That will be difficult because housing is mostly done in a separate server instance for the player (and his/her group). Cyrodiil is a big instance where the keeps exists in the same instance and can't be customized separately like houses do.
What ZOS can do is to create new traps and sell them through the vendors. Then you can put them where you like. However, upon keep flip all those traps within the keep interior should be destroyed automatically (including the oil traps and siege that for some reason they still lie around and need to be either left until they expire or be destroyed manually)
Improvements I'd like to see are:
- Hitting a postern house counts to knocking the wall down so new players don't get yelled at for shooting side doors.
- Guards to have half a brain and notice a wall is being sieged as they walk past it.
- When a keep upgrades the current wall HP increases according to the percentage so a recently upgraded keep isn't stuck with 68% walls which only recently were 100%
- A keep is only flagged at a fixed HP value and not 50% so defenders have time to react and port there
- Defensive sentry mission. If you visit all 4 corner towers of an unflagged keep you should get rewarded for being a team player and checking for enemy activity.
- The Destro Ult that sticks to the player should put a stacking uncleansable 20% slow on friendly players in the radius so ball groups can root themselves and just die already.
Improvements I'd like to see are:
- Hitting a postern house counts to knocking the wall down so new players don't get yelled at for shooting side doors.
- Guards to have half a brain and notice a wall is being sieged as they walk past it.
- When a keep upgrades the current wall HP increases according to the percentage so a recently upgraded keep isn't stuck with 68% walls which only recently were 100%
- A keep is only flagged at a fixed HP value and not 50% so defenders have time to react and port there
- Defensive sentry mission. If you visit all 4 corner towers of an unflagged keep you should get rewarded for being a team player and checking for enemy activity.
- The Destro Ult that sticks to the player should put a stacking uncleansable 20% slow on friendly players in the radius so ball groups can root themselves and just die already.
nice, go make your own thread rather than hijack mine.
Improvements I'd like to see are:
- A keep is only flagged at a fixed HP value and not 50% so defenders have time to react and port there
- Defensive sentry mission. If you visit all 4 corner towers of an unflagged keep you should get rewarded for being a team player and checking for enemy activity.
Takes-No-Prisoner wrote: »Improvements I'd like to see are:
- A keep is only flagged at a fixed HP value and not 50% so defenders have time to react and port there
- Defensive sentry mission. If you visit all 4 corner towers of an unflagged keep you should get rewarded for being a team player and checking for enemy activity.
I like these 2 suggestions a lot. We do need repeat able missions for resources that doesn't send me to the other side of the map all the time. I understand the scout report, but what if we had a repeatable where I defend a resource at a home keep a couple of times? That would promote players to fight in small scale areas like resources a little more.
I also like jcaceresw siege suggestions. I would love to see more different types of siege.
Takes-No-Prisoner wrote: »Improvements I'd like to see are:
- A keep is only flagged at a fixed HP value and not 50% so defenders have time to react and port there
- Defensive sentry mission. If you visit all 4 corner towers of an unflagged keep you should get rewarded for being a team player and checking for enemy activity.
I like these 2 suggestions a lot. We do need repeat able missions for resources that doesn't send me to the other side of the map all the time. I understand the scout report, but what if we had a repeatable where I defend a resource at a home keep a couple of times? That would promote players to fight in small scale areas like resources a little more.
I also like jcaceresw siege suggestions. I would love to see more different types of siege.
Sounds like new school gamers.
Must be rewarded with something (I went to 4 corners, i deserve reward)
Game must tell me to do this and I will do it (going to 4 corners)
Why you gotta be told to do something?
Why you seek reward for doing it?
Why you gotta be notified by swords for you to go over there?
Whats point of suprise attack if swords notify you?
These are not ideas, these are just things already in game, that you want a reward for, or want more easymode.
This thread is about making game more interesting (adding objects, being creative with keeps), its not about reducing surprise attacks and rewarding people for running around keep.
You are so wrong. I've been saying it since launch: Keeps need snow cone trucks, the purveyors of said tasty treats being men who scare children:
thread is about making game more interesting (adding objects, being creative with keeps
Takes-No-Prisoner wrote: »thread is about making game more interesting (adding objects, being creative with keeps
No, prime time PvP campaigns have waay to much going on in them already for those ideas to work. Simple is often the better route, especially when you have fighting going on at one keep. Last thing we need is to get stuck inside a player placed trench right behind the Front Door just cause they wanted 'the luls'.
The more decorations that get added, the more objects the server will have to render for every player attacking or defending the keep. In order for this to not negatively affect server resources, each one of these items would have to count against the defensive siege counter for that keep (or perhaps a secondary counter for the primarily decorative ones).Nope will not be difficult, because you can place siege around the map.That will be difficult because housing is mostly done in a separate server instance for the player (and his/her group). Cyrodiil is a big instance where the keeps exists in the same instance and can't be customized separately like houses do.
What ZOS can do is to create new traps and sell them through the vendors. Then you can put them where you like. However, upon keep flip all those traps within the keep interior should be destroyed automatically (including the oil traps and siege that for some reason they still lie around and need to be either left until they expire or be destroyed manually)
It will be no different than that, because they already have several objects already made so that people can place them.
Instead of siege being placed, it will be an archer tower being placed.
Instead of siege being placed it will be cages with bones being placed.
Instead of siege being placed it will be a guild flag being placed.
Instead of siege being placed it will be boxes placed as obstructions to the enemy.
Instead of siege being placed it will be a moat
Do not go limiting the creativeness of the game, it can be done, they just need to allow it. Allow players to be creative.
The more decorations that get added, the more objects the server will have to render for every player attacking or defending the keep. In order for this to not negatively affect server resources, each one of these items would have to count against the defensive siege counter for that keep (or perhaps a secondary counter for the primarily decorative ones).Nope will not be difficult, because you can place siege around the map.That will be difficult because housing is mostly done in a separate server instance for the player (and his/her group). Cyrodiil is a big instance where the keeps exists in the same instance and can't be customized separately like houses do.
What ZOS can do is to create new traps and sell them through the vendors. Then you can put them where you like. However, upon keep flip all those traps within the keep interior should be destroyed automatically (including the oil traps and siege that for some reason they still lie around and need to be either left until they expire or be destroyed manually)
It will be no different than that, because they already have several objects already made so that people can place them.
Instead of siege being placed, it will be an archer tower being placed.
Instead of siege being placed it will be cages with bones being placed.
Instead of siege being placed it will be a guild flag being placed.
Instead of siege being placed it will be boxes placed as obstructions to the enemy.
Instead of siege being placed it will be a moat
Do not go limiting the creativeness of the game, it can be done, they just need to allow it. Allow players to be creative.