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Update 18 Cyrodiil PVP changes - review and discussion

davey1107
davey1107
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Zos featured a lengthy segment on PVP changes in update 18 in the recent ESO Live. You can view that episode on their Twitch channel, but here I’ll discuss a first take on the changes that are coming in June.


Overall

Update 18 should enhance the Cyrodiil PVP experience via (very) modest updates, but overall the announcement seems underwhelming to this PVPer, who was kinda hoping for some more impressive enhancements.


Change 1: We’re addressing lag! (No, really).

Let me say I’m not as hard on the game as some regarding the lag issues. I think it's working pretty well. But it must be expansion season because we had someone come onto ESO Live to read the same old cue card. “We’re making fixes, they’re hard to explain, we don’t want to change too much and we can’t roll out anything new until we fix this.”

In a game that is four years old, these talking points are getting a bit stale. I had hoped for a broad update to Cyrodiil in this expansion because it needs to be refreshed. The fact that we didn’t get much is, honestly, pretty disappointing.


Change 2: Altering the keep credit system

When a fight occurs on a property, there’s a lump of AP that goes into a bucket for the offensive/defensive teams. If I'm the only AD player at a resource and I kill an interloping red, I get 1.9k AP for the kill and then 1.9k goes into the bucket to be awarded 1-2 minutes later when the system clears the battle. If there are two AD on property, we split the AP for 950 each. If there are five, we get about 400 each.

In update 18, players will need to actively participate to go onto the tick reward list. You have to hit an enemy, or heal someone, or repair a wall. Note that this does NOT apply to the capture tick. The base reward for a keep or resource capture will still be offered to players arriving at the last moment. They just won’t share in the battle AP if they don't participate.

The good: This is a great change. It rewards players who are more actively participating, and stops awarding defense AP to people parked for bathroom breaks at the wayshrine. I am always very aware that like 20 people on the reward list are doing nothing, and I'm aware that people park when they're not playing to earn AP off my efforts. (Lame).

The bad: Will this encourage zerging and discourage legitimate support activities? If a small force attacks my keep and I see that there are defenders, I like to mount and run around the perimeter to make sure there isn’t a second undiscovered siege force, which there often is. With these changes, I might be discouraged from this sort of scouting because I might then miss my defense AP. But I should make that up ten times over by not paying AP leeches.


Change 3: Enhanced AP credit lists

This is hard to explain if you’ve never PVP’d, but right now you lose your defense/offense AP ticks if you step off property. In update 18 you get to remain on the list for the last property you battled at **OF EACH TYPE**. Type is key here. If I defend Blue Road, I go on that AP list. I can then travel to each of the three resources and battle there and stay on the BRK list. The BRK resources are three different types, so I could now be on four total lists. I might then travel down to Sejanus and battle there - as an outpost it’s a different type, so I’m on that list as well.

You are taken off a list as soon as you step onto property for another objective of that type. So if I finished at BRK and ported to Drake, I’d come off the Blue Road AP list. Keep in mind, the AP rewards are supposed to pay out within 60 seconds of a battle ending…so there shouldn’t be too many cases where someone would get removed from a list unfairly. In most cases a battle closes out and pays out long before you get to another objective of the same type.

The good: this is a good change. It will help teams move along a bit faster. It will also allow players to go defend those resources without being paranoid that they’re going to miss a big tick…great change.


Change 4: Keep AP values adjusted depending on ‘quality’.

If a keep has more higher level resources, it becomes a more valuable objective. AP values not announced.

The good: overall I like this change. It makes sense, and should help reinforce the idea of battlefronts…rear positions being more important than forward.

The bad: The town system puts two towns in southern AD territory, which offers quick access to five keeps. So it’s become a practice to send a small force to take a town, then the whole server dead ports in to go after AD back keeps. This change could exacerbate this behavior, and towns may need to limit the ability to port there.


Change 5: SIEGE SIEGE SIEGE

- Defenders can place 30 siege on property to make a keep easier to defend. The offensive limit of 20 remains.
- Ballista now focused on being siege destroyers - increased damage to siege, decreased to players.
- Catapults now “poison” an area for longer with ongoing DOTs/debuffs. They'll create an area somewhat like caltrops, that damages you as you stand it in then stops if you step out.

I’m mixed here. I siege a lot, so a few notes.

- If players enjoy using ballista as anti-player siege, the dev team should accept that players have found a better use for their mechanics than they have. The changes aren’t huge, but they’re unnecessary. They should have done the opposite - make ballista a true anti-zerg tool. It’s high risk to put those up, there should be a decent reward, and button mashing at the laughably invincible enemy siege isn’t a good reward.
- I’m optimistic about the catapult changes. Creating lines that really sting is a good idea.The question is how strong they'll be. We were promised great things with stacking caltrops, and...wah wah (sad trombone). I'd like to see a mechanic where if you stack three or more hits in an area it becomes pretty darn lethal to stand there.
- It’s not clear why siege have been left so invincible, or why the keep doors haven’t been buffed. It’s too quick and easy to take a keep, which remains a fundamental problem that could have been addressed before the other silly ballista changes.


Change 6: Nerf EVERYONE!

Sort of. NPCs in overland Cyrodill in all CP campaign (ONLY CP CAMPS) are getting a buff. The goal is to make them more difficult, slowing down resource captures and things like that. I can support the change…the NPCs all got pretty squishy with the power creep. Their union was probably pushing for this.

Note - Imperial City NPCs will NOT be buffed. Only overland Cyro.


Change 7: Con-Quests! Conquest quests? Conquestadors?

There will be a new daily quest line akin to the five available at HQ. The new quests will rotate through objectives that are more general than the existing ones. For example, you might receive “kill 40 players” or “capture 3 keeps.” This allows players to earn some of these rewards even when the other quest objectives are hard.


Closing

Overall these changes should be good for Cyrodiil PVP. But they feel like very modest alterations, when the game is due for some significant overhauls. The line that we have to wait for lag to be fixed before getting anything new here is getting tiresome and annoying.

But Cyro PVP is still my favorite aspect of ESO, and I expect that it’ll continue to be so after this update.


My wish list (Yes, I dream big)

- I'd like Cyrodiil to get some landscaping, meaning I'd like to see 3+ new play sets dropped in there into some of the empty zones. Maybe this should be a revamp of the town system...move them around a bit, or upgrade the town game somehow.

- move the canyon that's south of Drake. Yeah, it's a weird item for the list, lol. There's this canyon between Drake and the easternmost AD delve that would make an amazing play set if it were in an active zone. I've always felt that AD territory is too flat and easy to cross. I'd love to see the canyon moved there...maybe just north of Fare?

- I really want to see the keep capture system totally revamped. Like Blue Sky it. Leave them where they are, but totally modify the layouts and how the captures work. Whether this would be a good change depends on what the team comes up with, but the exact same game four years later is a bit stale.

- Rain of hamsters. I don't know what this would be, but let's make it happen.
  • Hurtfan
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    All this is fine and dandy but the only change that really matters IMO is #1.

    And I can't believe you said this OP "Let me say I’m not as hard on the game as some regarding the lag issues. I think it's working pretty well."

    Not sure what platform you're on but PS4 the lag is horrible. Bar swapping is as smooth as 40 grade sand paper.
    For the Pact!
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  • Fischblut
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    NPCs in overland Cyrodill in all CP campaign (ONLY CP CAMPS) are getting a buff.

    They really got buffed - one of worst changes from next patch :| Their DOTs hurt greatly now.
    Taking resources alone is one of my fav things to do, so I made imperial stamblade and went to test new guards.

    When I killed 3 guards in tower and went to 4 guards at flag, very soon I was riding back... :D I was offended, cause last time I was killed by just NPCs was exactly when I wanted to die. Next try was full of close calls and 1 desperate retreat into tower with almost 0 stamina left and just a little health. If there was any enemy player - even some noob light attacking or sniping from distance - I think I would be riding back again. Even after I finally killed them all, I was low on health and resources - it was close call too.

    And even worse, if I was on my actual character - khajiit stamblade wearing same sets - I would be both out of health and out of stamina before I could win :/

    Groups won't notice new buffed guards, developers only hurt lone players by doing this. Trying to force us to group I guess :D

  • davey1107
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    @Fischblut

    Thanks for the feedback on that change. I was a little worried that would be the case.

    @ZOS_BrianWheeler - I think Fish makes some great points. You guys keep making changes that encourage zerging. Fish is right, it’s increasingly hard to find things to do solo in Cyrodiil PvP. By taking away resource captures, you’re pushing more of us into the herd.

    There will be two things that will be quite annoying if the guards are set too hard:

    1. A lot of us don’t gear up the same for PvP and PvE. With my PvE bars, I could slice through tower guards even if they were vet undaunted level. In my PvP bow build it’s kinda annoying to fight overly difficult Npcs.
    2. Turning solo captures into a mass resource drain will be way $&@#&ing annoying. If the game was like it was in 2016, sure, make the guards way hard. But with the game where it is now, draining resources...waiting...heavy attack threading...yawn. When the difficulty is in resource management, it’s not fun.
  • Darkmage1337
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    Yeah, #1 is all that really matters to me. Better performance in Cyrodiil = more new players and active PvPers.
    #2 through #7 are small additions/minor changes. "Meh."

    I would also like to be able to use Mementos collectibles in Cyrodiil again.
    We should not have to leave a battle/group and teleport out of our Cyrodiil campaign to reapply the 120-minute double-XP buff from the Cake/Pie/Cauldron Mementos. They should be usable in the starter-camp safe-areas behind each faction's gates, at the very least.

    It is also unnecessary that the Ayleid Well Health-Bonus Buff goes away if you enter a Delve within Cyrodiil.
    Prime example: Cropsford Seeds of Hope quest (Crackedwood Cave delve): there is an Ayleid Well near the back-door ("2nd entrance"), but if you use the Ayleid Well, then jump into the hole to go into the delve (for doing the daily quest, or to grind mobs, or to gank other faction players, or whatever) the buff wears off, and you then have to run all the way back to the entrance. Same scenario with the Ayleid Wells near Bruma and the Capstone Cave daily quest there, as well as Vlastrus and the daily quest involving Nisin Cave and the Ayleid Wells near there, too. What's the point of the Ayleid Wells if the Health Buff constantly gets removed during normal Cyrodiil gameplay just moments after the Well is activated?

    TL;DR: Make the Ayleid Well Health-Bonus Buff work in Cyrodiil Delves as well as Overland Cyrodiil.
    Also, make Mementos collectible items usable in Cyrodiil. (E.g. Annual Jubilee Cakes, Storm Atronach Transform, etc.)
    Edited by Darkmage1337 on April 18, 2018 11:02PM
    ESO Platform/Region: PC/NA. ESO ID: @Darkmage1337
    GM of Absolute Virtue. Co-GM of Absolute Vice. 8-time Former Emperor, out of 13 characters. 3 Templars, 3 Sorcerers, 2 Nightblades, 2 Dragonknights, 1 Warden. 1 Necromancer, and 1 Arcanist. The Ebonheart Pact: The Dark-Mage (Former Emperor), The Undying Nightshade, The Moonlit-Knight, The Killionaire (Former Emperor), Swims-Among-Slaughterfish (Former Emperor), The Undead Mage, and The Dark-Warlock. The Aldmeri Dominion: The Dawn-Bringer (Former Empress), The Ironwood Kid (Former Emperor), and The Storm-Sword. The Daggerfall Covenant: The Storm-Shield (Former Empress), The Savage-Beast, and The Burning-Crusader CP: 1,999.
  • Syncronaut
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    I hate the change 2 as i usualy scout outside the keep and looking for enemy camps.

    They need to increase the range of where the buff happens. No1 will scout ever again due to this.
  • xxthir13enxx
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    Due to #4 all resources needed to be buffed and removed from being easy solos. As it is, I foresee targeted resource groups forming to keep enemy AP gains down n not just for Evals now. It will be interesting...and should spread players out more. Though I see ppl being conflicted with What “List” they want to be on...everyone can’t be everywhere....So do you Defend the Resource so the AP at the Keep is better or do you go running back to get on the List so you benefit from the AP boost...
    Edited by xxthir13enxx on April 19, 2018 1:29PM
  • reiverx
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    I think the credit system is a really good move. Overall though, there isn't much at all in the PVP patch notes.
  • xxthir13enxx
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    Also, maybe revisit the old 3rd flag idea for Capturing Keeps...the 3rd being on the Upper Level where ppl seem to congregate....

    Or Alternatively, maybe a Keep is not Captured until all resources are also flipped....making Resource Defense even more important.
  • badmojo
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    The one thing I saw as an issue is your AP credit list being wiped on death.

    If somebody dies in a battle while still inflicting massive damage to the enemies, they dont get any credit for the deaths of those enemies and I am assuming they dont get any credit for the keep capture they just helped their team achieve?

    Listen up ZOS.... its the team that matters. You arent actually dead until your entire team is wiped and combat has ceased. If a player can be rezzed, they are still in that fight and should not lose credit.

    This type of death punishment will have major effects on player behavior. Nobody is going to want to risk their lives ever, for fear of losing credit on the damage they inflict and the kills that resulted from it. People will constantly fall back waiting for safe kills.

    I mean, we might as well remove camps and rezzing, if we are going to start punishing death like this.
    [DC/NA]
  • Apache_Kid
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    You raise a great point about AD having two towns in it's own territory. This is a great imbalance in Cyrodiil because it puts an onus on AD to have to defend two spawn points behind their "fringe" keep, something no other alliance has to do.

    Each alliance has one "fringe" keep/castle whatever. DC has Dragonclaw, AD has brindle, and EP has drakelowe.

    EP does not have a town to defend behind Drakelowe.

    DC does not have a town to defend behind Dragonclaw.

    Why does AD have TWO of something behind their fringe keep lines that no other alliance has one of?

    And I know someone is going to come here and say "Well you know, if AD controls those towns then they can be used as defensive spawns."

    This is true, however, the other alliances don't have extra objectives to defend that are so close to their home keeps so why should AD have two extra objectives behind friendly lines they have to actively defend?

    Higher level keeps giving more AP will now give other alliances even more of a reason to go and take these towns and go after AD home keeps. This is concerning.
  • Emothic
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    #1 is the only thing that matters.

    Could use a hardcore like campaign that is specialized around players who play the campaigns to win, instead of farming AP or doing f-king questing. Like: FACTION LOCKS, No AP gain from killing players, Seige cost 10% less, Damage, Shield, Healing reductions from 50% -> 25% Much rarer and valuable end campaign rewards.

    You know something that the more strategic and tactical players, who play to win, can enjoy.
    Lord Emothic Von Hellsing of ze Hellsing Family.
    Dragon Knight of the Ebonheart Pact. Xbox One - NA
  • Violynne
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    Fischblut wrote: »
    Groups won't notice new buffed guards, developers only hurt lone players by doing this. Trying to force us to group I guess :D
    I played in PvP for the first time last weekend. Wasn't sure what to expect, but I had great fun.

    One thing I did notice was how easy it was for a single player to take a farm. Kind of sucks if you're doing quests and have your return point wiped from you, but I understand the excitement of taking a town by yourself.

    For a new player coming in, this would seem odd. I mean, how can anyone "win" the campaign when a single person can take an area? This town (northeast of the AD camp, started with a "C") changed more colors than I do underwear in a month.

    If the buffs are coming, I welcome them even as a new player to PvP. It seemed far too easy to take keeps and all that happens is zergs just go from area to area. It's quite stunning to watch the colors of the map turn clockwise (or counter), depending where the zergs move.

    Looking forward to going back to Cyrodiil!



  • reiverx
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    Apache_Kid wrote: »
    You raise a great point about AD having two towns in it's own territory. This is a great imbalance in Cyrodiil because it puts an onus on AD to have to defend two spawn points behind their "fringe" keep, something no other alliance has to do.

    Each alliance has one "fringe" keep/castle whatever. DC has Dragonclaw, AD has brindle, and EP has drakelowe.

    EP does not have a town to defend behind Drakelowe.

    DC does not have a town to defend behind Dragonclaw.

    Why does AD have TWO of something behind their fringe keep lines that no other alliance has one of?

    And I know someone is going to come here and say "Well you know, if AD controls those towns then they can be used as defensive spawns."

    This is true, however, the other alliances don't have extra objectives to defend that are so close to their home keeps so why should AD have two extra objectives behind friendly lines they have to actively defend?

    Higher level keeps giving more AP will now give other alliances even more of a reason to go and take these towns and go after AD home keeps. This is concerning.

    I've always hated that, even though Cropsford is technically inside EP territory, distance is the only thing that matters.
  • Apache_Kid
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    reiverx wrote: »
    Apache_Kid wrote: »
    You raise a great point about AD having two towns in it's own territory. This is a great imbalance in Cyrodiil because it puts an onus on AD to have to defend two spawn points behind their "fringe" keep, something no other alliance has to do.

    Each alliance has one "fringe" keep/castle whatever. DC has Dragonclaw, AD has brindle, and EP has drakelowe.

    EP does not have a town to defend behind Drakelowe.

    DC does not have a town to defend behind Dragonclaw.

    Why does AD have TWO of something behind their fringe keep lines that no other alliance has one of?

    And I know someone is going to come here and say "Well you know, if AD controls those towns then they can be used as defensive spawns."

    This is true, however, the other alliances don't have extra objectives to defend that are so close to their home keeps so why should AD have two extra objectives behind friendly lines they have to actively defend?

    Higher level keeps giving more AP will now give other alliances even more of a reason to go and take these towns and go after AD home keeps. This is concerning.

    I've always hated that, even though Cropsford is technically inside EP territory, distance is the only thing that matters.

    Yup, people will use that "Cropsford in EP territory" as an excuse for this but if you think about it, it still isn't fair because of the distance to the home keeps. if you wanted to make that arguement then why isn't vlastrus further north and Bruma further east? All the towns would still be in the correct territory...
    Edited by Apache_Kid on April 19, 2018 2:24PM
  • Palidon
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    Update 18 PvP changes what a joke. What ZOS needs to be doing is fixing the pathetic game performance issues in Cyrodiil. Lag, game freeze, crashes. Oh but wait, "They will be addressing lag" . Lost count on how many times I have heard that line. Four years and counting.
  • xxthir13enxx
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    I’ve said this before and believe it to be the easiest fix...at least until Cyrodiil gets a complete remapping...but the Towns should be reduced to a limited range Respawn similar to (though perhaps larger radius) Forward Camps. Thus, removing the Deadspawn feature they currently provide. Spawning there should only benefit those players Already there.
  • Violynne
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    reiverx wrote: »
    I've always hated that, even though Cropsford is technically inside EP territory, distance is the only thing that matters.
    Cropsford! That's the town! This was constantly under attack. I mean constantly. I think we AD would keep control of it for about as long as people ran quests, but then... EP takes it. Shortly, DC would take it. Rinse. Lather. Repeat.

    I will say it was quite funny that at one point, each flag was its own unique color. That battle was intense. I have bruises to prove it!



  • Stovahkiin
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    Sounds like mostly good changes to me, despite being quite brief. I really hope that they don't nerf ballista damage against enemy players too much though, as being able to target enemy siege is kinda useless imo. "Oh, you destroyed my siege engine, let me just pull five more out of my back pocket..."
    Beware the battle cattle, but don't *fear* the battle cattle!
  • dotme
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    davey1107 wrote: »
    @ZOS_BrianWheeler - I think Fish makes some great points. You guys keep making changes that encourage zerging. Fish is right, it’s increasingly hard to find things to do solo in Cyrodiil PvP. By taking away resource captures, you’re pushing more of us into the herd.
    And the herd is thinning. When you jump into Vivec (the only remaining CP 30-day) at 7pm on a weeknight and your faction has one bar (and are down by thousands of points with only 10 days to go), there's a huge problem. Who's motivated at that point?

    Honestly, if I have to choose between an idiot crown who leads people to their death repeatedly, or running solo, I'll go solo thanks.

    Until now, I could still help my faction by popping an enemy resource at eval time. Make my style of play even more hostile to me, and I'm probably out - taking my $15/mo ESO+ sub with me. I know that won't force ZOS to close its doors, but what if I'm not the only one who feels this way? How many have already left?

    I hope ZOS gets serious about figuring out why AvAvA is now on life support (the reasons are way too numerous to list here) and administer CPR before it's too late.
    PS4NA
  • reiverx
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    dotme wrote: »
    davey1107 wrote: »
    @ZOS_BrianWheeler - I think Fish makes some great points. You guys keep making changes that encourage zerging. Fish is right, it’s increasingly hard to find things to do solo in Cyrodiil PvP. By taking away resource captures, you’re pushing more of us into the herd.
    And the herd is thinning. When you jump into Vivec (the only remaining CP 30-day) at 7pm on a weeknight and your faction has one bar (and are down by thousands of points with only 10 days to go), there's a huge problem. Who's motivated at that point?

    Honestly, if I have to choose between an idiot crown who leads people to their death repeatedly, or running solo, I'll go solo thanks.

    Until now, I could still help my faction by popping an enemy resource at eval time. Make my style of play even more hostile to me, and I'm probably out - taking my $15/mo ESO+ sub with me. I know that won't force ZOS to close its doors, but what if I'm not the only one who feels this way? How many have already left?

    I hope ZOS gets serious about figuring out why AvAvA is now on life support (the reasons are way too numerous to list here) and administer CPR before it's too late.

    I think what's happened on PS4 NA is that everyone is loading in their AD characters for the easier event boxes. A side effect though, is AD becoming pop locked with a huge queue and most of those players are town-questing.
  • Ranger209
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    Fischblut wrote: »
    NPCs in overland Cyrodill in all CP campaign (ONLY CP CAMPS) are getting a buff.

    They really got buffed - one of worst changes from next patch :| Their DOTs hurt greatly now.
    Taking resources alone is one of my fav things to do, so I made imperial stamblade and went to test new guards.

    When I killed 3 guards in tower and went to 4 guards at flag, very soon I was riding back... :D I was offended, cause last time I was killed by just NPCs was exactly when I wanted to die. Next try was full of close calls and 1 desperate retreat into tower with almost 0 stamina left and just a little health. If there was any enemy player - even some noob light attacking or sniping from distance - I think I would be riding back again. Even after I finally killed them all, I was low on health and resources - it was close call too.

    And even worse, if I was on my actual character - khajiit stamblade wearing same sets - I would be both out of health and out of stamina before I could win :/

    Groups won't notice new buffed guards, developers only hurt lone players by doing this. Trying to force us to group I guess :D

    Perfect, these things shouldn't be soloed
  • xxthir13enxx
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    The more I think about this the more I think we will never receive a Lvl 5 Resource bonus...it’d be impossible to defend all Resources and the Keep at the same time. One Resource will always be taken, thus negating the whole bonus...

    This bonus might work if they put the Flags in the Tower and put doors back on...lol
  • davey1107
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    @badmojo

    Regarding your comment about being wiped from AP credit lists if you die and travel to another location of that type.

    Based on the ESO Live presentation, this is how it would work. I'm in a huge battle at Blue Road, so I'm on the credit list. I die, and decide I'm bored of this fight and port to Drake. Based on what they are saying, this would wipe me from the BRK list.

    Of course, doing this right now also eliminates you from earning the battle tick. I'm thinking about how I play, and I don't think there will be many circumstances where I'll miss AP this way. If I want to stay on the list, I know to port to the right place (a forward camp or outpost), or if it's a long battle and I need a keep port I know to get my rear back to BRK to get back on the list.

    On the other hand, I know the way small/medium groups play they will often be assisting, they wipe, then they all want to run to another battle. (i.e., they discover Ash is under attack and want to give up on BRK). They might lose some AP playing like this, but should gain more from the new flexibility.

    The reason given fro wiping lists, for those who wonder, is that having players on multiple lists bogs the servers down with too much data. And also that they don't want to encourage 'chain' behavior - a group runs from keep to keep repairing one wall at each to leach AP.

  • badmojo
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    @davey1107
    I just know that they said death wipes you from the lists. Currently you do not lose any credit for dying. I can be dead on the ground, but if the enemy i was fighting dies I still share in the credit. Same with keep capture or defense, being alive isnt required, you still get credit if you are dead in the zone when it is captured.

    This is something I do not think should be changed. Waiting for a rez or dying in battle are not leeching and should not be punished.
    [DC/NA]
  • davey1107
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    @Violynne

    Glad to hear you enjoyed your first foray into PVP.

    The behavior during the birthday event is going to be TOTALLY different from what you'd usually see. The town quests are the best source of jubilee crates, so people flood the campaigns to go farm those. That's why Cropsford is so active...teams want ownership so they can farm crates.

    And the event XP buff is the best time to level new characters, so a lot of us who PVP regularly take some time off to go work up new characters. (Mine is a frost Warden. Meh.)

    After the event ends, whatever time is left on the campaign will also be pretty low participation. Like my campaign on PS4 will have 10 days left, but AD is going to be ahead by 10,000 points, so people aren't going to play it much. When the campaign restarts in a couple of weeks, then players will come back and PVP for real. Then PVP should be 'normal' until June, when they'll run Midyear Mayhem, and it will go bonkers crazy with the servers jammed with AP farmers for a week.



  • davey1107
    davey1107
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    @badmojo

    That was a good question, so I wanted to look it up. Death does not wipe you from lists, per the patch notes:
    If your character dies, you will not be cleared from a credit list, but logging out of the game will.

    That's good to see, because you're right - getting wiped from a list because you died would suck. I mean, for others. I never die, so I wouldn't know, lol.( /s x 50)
  • badmojo
    badmojo
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    davey1107 wrote: »
    @badmojo

    That was a good question, so I wanted to look it up. Death does not wipe you from lists, per the patch notes:
    If your character dies, you will not be cleared from a credit list, but logging out of the game will.

    That's good to see, because you're right - getting wiped from a list because you died would suck. I mean, for others. I never die, so I wouldn't know, lol.( /s x 50)

    Thanks for looking it up, that is great to hear. I was only going off the ESO live episode which isnt always the clearest way to convey information about new systems.
    [DC/NA]
  • Vermintide
    Vermintide
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    I would like it if each Keep capture was like a game of domination in BGs, or more likee the towns. Three flags instead of just breaking into the great hall, and throw in a lot more terrain diversity.

    That's the main thing killing Cyro really, is that it's a big map but once you've played in it for like a month or so... You've seen it all and you realise it's not actually THAT big- Most of it is dead space, and the active parts are completely flat and bland.

    Let's face it, all the space between keeps really does now is act as a respawn timer. There's no fun dynamic gameplay going on in between, it's either gankers or blob groups. You don't run into impromptu duels nearly as often as you should, and when you do, it's often one sided because of the lack of terrain to kite/disengage with.

  • Neoauspex
    Neoauspex
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    davey1107 wrote: »
    - It’s not clear why siege have been left so invincible, or why the keep doors haven’t been buffed. It’s too quick and easy to take a keep, which remains a fundamental problem that could have been addressed before the other silly ballista changes.

    This.
  • GeorgeBlack
    GeorgeBlack
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    Here are some changes.
    1)move one of the keep flags to a New Tower inside the castle.
    2)In order to flip a castle you need at least 2 resources captured
    3)Make daily rewards from Cyrodiil Towns to give meaningfull rewards:
    Transm crys
    Motifs
    Chance for Undaunted Key
    Chance for monster item
    4)Daily:Complete all dolmens. Reward 15k gold.
    5)Daily Complete all delves all bosses. Reward 10 gold mats.

    Cyrodill is where PvP happens. PvP can happen away from Keeps. PvP while farming is exciting. It wont be as laggy as sieging.


    REAL CYRODIIL CHANGES
    Edited by GeorgeBlack on April 20, 2018 3:41AM
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