EdmundTowers wrote: »Would it be possible to edit the map to put an outpost between every single keep? AND I MEAN EVERY SINGLE KEEP. All campaigns will be pop locked 24/7 after that. Seriously. Can ZOS just copy paste nik/sej/bleakers all over the map plz. Thanks. All the deaths due to bugs, lag, getting zerged down, whatever; wouldn't be so bad if we could just jump right back into the action without having to deal with horse riding simulator all the time.
should add more towns to spread out the population from the center ring.

VaranisArano wrote: »Delves: if you kill a delve boss, you get a 20% AP buff that lasts for an hour. This is useful for all sorts of players and especially for players that are pushing for emperor. So, yes, delves have a greater purpose than holding skyshards.
VaranisArano wrote: »Guild stores: guilds can claim keeps and resources, check out the Siege Merchants! If a guild that has a guild store claims a keep, everyone has access to their guild store. Now, there's also a fair amount of claiming keeps as a form of bragging rights, or troll names, or just plain bugged keeps that won't let anyone claim them...but saying this needs to be an option in the game is silly when it already is a part of the game. If you want to claim a siege merchant at a keep or resource, have the rank to do it, get there first, and hope it isn't bugged.
VaranisArano wrote: »Missions: Yes...let's let players sneak into enemy keeps. Like there aren't enough issues with gap closers or ambushing someone going into a door already. If you want to do PVE in Cyrodiil, there's already plenty of PVE objectives in the towns for you to sneak around and complete to your heart's content. If you want to do Dark Brotherhood style missions, there's the whole DLC for that.
Oh man for first couple months after launch the pvp in those towns was neat. It was almost like vanilla WoW open world pvp.IcyDeadPeople wrote: »Same goes for the towns back at launch when you could repeat those quests ad infinitum
VaranisArano wrote: »If rezzing up and getting back to the action is a problem, try putting down a Alliance War Camp. Otherwise, try increasing the speed on your mount so that you actually can get back to the fight. Or, fight with a group that can rez you. If you die a lot, please use the 5 minute rez camp penalty or the time it takes to ride back to your objective to consider what you could do differently or pick a different target. Seriously, this is exactly the situation that Alliance War Camps were designed for. If you want constant rezzing with a small time penalty before you get back in the fight, go to the Imperial City or Battlegrounds where that mechanism exists to benefit small group/individual pvp.
Giving more objectives is not actually going to spread out the fights unless you make them worthwhile to the fight. Currently, outposts are useful in terms of maintaining your own factions' transit and cutting the enemies' transit around the emperor ring keeps.
Or for another way to think about it, outposts sit in between the home keeps of two different factions. Bleakers is between the home keeps of EP and DC. Sejanus is between the home keeps of AD and EP. Nickel is between the home keeps of AD and DC. The outpost serves as a buffer zone for alliances to fight in and defend neutral ground before the enemy pushes into their home keeps.
Why would an alliance need an outpost in between its own home keeps? Its faster to ride in from the tri-keep of Arrius, Glademist, or Faregyl. Putting an outpost in the middle of your home keeps also makes it much harder to drive out an invading force and spreads out your available defense. It will not increase the number of players, nor does it really spread out the available players. It just gives another location for the large groups to defend/attack.
If you want to focus on objectives and find fights in places that aren't the normal zerg routes, go get a small to large group yourself and play the map. Make the enemy fight on your terms.

IcyDeadPeople wrote: »So many empty dungeons that serve no purpose other than PVE players collecting skyshards. Might be interesting to add small alliance-wide buffs you get from controlling certain caves, maybe even spawning there.
Also would like to see some more interesting missions, for example, disguise yourself as enemy player, sneak inside their keep to assassinate grand overlord or emperor etc. Maybe some sort of craftable traps and barricades you can use at the towns.
And why not add claimable guild store dialogue menu to every quartermaster in the game, including all the resources and towns. That would serve to make rss battles a little more interesting, help pvp players get needed supplies without having to leave Cyrodiil, and help smaller guilds make more sales.
VaranisArano wrote: »should add more towns to spread out the population from the center ring.
The whole reason the population is around the center ring is because that's how you maintain or capture the emperorship. The tri-keeps are how you capture scrolls. Towns are good for respawn points for strategic movement, but not particularly useful otherwise.
generalmyrick wrote: »more objectives! yes! like objectives that give vital resources!!! docks, forts, mountain fortresses, naval warfare, lots and lots!!!
ANYTHING TO SPREAD US OUT AND GIVE US MORE ACTION! and kill the 60 man zergs.
And if you could gain 24 pts per hour by controlling them the faction who can't fight the middle blobs or has lost all there center ring home keeps would have another option to remaining competitive in the score. Would also force the blobs to split up more to defend or other point objectives instead of resource farming. I think it's a win win mechanic for spreading out the fights.