rationing occurs decreasing AP gain by ten fold. This should discourage massive Zerg balls and encourage players to spread out to fight at more diverse locations.

    BORDERS
    Between each faction there are less than obvious borders with either gates or bridges, there are 3 points of crossing for each border as it is. Each of these points should gain capture flags on top of the fortifications with guards. Flags can be taken, but only reward AP every 15min. The AP gain scales based on positioning, such that inner cross points reward 1500, middle reward 2500, and outer reward 3500.

    I think this would be an improvement to Cyrodiil to make it more interesting and diverse while reducing Zergs.


    SEDITION:

    Maybe: It is true that Emperor Alliance bonus is very strong, as well as low population bonus (if I remember correctly) If we still have low population bonus. However low population bonus will counteract the Emperor bonus. But very rarely. But since we are talking about Emperor Alliance bonus. I was giving an example with low level bonus counteract.

    One thing I will have to disagree but same time agree, is that Yes and No for Emperor Alliance Bonus being well sought after. Sure others really love to have the Emperor Alliance Bonus, while others like myself don't sought after for Emperor Alliance Bonus.

    At the same time I'm happy for the alliances who did try there all to get special bonus. The way for keep defuff I agree with you as well. It might help the low aand struggle Alliance to hopefully turn the tide of war. But will it work? I'm very uncertain but we all could try.


    UPRISING:

    No: Even though the thought of a Keep mutiny would of been awesome at first and ingenious idea which unsure why it wasn't implanted in before. But as of right now, I'm so glad it's not implanted. In which case there will be so many empty keeps, so many keep turning, even with 15 minute timer. But at same time I very like your idea though.


    REBELLION:

    Yes: Eventhough most of Emperors and or Empresses's would only want the title for just the achievement. Most of the time, they have to go work and or sleep. Alas so many from the current alliance whom got Emperor and or Empress, would ponder and continue to ask where are they at? So I fully 100% agree.

    HERO/TRAITOR

    Yes and no: Yes with the Heroes ( the same applies as written above in Rebellion) No for the Traitors stealing Scrolls. Traitor's however should be like Heroes but Traitor's should be less powerful and be Mercenary's instead. I don't think it good idea with Traitors taking Scrolls to enemy, no offense.

    Traitors on the other hand should be more become a spy instead, Sure there are so many reports of alliances spying on each other, which I wish others will stop accusing people of spying. It's completely nonsense, no offense. However good use for Traitor npc's to become a spy though. But only if the Spy (Traitor) will also give false information as well.

    It will make things more interesting and make your alliance more efficient to play with, while the Spy (Traitor) you can blame and do all the dirty work for enemy faction. I know it's kinda wrong idea for your hero and Traitor OP. But we must speak our mind to make greater things to come.

    CAMPS:

    Maybe: It almost sounds like it's a buff, with a nerf incoming no offense. I wholeheartedly do like an idea for NPC camps to be of some use, especially the low AP. But more than likely I'm worried others will abuse it, since it's more easier to take. Even though it lets in small AP. But good chance it might be more AP grind which be easier to draw other alliances.I like the Rebel part as well.

    RATIONING:

    No. I would have to agree with @Maikon By far this would be the bad idea. But to be fair again this is a good idea of what you wrote OP. However People and People with Other People. (Also Known As Zergs, All 3 alliances do it;we are all guilty including myself If I must partake in it)

    ZOS already tried to make groups have less AP, even more with 24 raid group, also with something else, besides the Outposts and Keeps and Resources. It don't matter if we are in zerg or not. Majority of us don't care about AP gain (least I don't) Zergs would always be a thing, no matter what ZOS throws at us.

    It's not going to stop Zergs. However majority of others in being a zerg is 1. To be with friends, 2. To be with Guild Members, 3. To have fun, 4. To punish a certain Alliance and so forth. But if we must loose more AP, then so be it.

    It will just create more zergs no matter what. However to counteract a zerg, we must be punished and loose our Alliance Points directly from our inventory instead, as well as get rewarded for not being in a Zerg and be like as good behavior until we get punished again by loosing our very own AP directly from our inventory.

    Granted it would be kinda like ZOS is forcing us for good and punish us for bad behavior. It could fail and huge loss for Cyrodiil and even the very whole game itself, when so many PvPer's leave due to punishing us. But granted, it might also make Cyrodiil better when others learn to spread out and don't zerg in one spot. At the same time, We don't care about less ap, unless the punishment stated above, then we would care. Least it's what I honestly believe. I could be wrong.


    BORDER:

    Yes, to some degree: I must say Border idea is much better idea then Camps, no offense OP. In fact Borders might work better in fact. At same time my issue is with AP grinding, (as stated in Camps) Even though Boder would be highly fortified. But still would be a zerg. Sure AP gain is every 15 minutes. But for those zergs to just wait out until every 15 minutes, That would be the question. Should we wait or not? I like your new idea way more OP.
    Formerly Serjustin19, Save for Forum Of Course.... Fiery_Darkness (PC NA) currently.
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    @Serjustin19
    Thank you for your responses.

    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Serjustin19
    Serjustin19
    ✭✭✭✭✭
    @Serjustin19
    Thank you for your responses.

    No, I must say thank you for the wonderful post that you have written, your welcome also. But the majority of credit goes to you and others whom are trying to save Cyrodiil and the very love we share for Cyrodiil.

    Without you and or others, Cyrodiil would've been dead long time ago. However ZOS can gather some ideas and might implement these very ideas later on.

    Some say Cyrodiil is dead, but I have to say no with lesser extent. It true Cyrodiil may be dying, but Cyrodiil is definitely not dead. If we all could gather we could make Cyrodiil more interesting and more fun.

    Even if with these new changes stated above could help Cyrodiil gets it's formal glory back. We however need to be listened to, however I do like this new PvP Event. But many thanks OP and others as well.
    Formerly Serjustin19, Save for Forum Of Course.... Fiery_Darkness (PC NA) currently.
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