Use destinations addon to see boss respawn points. Bosses you already killed will not be shown on map.
I do agree several delves are bs on respawnAll these tend to spawn bosses in bs manner and you need to wait about 10 minutes for the next one to spawn. And then it spawns one u already killed x times and u rage.
- Pothole Caverns
- Bloodmayne Cave
- Lipsand Tarn
- Toadstool Hollow
- Newt Cave
anitajoneb17_ESO wrote: »The mechanics are pretty simple : only one boss up at a time in any given dungeon. If you need another boss, you'll need to slay the one that's up first, else yours will never spawn. If you do this consistently, you'll finish the achievement.
I agree the time between slaying one boss and having another one spawn is too long (10 min or so), it should be one minute top. And they should spawn according to a rotation, not randomly as it seems to be now.
The long waiting time in Cyrodiil delves was designed to have pvp fights occur in the delves.
method__01 wrote: »while doing Explorer with a 2nd toon,i joined a dead campaign and done all Cyro caves in one day
i can show you the log if you dont believe me
i only had to wait longer at Bloodmayne cave for last boss but finally all of them spawned
NewBlacksmurf wrote: »The solution is to make Cyrodil a PvE zone and maybe break it into three zones.
Keep the campaigns but there needs to be major adjustments to them. Some should resemble a BG but in a take the keep style, resources and keep, and scroll run. There also a take a town opportunity.
NewBlacksmurf wrote: »The solution is to make Cyrodil a PvE zone and maybe break it into three zones.
Keep the campaigns but there needs to be major adjustments to them. Some should resemble a BG but in a take the keep style, resources and keep, and scroll run. There also a take a town opportunity.
This way it’s repeatable and fresh and caters to those who PvP.
Doing so also could help with Cyrodil lag problems as well as removing the silly week and 30 day campaigns to meaningful objective reset campaigns.
Now that leaves the PvE sections broken into 1/3 of the entire map and should allow meaningful map interactions and progression more of an open group PvE zone that resolves your concerns with delves as these could become difficult like a group zone that allows for queuing for both PvP and PvE parts of this.
themaddaedra wrote: »Don't know if you saw my answer above, but i have been doing this. Running around killing all bosses those spawn. Then waiting 10 minutes to kill the same boss i just killed again. It keeps going like this, and i know how to put effort for an achievement, i have been chasing them for 3 years now ^^
themaddaedra wrote: »anitajoneb17_ESO wrote: »The mechanics are pretty simple : only one boss up at a time in any given dungeon. If you need another boss, you'll need to slay the one that's up first, else yours will never spawn. If you do this consistently, you'll finish the achievement.
I agree the time between slaying one boss and having another one spawn is too long (10 min or so), it should be one minute top. And they should spawn according to a rotation, not randomly as it seems to be now.
The long waiting time in Cyrodiil delves was designed to have pvp fights occur in the delves.
Don't know if you saw my answer above, but i have been doing this. Running around killing all bosses those spawn. Then waiting 10 minutes to kill the same boss i just killed again. It keeps going like this, and i know how to put effort for an achievement, i have been chasing them for 3 years now ^^
NewBlacksmurf wrote: »The solution is to make Cyrodil a PvE zone and maybe break it into three zones.
Keep the campaigns but there needs to be major adjustments to them. Some should resemble a BG but in a take the keep style, resources and keep, and scroll run. There also a take a town opportunity.
That "solution" is horrible and clearly not one taking into consideration those that join Cyrodiil to actually PvP. Cyrodiil needs to be exanded upon, not broken down into sections and made into a PvE zone with pseudo BG qualities.. We already have BGs and I'd prefer it if the scrap of PvP content we're given isn't reduced further just so someone can complete an achievement. Cyrodiil is supposed to be open world pvp content. This by itself creates dynamic encounters that BGs will never be able to reproduce. The main issue with Cyrodiil(excluding lag) is that 95% of the map doesn't have a purpose. If it did, it would not only cut down lag and create even more dynamic encounters, but it will also(if done right) give newb players better chances at facing off against each other. Instead we have newbs ramming into vets and being slaughtered until they rage quit.
There have been plenty of threads since launch promoting this idea and backed by many PvPers, but instead it goes largely ignored by ZOS. If you kill off Cyrodiil you can expect the PvP community that remains will go with it.
NewBlacksmurf wrote: »The solution is to make Cyrodil a PvE zone and maybe break it into three zones.
Keep the campaigns but there needs to be major adjustments to them. Some should resemble a BG but in a take the keep style, resources and keep, and scroll run. There also a take a town opportunity.
This way it’s repeatable and fresh and caters to those who PvP.
Doing so also could help with Cyrodil lag problems as well as removing the silly week and 30 day campaigns to meaningful objective reset campaigns.
Now that leaves the PvE sections broken into 1/3 of the entire map and should allow meaningful map interactions and progression more of an open group PvE zone that resolves your concerns with delves as these could become difficult like a group zone that allows for queuing for both PvP and PvE parts of this.
Literally the worst idea I've ever read on the forum. Why take the only large scale pvp zone in the game and turn it into another PvE zone? A lot of players would quit if this happened. If PvE'rs want to do Cyrodiil content they need to be mindful that they could run into enemy players. Or they could just go to one of the empty campaigns which effectively are PvE zones exclusively now.
I do agree the campaigns could be adjusted on rule sets (I don't think your ideas go far enough but they are at least a thought).
themaddaedra wrote: »Use destinations addon to see boss respawn points. Bosses you already killed will not be shown on map.
I do agree several delves are bs on respawnAll these tend to spawn bosses in bs manner and you need to wait about 10 minutes for the next one to spawn. And then it spawns one u already killed x times and u rage.
- Pothole Caverns
- Bloodmayne Cave
- Lipsand Tarn
- Toadstool Hollow
- Newt Cave
I have the addon. Some people say you need to kill other bosses to spawn the last one. I did. Some people even say you need to kill some OTHER DELVE BOSSES for those you want to respawn. I did. These bosses just won't appear. Even in 2-boss delves i spent hours and hours killing same bosses over and over again.
This needs fixing without any excuses.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »The solution is to make Cyrodil a PvE zone and maybe break it into three zones.
Keep the campaigns but there needs to be major adjustments to them. Some should resemble a BG but in a take the keep style, resources and keep, and scroll run. There also a take a town opportunity.
That "solution" is horrible and clearly not one taking into consideration those that join Cyrodiil to actually PvP. Cyrodiil needs to be exanded upon, not broken down into sections and made into a PvE zone with pseudo BG qualities.. We already have BGs and I'd prefer it if the scrap of PvP content we're given isn't reduced further just so someone can complete an achievement. Cyrodiil is supposed to be open world pvp content. This by itself creates dynamic encounters that BGs will never be able to reproduce. The main issue with Cyrodiil(excluding lag) is that 95% of the map doesn't have a purpose. If it did, it would not only cut down lag and create even more dynamic encounters, but it will also(if done right) give newb players better chances at facing off against each other. Instead we have newbs ramming into vets and being slaughtered until they rage quit.
There have been plenty of threads since launch promoting this idea and backed by many PvPers, but instead it goes largely ignored by ZOS. If you kill off Cyrodiil you can expect the PvP community that remains will go with it.NewBlacksmurf wrote: »The solution is to make Cyrodil a PvE zone and maybe break it into three zones.
Keep the campaigns but there needs to be major adjustments to them. Some should resemble a BG but in a take the keep style, resources and keep, and scroll run. There also a take a town opportunity.
This way it’s repeatable and fresh and caters to those who PvP.
Doing so also could help with Cyrodil lag problems as well as removing the silly week and 30 day campaigns to meaningful objective reset campaigns.
Now that leaves the PvE sections broken into 1/3 of the entire map and should allow meaningful map interactions and progression more of an open group PvE zone that resolves your concerns with delves as these could become difficult like a group zone that allows for queuing for both PvP and PvE parts of this.
Literally the worst idea I've ever read on the forum. Why take the only large scale pvp zone in the game and turn it into another PvE zone? A lot of players would quit if this happened. If PvE'rs want to do Cyrodiil content they need to be mindful that they could run into enemy players. Or they could just go to one of the empty campaigns which effectively are PvE zones exclusively now.
I do agree the campaigns could be adjusted on rule sets (I don't think your ideas go far enough but they are at least a thought).
Did you all read the whole post or just react after reading the top?
Its O K to dislike an idea but your comments seem to place assumptions that were not stated.
I didn't type to make Cyrodil like the existing BG, a battle Ground is what Cyrodil is now, its just in a different format.
The PvE part offers a solution to the OPs feedback without removing the PvP intent however it does separate the two so that each can serve its own player groups properly. As is, Cyrodil doesn't offer any one PVP/PVE, PVE or PVP a focused and full enjoyable experience.
themaddaedra wrote: »Use destinations addon to see boss respawn points. Bosses you already killed will not be shown on map.
I do agree several delves are bs on respawnAll these tend to spawn bosses in bs manner and you need to wait about 10 minutes for the next one to spawn. And then it spawns one u already killed x times and u rage.
- Pothole Caverns
- Bloodmayne Cave
- Lipsand Tarn
- Toadstool Hollow
- Newt Cave
I have the addon. Some people say you need to kill other bosses to spawn the last one. I did. Some people even say you need to kill some OTHER DELVE BOSSES for those you want to respawn. I did. These bosses just won't appear. Even in 2-boss delves i spent hours and hours killing same bosses over and over again.
This needs fixing without any excuses.
I have 14 chars.
All 14 did all delves in Cyro and have all bosses killed. So I know what you mean.
Let me debunk the bs others told you.
- you need to kill all bosses for last one to spawn - complete and utter bs. You can camp at one boss for eternity with all other killed.
- you need to go to other delve for boss u miss to respawn - this is such lvl of bs that it is on same tier as reinstalling the game for boss to appear.
What I saw in 2 boss delves and it works as a charm.
You kill a boss. Then you camp on its [snip] corpse for 10 minutes. Unless some other player entered delve, it will not respawn.
Then proceed to other boss spawn spot and kill it. It will be there.
Similar can be done with 3 boss delve, but it is a bit more tricky.
For example, if u r in Bloodmayne Cave and have killed all but spriggan boss, camping on killed bosses will spawn spriggan every time. But if you killed spriggan boss 1st, spawning that assassin beetle boss will be an hour long wait in most of cases.
Same is with Pothole Caverns. If you kill zombie boss 1st, its a breeze. But if you kill summoner in the middle... HOURS OF BS WAIT.
What I saw in Toadstool over the years of wait. If you kill the spider boss on top 1st, its easy. But if you kill middle boss on bottom level... Better delete system32.
Hippie4927 wrote: »I so much agree with the OP! I ran out of patience a long time ago and gave up on trying to get this achievement. It shouldn't be a puzzle to figure out. Each boss should spawn at a certain rate without all the BS involved.
Use destinations addon to see boss respawn points. Bosses you already killed will not be shown on map.
I do agree several delves are bs on respawnAll these tend to spawn bosses in bs manner and you need to wait about 10 minutes for the next one to spawn. And then it spawns one u already killed x times and u rage.
- Pothole Caverns
- Bloodmayne Cave
- Lipsand Tarn
- Toadstool Hollow
- Newt Cave
NewBlacksmurf wrote: »NewBlacksmurf wrote: »The solution is to make Cyrodil a PvE zone and maybe break it into three zones.
Keep the campaigns but there needs to be major adjustments to them. Some should resemble a BG but in a take the keep style, resources and keep, and scroll run. There also a take a town opportunity.
That "solution" is horrible and clearly not one taking into consideration those that join Cyrodiil to actually PvP. Cyrodiil needs to be exanded upon, not broken down into sections and made into a PvE zone with pseudo BG qualities.. We already have BGs and I'd prefer it if the scrap of PvP content we're given isn't reduced further just so someone can complete an achievement. Cyrodiil is supposed to be open world pvp content. This by itself creates dynamic encounters that BGs will never be able to reproduce. The main issue with Cyrodiil(excluding lag) is that 95% of the map doesn't have a purpose. If it did, it would not only cut down lag and create even more dynamic encounters, but it will also(if done right) give newb players better chances at facing off against each other. Instead we have newbs ramming into vets and being slaughtered until they rage quit.
There have been plenty of threads since launch promoting this idea and backed by many PvPers, but instead it goes largely ignored by ZOS. If you kill off Cyrodiil you can expect the PvP community that remains will go with it.NewBlacksmurf wrote: »The solution is to make Cyrodil a PvE zone and maybe break it into three zones.
Keep the campaigns but there needs to be major adjustments to them. Some should resemble a BG but in a take the keep style, resources and keep, and scroll run. There also a take a town opportunity.
This way it’s repeatable and fresh and caters to those who PvP.
Doing so also could help with Cyrodil lag problems as well as removing the silly week and 30 day campaigns to meaningful objective reset campaigns.
Now that leaves the PvE sections broken into 1/3 of the entire map and should allow meaningful map interactions and progression more of an open group PvE zone that resolves your concerns with delves as these could become difficult like a group zone that allows for queuing for both PvP and PvE parts of this.
Literally the worst idea I've ever read on the forum. Why take the only large scale pvp zone in the game and turn it into another PvE zone? A lot of players would quit if this happened. If PvE'rs want to do Cyrodiil content they need to be mindful that they could run into enemy players. Or they could just go to one of the empty campaigns which effectively are PvE zones exclusively now.
I do agree the campaigns could be adjusted on rule sets (I don't think your ideas go far enough but they are at least a thought).
Did you all read the whole post or just react after reading the top?
Its O K to dislike an idea but your comments seem to place assumptions that were not stated.
I didn't type to make Cyrodil like the existing BG, a battle Ground is what Cyrodil is now, its just in a different format.
The PvE part offers a solution to the OPs feedback without removing the PvP intent however it does separate the two so that each can serve its own player groups properly. As is, Cyrodil doesn't offer any one PVP/PVE, PVE or PVP a focused and full enjoyable experience.
I did read the whole post and read it again and I understand what you are saying and wholly disagree, it's a terrible idea in my opinion. The fragmenting of the one large PvP zone at the benefit of promoting PvE in the zone would ruin Cyrodiil as a large scale PvP zone. BG's serve a niche crowd and Cyrodiil should not be made to mimic them in order to promote PvE.
NewBlacksmurf wrote: »The solution is to make Cyrodil a PvE zone and maybe break it into three zones.
Keep the campaigns but there needs to be major adjustments to them. Some should resemble a BG but in a take the keep style, resources and keep, and scroll run. There also a take a town opportunity.
This way it’s repeatable and fresh and caters to those who PvP.
Doing so also could help with Cyrodil lag problems as well as removing the silly week and 30 day campaigns to meaningful objective reset campaigns.
Now that leaves the PvE sections broken into 1/3 of the entire map and should allow meaningful map interactions and progression more of an open group PvE zone that resolves your concerns with delves as these could become difficult like a group zone that allows for queuing for both PvP and PvE parts of this.
Emmagoldman wrote: »@NewBlacksmurf Instead of redesigning cyrodill, why not just adjust boss respawn timers? Im sorry but I really dont agree with your suggestion either. I prefer a large open wotld map.