To improve AvA Keeps

qsnoopyjr
qsnoopyjr
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They should allow players to customize it when not under attack, have things like traps (pits, flame,spikes), things to signify death (cages and bones inside or heads on pikes), allow trenches to be made, allow obstacles to be made, allow things that give advantage to the defenders like archer towers.

You can customize houses now, they have the technology already made, they just need to work on a few things like traps, and implement it into AvA.
  • jcaceresw
    jcaceresw
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    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)
    Edited by jcaceresw on August 8, 2017 5:06PM
  • qsnoopyjr
    qsnoopyjr
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    jcaceresw wrote: »
    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)

    Nope will not be difficult, because you can place siege around the map.
    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.
    Edited by qsnoopyjr on August 8, 2017 5:10PM
  • runagate
    runagate
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    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:

    862bb174-3db9-11df-b6a6-001cc4c03286.image.jpg?resize=500%2C400
  • Forztr
    Forztr
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    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.
  • qsnoopyjr
    qsnoopyjr
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    Forztr wrote: »
    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.
    We talking about being creative with keeps, objects.

    A pit to get everyone stacked together and unable to do anything, that way all fire ballistas aim and burn them. Oil person dumps oil and owns them all.

    We aint talking about NPC thinking and destruction skills, and healthpoints of current walls here.
    Edited by qsnoopyjr on August 8, 2017 5:32PM
  • Skinzz
    Skinzz
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    qsnoopyjr wrote: »
    Forztr wrote: »
    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.

    His suggestions are 100% much better than yours. Realistic too.
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  • Takes-No-Prisoner
    Takes-No-Prisoner
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    Forztr 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.
  • mdylan2013
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    I'd quite like the ability to spawn massive trolls, a bit like in the original cinematic trailer for eso. The AvA section had giants (trolls I think) that took part in the sieging. They can be on a timer and only summoned once an hour or by spending AP.

    I'd also like ladders, maybe with a timer on them so they can't be used to get in straight away but they show as an icon on the map similar to forward camps but visible to the enemies.
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  • qsnoopyjr
    qsnoopyjr
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    Forztr 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.
    Edited by qsnoopyjr on August 8, 2017 6:22PM
  • geonsocal
    geonsocal
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    qsnoopyjr wrote: »
    Forztr 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.
    runagate wrote: »
    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:

    862bb174-3db9-11df-b6a6-001cc4c03286.image.jpg?resize=500%2C400

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  • Takes-No-Prisoner
    Takes-No-Prisoner
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    qsnoopyjr 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'.
    Edited by Takes-No-Prisoner on August 8, 2017 7:26PM
  • qsnoopyjr
    qsnoopyjr
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    qsnoopyjr 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'.

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  • Drummerx04
    Drummerx04
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    I do like the idea of being able to fortify a keep somewhat... if for no other reason than making the keep takes/defenses somewhat unique... But frankly, some of your suggestions seem broken overpowered.

    Pits? As in, if players are trying to breach the front door, I can just dig an inescapable trench permanently trapping every player that crosses the threshold while they get nuked down with siege?

    Archer towers? Is this meant to be some tower that only friendly players can enter such that they can snip spam with impunity? Are the keep walls and inner keep not enough impunity during a siege?

    Obstacles/Barricades? Like make a narrow corridor in which enemies will be forced to travel while siege pours down upon them?

    I mean sure, for the defenders this sounds pretty convenient, but for the attackers... why even bother going to attack an enemy keep if it's just going to be a gauntlet of unavoidable traps and siege raining from the sky?
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  • geonsocal
    geonsocal
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    after 2 plus years of spending waaaaay too much time in cyrodiil - just about any change would be welcomed...

    i'm pretty sure, much like riding the skies on a dragon mount - it ain't coming...

    I can though see more pits and traps and what not be included in battleground environments (kinda like the lava and those spinning blades they incorporated into some of the battleground maps)...

    at this point my expectations for an "upgraded/enhanced" cyrodiil map are non existent...

    what i expect going forward:
    same-as-it-ever-was-party-supplies-cover-notenoted-music-review.jpg

    still, all things considered - not a bad little sandbox to play in at all...
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  • Enodoc
    Enodoc
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    qsnoopyjr wrote: »
    jcaceresw wrote: »
    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)
    Nope will not be difficult, because you can place siege around the map.
    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).
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  • NightbladeMechanics
    NightbladeMechanics
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    The entire wall is one big archer tower in my experience.
    Edited by NightbladeMechanics on August 9, 2017 2:32PM
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  • qsnoopyjr
    qsnoopyjr
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    Enodoc wrote: »
    qsnoopyjr wrote: »
    jcaceresw wrote: »
    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)
    Nope will not be difficult, because you can place siege around the map.
    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).

    I'm okay with that
    This game wants more support ideas, well a pit is a support type siege, it gets all your enemies bunched up and trapped.
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