Some thoughts:
Bridges are clearly impassable when destroyed. Is the same true for the milegates? I.e. passable when up, impassable when destroyed? If yes, its kinda counter-intuitive (to prevent enemies from passing into your territory, you need to destroy the wall that separates their territory from yours?).
If no, it creates an imbalance: AD can protect their EP border by destroying (bridges), which is free(well, for the price of a treb) while DC can only protect their border by rebuilding(which is presumably more expensive than a treb). This would put more pressure on DC, because both AD and EP will favor attacking DC(no need to repair bridges first).
Curious to see how it actually works.
Give me good latency and I'll be fine. Much thx.
Darkmage1337 wrote: »I think the additions are good because it will definately bring more action to Drake/Dragon, which are already pretty good places to fight, and Bruma tends to not get enough action so maybe now it will.
DC has a strategic advantage on this map with Warden being so remote from enemy respawn, but AD/EP looks balanced. Sure, AD can snake Crops fast and head to Drake, but EP can now port from that outpost instead of the long long ride from Sej.
The new EP Outpost is attached to Drakelowe Keep, so if AD 'snakes Cropsford' and then immediately flags Drakelowe there-afterwards (which we know they will), then the new EP Outpost would be useless because EP players would not be able to port to the new Outpost to go defend Drakelowe since the Transit runs through Drakelowe itself. Again, a disadvantage. EP would still have to transit to Sejanus Outpost to get to Drakelowe (unless you blood-port to the new EP Outpost and go from there, but that would be more inconvenient and unrealistic to do every single time Drakelowe ever gets flagged, which would be more frequent, given how easy it is to take a Town [Cropsford] versus an Outpost [Sejanus]). Also, the new EP Outpost seems to be the same distance to Drakelowe as Sejanus already is.The reason the outpost is going there is to prevent a huge dead spot in EPs southern territory. I get what you mean about Cheydinhal as being a better location but it had more buildings and the destroyed keep which I guess they didn't want to mess with.
What about the HUGE dead-spot on DC's side, between Fort Warden and Fort Dragonclaw? DC's new Outpost could have easily been inward-facing like EP's, and could have been placed between Fort Warden and Fort Dragonclaw on the left/west-side, instead -- because there is literally no objective and therefore no action in that huge gap there on DC's side.
--
Again, I am simply just thoroughly analyzing the map and making counter-points. No faction/campaign/server politics involved here. I am excited for all the new Cyrodiil re-vamp changes (bridges/mile-gates destructibility, 'goat-paths,' etc.)
BUT my ideal, perfect vision for Cyrodiil, with all of the new changes, would have simply been the addition to make Cheydinhal into EP's capturable-Town to match AD's Vlastrus and DC's Bruma (Cheydinhal, Vlastrus, and Bruma -- these 3 Towns point-to-point-to-point on the Cyrodiil map make a pretty equilateral-triangle -- just like any of the triangles mirrored and created between any given 3 Keeps/Forts/Castles.
Cropsford has plenty of flat-land around it for ZOS to have easily 'pasted' an Outpost placement over there somewhere nearby. Cropsford also should have never been a capturable-Town to begin with due to it being so close to the 3 Bridges. Cropsford is literally 3 buildings and vast, open farm-land. Cheydinhal has several more buildings, like Bruma, and a giant wall, also like Bruma, and it made for better small-scale fights due to the 'street-fighting-like nature of its layout, again, like Bruma. Cropsford did not and does not. It has zero strategic and defensible value.
Cropsford should be discarded and turned into a non-capturable Town (like DC's Chorrol and AD's Hackdirt non-captureable Towns -- both of which have more buildings and a better layout for PvP game-play than Cropsford does), not to mention that it simply makes more sense balance-wise, design-wise, and gameplay-wise, according to the overall layout of the map. I just don't see how the ZOS PvP Devs could have missed this.
Cropsford is not at all defendable as a Town and will easily and constantly be taken by AD that travel the new 'goat-path' by the Skyshard in the river there. If it were an Outpost, or had an Outpost nearby it, like the other two alliances both get, then it would be fair, formidable, and defendable; otherwise, Cropsford is just a free objective to be taken/given away. Unless those farmers, you know, decided to build a wall.
So bolded parts here. First one. IMO, you are so totally wrong here. If that new EP outpost is intact while AD has taken Drakelowe and Cropsford...this is what the new port stones are for. Sure you can deathport if ya like, but w/e. Also adding in that playing pretty much daily gives me the knowledge that AD has easy access to Farragut running up thru that HUGE dead space. This will hopefully prevent some of that. It also gives EP another avenue to defend BRK. If Arrius, Chalman, AND Drakelowe are taken, you can still deathport/stone over to the new spot and get there.
On to the next point.Your shooting yourself in the foot thinking that an inward facing outpost by Warden is any kind of advantage for EP. If anything, it's another obstacle and "pre-warning" of EP coming to Warden. You have to look at these things as offensive and defensive. AD's new outpost gives them a shorter hop to Rayles on DC's side. Everyone has one advantage and one disadvantage. Your looking at this as if the southern EP territory is a total disadvantage. In reality it helps EP protect against AD from coming up to Farragut all the time with the potential of stealing a scroll. DC can't say the same because I'm sure EP has enough players to keep the 3 gates destroyed 24-7 between Dragonclaw and Kingsford. (least on vivec NA). Which leads me to the last point (speaking only of Vivec NA). EP has the forces and focus to have won the last...3? Campaigns in a row? So imo ya got no room to say anything. Yer covered. Literally...24-7, 365, with your euro/off hour presence. The other 2 factions can't say that.
Towns or outposts, as to which is better is all subjective.
Better? I think all the towns are better looking than any outposts. That is subjective.Opinion. Debatable.
More defensible? An outpost is by a long shot. That is objective. Fact. Indisputable.
Some people that post on these forums seem to not know the difference or what is apropos when replying to a given thread. (General observation)
Some thoughts:
Bridges are clearly impassable when destroyed. Is the same true for the milegates? I.e. passable when up, impassable when destroyed? If yes, its kinda counter-intuitive (to prevent enemies from passing into your territory, you need to destroy the wall that separates their territory from yours?).
If no, it creates an imbalance: AD can protect their EP border by destroying (bridges), which is free(well, for the price of a treb) while DC can only protect their border by rebuilding(which is presumably more expensive than a treb). This would put more pressure on DC, because both AD and EP will favor attacking DC(no need to repair bridges first).
Curious to see how it actually works.
Some thoughts:
Bridges are clearly impassable when destroyed. Is the same true for the milegates? I.e. passable when up, impassable when destroyed? If yes, its kinda counter-intuitive (to prevent enemies from passing into your territory, you need to destroy the wall that separates their territory from yours?).
If no, it creates an imbalance: AD can protect their EP border by destroying (bridges), which is free(well, for the price of a treb) while DC can only protect their border by rebuilding(which is presumably more expensive than a treb). This would put more pressure on DC, because both AD and EP will favor attacking DC(no need to repair bridges first).
Curious to see how it actually works.
Speculation only, here:
But I’m guessing the milegates will collapse in on themselves when “destroyed” rather than making a hole when you siege a keep wall.
This way you cannot pass through from either side nor will you be able to scale them.
My biggest concern is all the places you can hop the river when bridges are down. DC has only to watch 2 paths when the gates are down, there are many places to hop the river.
Darkmage1337 wrote: »Exactly. This is the major talking point.
AD and DC both get 2 offensive, outward-facing Outposts, which required Siege to capture them.
EP gets Sejanus Outpost and the Cropsford TOWN.
Towns can be flipped single-handedly by a solo player in literally a minute or two. The same cannot be said about Outposts.
This fact is the main discussion of the entire thread; yet some people continue to bring up faction politics and faction population/campaign/platform/server-specific scoreboards, etc. Those do not matter and have zero place in this thread's discussion.
TequilaFire wrote: »So all AD has to do now is destroy the bridges to protect their area from EP now.
Same for EP, never ending bridge fights. lol
Argonians will have advantage.
Lol EP is getting the short end of the stick here why an outpost in the middle of nowhere where the other outposts are near border regions DC is looking good map wise and probably have the best position on the map
Who at ZOS even thought of something so dumb I just don't understand I just.... What were they thinking... With the EP outpost placement sadly ZOS rarly changes anything from PTS to Live so this might be permanent.
Darkmage1337 wrote: »Exactly. This is the major talking point.
AD and DC both get 2 offensive, outward-facing Outposts, which required Siege to capture them.
EP gets Sejanus Outpost and the Cropsford TOWN.
Towns can be flipped single-handedly by a solo player in literally a minute or two. The same cannot be said about Outposts.
This fact is the main discussion of the entire thread; yet some people continue to bring up faction politics and faction population/campaign/platform/server-specific scoreboards, etc. Those do not matter and have zero place in this thread's discussion.
A town can be taken and just as easily re-taken. This only affects the cycle of ownership. On the grand scale it does not make it better or worse than an outpost.
A counter argument can also be said about how an outpost can be an advantage in the backline. If the attackers came in then naturally they would take the closest objective being the town first. They would then proceed to flag the keep and the outpost. Keeps and outposts take longer to flag than towns, we both agree here. Therefore, the time taken from when the first objective was captured until the rest are flagged is longer when the outpost is in the backline then if it was in the front line. This is because towns are faster to cap (as you mentioned one guys can cap in one or two minutes). This gives more time for defenders to port and save the local region as opposed to less time if the outpost was in front.
But like I said, it's all subjective, I'm sure you can turn around my argument just as much and we would end up back at square one. Which gets to my point. There is no "better" or "advantage". The balance is intact.
StamWhipCultist wrote: »Ad is in best position.
Ad does not have any outpost near middle bridge, only cropsford that is a town with zero real defense.
Ad has outpost pressuring DC's fort Rayles.
DC is under pressure by new AD outpost, but also have new outpost that provide pressore on EP's Kingcrest.
EP has issues with new DC outpost. On the other side, EP got new outpost in the middle of nowhere that serves no purpose at all.
Suggestion. Make Cropsford an outpost. Make the new outpost a town just like Crops is now. This way EP is in serious disadvantage to both enemy alliances.
Darkmage1337 wrote: »Darkmage1337 wrote: »I think the additions are good because it will definately bring more action to Drake/Dragon, which are already pretty good places to fight, and Bruma tends to not get enough action so maybe now it will.
DC has a strategic advantage on this map with Warden being so remote from enemy respawn, but AD/EP looks balanced. Sure, AD can snake Crops fast and head to Drake, but EP can now port from that outpost instead of the long long ride from Sej.
The new EP Outpost is attached to Drakelowe Keep, so if AD 'snakes Cropsford' and then immediately flags Drakelowe there-afterwards (which we know they will), then the new EP Outpost would be useless because EP players would not be able to port to the new Outpost to go defend Drakelowe since the Transit runs through Drakelowe itself. Again, a disadvantage. EP would still have to transit to Sejanus Outpost to get to Drakelowe (unless you blood-port to the new EP Outpost and go from there, but that would be more inconvenient and unrealistic to do every single time Drakelowe ever gets flagged, which would be more frequent, given how easy it is to take a Town [Cropsford] versus an Outpost [Sejanus]). Also, the new EP Outpost seems to be the same distance to Drakelowe as Sejanus already is.The reason the outpost is going there is to prevent a huge dead spot in EPs southern territory. I get what you mean about Cheydinhal as being a better location but it had more buildings and the destroyed keep which I guess they didn't want to mess with.
What about the HUGE dead-spot on DC's side, between Fort Warden and Fort Dragonclaw? DC's new Outpost could have easily been inward-facing like EP's, and could have been placed between Fort Warden and Fort Dragonclaw on the left/west-side, instead -- because there is literally no objective and therefore no action in that huge gap there on DC's side.
--
Again, I am simply just thoroughly analyzing the map and making counter-points. No faction/campaign/server politics involved here. I am excited for all the new Cyrodiil re-vamp changes (bridges/mile-gates destructibility, 'goat-paths,' etc.)
BUT my ideal, perfect vision for Cyrodiil, with all of the new changes, would have simply been the addition to make Cheydinhal into EP's capturable-Town to match AD's Vlastrus and DC's Bruma (Cheydinhal, Vlastrus, and Bruma -- these 3 Towns point-to-point-to-point on the Cyrodiil map make a pretty equilateral-triangle -- just like any of the triangles mirrored and created between any given 3 Keeps/Forts/Castles.
Cropsford has plenty of flat-land around it for ZOS to have easily 'pasted' an Outpost placement over there somewhere nearby. Cropsford also should have never been a capturable-Town to begin with due to it being so close to the 3 Bridges. Cropsford is literally 3 buildings and vast, open farm-land. Cheydinhal has several more buildings, like Bruma, and a giant wall, also like Bruma, and it made for better small-scale fights due to the 'street-fighting-like nature of its layout, again, like Bruma. Cropsford did not and does not. It has zero strategic and defensible value.
Cropsford should be discarded and turned into a non-capturable Town (like DC's Chorrol and AD's Hackdirt non-captureable Towns -- both of which have more buildings and a better layout for PvP game-play than Cropsford does), not to mention that it simply makes more sense balance-wise, design-wise, and gameplay-wise, according to the overall layout of the map. I just don't see how the ZOS PvP Devs could have missed this.
Cropsford is not at all defendable as a Town and will easily and constantly be taken by AD that travel the new 'goat-path' by the Skyshard in the river there. If it were an Outpost, or had an Outpost nearby it, like the other two alliances both get, then it would be fair, formidable, and defendable; otherwise, Cropsford is just a free objective to be taken/given away. Unless those farmers, you know, decided to build a wall.
So bolded parts here. First one. IMO, you are so totally wrong here. If that new EP outpost is intact while AD has taken Drakelowe and Cropsford...this is what the new port stones are for. Sure you can deathport if ya like, but w/e. Also adding in that playing pretty much daily gives me the knowledge that AD has easy access to Farragut running up thru that HUGE dead space. This will hopefully prevent some of that. It also gives EP another avenue to defend BRK. If Arrius, Chalman, AND Drakelowe are taken, you can still deathport/stone over to the new spot and get there.
On to the next point.Your shooting yourself in the foot thinking that an inward facing outpost by Warden is any kind of advantage for EP. If anything, it's another obstacle and "pre-warning" of EP coming to Warden. You have to look at these things as offensive and defensive. AD's new outpost gives them a shorter hop to Rayles on DC's side. Everyone has one advantage and one disadvantage. Your looking at this as if the southern EP territory is a total disadvantage. In reality it helps EP protect against AD from coming up to Farragut all the time with the potential of stealing a scroll. DC can't say the same because I'm sure EP has enough players to keep the 3 gates destroyed 24-7 between Dragonclaw and Kingsford. (least on vivec NA). Which leads me to the last point (speaking only of Vivec NA). EP has the forces and focus to have won the last...3? Campaigns in a row? So imo ya got no room to say anything. Yer covered. Literally...24-7, 365, with your euro/off hour presence. The other 2 factions can't say that.
Oh, I have no room to say anything because EP has supposedly won the last 3 campaigns on Vivec PC NA?
Again, all of my comments and posts have completely excluded in-game faction politics/population/campaign/platform/megaserver.
None of the above is as important in comparison to the integrity of the actual, equal/physical placement of PvP objectives on the Cyrodiil map itself. Which is what this thread is all about. The integrity and balance of the Cyrodiil map PvP objectives has been compromised because AD and DC both get 2 offensive, outward-facing Outposts; whereas EP only has 1.
I do not care if "EP/DC/AD wins the majority of campaigns on X, Y, Z campaigns/platform/megaserver." That does not matter in this discussion thread at all. You continue to fail to see the point.
Even if faction/population/campaign/platform/megaserver did matter, ZOS game developer design changes should not change the physical layout and placement of PvP objectives on the Cyrodiil map to favor one side over other(s) simply because 1 faction is more active than other(s) during X/Y time of day. That is complete nonsense.
StamWhipCultist wrote: »Ad is in best position.
Ad does not have any outpost near middle bridge, only cropsford that is a town with zero real defense.
Ad has outpost pressuring DC's fort Rayles.
DC is under pressure by new AD outpost, but also have new outpost that provide pressore on EP's Kingcrest.
EP has issues with new DC outpost. On the other side, EP got new outpost in the middle of nowhere that serves no purpose at all.
Suggestion. Make Cropsford an outpost. Make the new outpost a town just like Crops is now. This way EP is in serious disadvantage to both enemy alliances.
See my comment above yours, and realize what you might be missing =/Darkmage1337 wrote: »Darkmage1337 wrote: »I think the additions are good because it will definately bring more action to Drake/Dragon, which are already pretty good places to fight, and Bruma tends to not get enough action so maybe now it will.
DC has a strategic advantage on this map with Warden being so remote from enemy respawn, but AD/EP looks balanced. Sure, AD can snake Crops fast and head to Drake, but EP can now port from that outpost instead of the long long ride from Sej.
The new EP Outpost is attached to Drakelowe Keep, so if AD 'snakes Cropsford' and then immediately flags Drakelowe there-afterwards (which we know they will), then the new EP Outpost would be useless because EP players would not be able to port to the new Outpost to go defend Drakelowe since the Transit runs through Drakelowe itself. Again, a disadvantage. EP would still have to transit to Sejanus Outpost to get to Drakelowe (unless you blood-port to the new EP Outpost and go from there, but that would be more inconvenient and unrealistic to do every single time Drakelowe ever gets flagged, which would be more frequent, given how easy it is to take a Town [Cropsford] versus an Outpost [Sejanus]). Also, the new EP Outpost seems to be the same distance to Drakelowe as Sejanus already is.The reason the outpost is going there is to prevent a huge dead spot in EPs southern territory. I get what you mean about Cheydinhal as being a better location but it had more buildings and the destroyed keep which I guess they didn't want to mess with.
What about the HUGE dead-spot on DC's side, between Fort Warden and Fort Dragonclaw? DC's new Outpost could have easily been inward-facing like EP's, and could have been placed between Fort Warden and Fort Dragonclaw on the left/west-side, instead -- because there is literally no objective and therefore no action in that huge gap there on DC's side.
--
Again, I am simply just thoroughly analyzing the map and making counter-points. No faction/campaign/server politics involved here. I am excited for all the new Cyrodiil re-vamp changes (bridges/mile-gates destructibility, 'goat-paths,' etc.)
BUT my ideal, perfect vision for Cyrodiil, with all of the new changes, would have simply been the addition to make Cheydinhal into EP's capturable-Town to match AD's Vlastrus and DC's Bruma (Cheydinhal, Vlastrus, and Bruma -- these 3 Towns point-to-point-to-point on the Cyrodiil map make a pretty equilateral-triangle -- just like any of the triangles mirrored and created between any given 3 Keeps/Forts/Castles.
Cropsford has plenty of flat-land around it for ZOS to have easily 'pasted' an Outpost placement over there somewhere nearby. Cropsford also should have never been a capturable-Town to begin with due to it being so close to the 3 Bridges. Cropsford is literally 3 buildings and vast, open farm-land. Cheydinhal has several more buildings, like Bruma, and a giant wall, also like Bruma, and it made for better small-scale fights due to the 'street-fighting-like nature of its layout, again, like Bruma. Cropsford did not and does not. It has zero strategic and defensible value.
Cropsford should be discarded and turned into a non-capturable Town (like DC's Chorrol and AD's Hackdirt non-captureable Towns -- both of which have more buildings and a better layout for PvP game-play than Cropsford does), not to mention that it simply makes more sense balance-wise, design-wise, and gameplay-wise, according to the overall layout of the map. I just don't see how the ZOS PvP Devs could have missed this.
Cropsford is not at all defendable as a Town and will easily and constantly be taken by AD that travel the new 'goat-path' by the Skyshard in the river there. If it were an Outpost, or had an Outpost nearby it, like the other two alliances both get, then it would be fair, formidable, and defendable; otherwise, Cropsford is just a free objective to be taken/given away. Unless those farmers, you know, decided to build a wall.
So bolded parts here. First one. IMO, you are so totally wrong here. If that new EP outpost is intact while AD has taken Drakelowe and Cropsford...this is what the new port stones are for. Sure you can deathport if ya like, but w/e. Also adding in that playing pretty much daily gives me the knowledge that AD has easy access to Farragut running up thru that HUGE dead space. This will hopefully prevent some of that. It also gives EP another avenue to defend BRK. If Arrius, Chalman, AND Drakelowe are taken, you can still deathport/stone over to the new spot and get there.
On to the next point.Your shooting yourself in the foot thinking that an inward facing outpost by Warden is any kind of advantage for EP. If anything, it's another obstacle and "pre-warning" of EP coming to Warden. You have to look at these things as offensive and defensive. AD's new outpost gives them a shorter hop to Rayles on DC's side. Everyone has one advantage and one disadvantage. Your looking at this as if the southern EP territory is a total disadvantage. In reality it helps EP protect against AD from coming up to Farragut all the time with the potential of stealing a scroll. DC can't say the same because I'm sure EP has enough players to keep the 3 gates destroyed 24-7 between Dragonclaw and Kingsford. (least on vivec NA). Which leads me to the last point (speaking only of Vivec NA). EP has the forces and focus to have won the last...3? Campaigns in a row? So imo ya got no room to say anything. Yer covered. Literally...24-7, 365, with your euro/off hour presence. The other 2 factions can't say that.
Oh, I have no room to say anything because EP has supposedly won the last 3 campaigns on Vivec PC NA?
Again, all of my comments and posts have completely excluded in-game faction politics/population/campaign/platform/megaserver.
None of the above is as important in comparison to the integrity of the actual, equal/physical placement of PvP objectives on the Cyrodiil map itself. Which is what this thread is all about. The integrity and balance of the Cyrodiil map PvP objectives has been compromised because AD and DC both get 2 offensive, outward-facing Outposts; whereas EP only has 1.
I do not care if "EP/DC/AD wins the majority of campaigns on X, Y, Z campaigns/platform/megaserver." That does not matter in this discussion thread at all. You continue to fail to see the point.
Even if faction/population/campaign/platform/megaserver did matter, ZOS game developer design changes should not change the physical layout and placement of PvP objectives on the Cyrodiil map to favor one side over other(s) simply because 1 faction is more active than other(s) during X/Y time of day. That is complete nonsense.
If your complaining just to complain about the actual map equality itself, then honestly. There's no point to this thread at all. When you talk about advantages and disadvantages then YES...your talking about warfare between the 3 factions.DC has dealt with Bruma being taken over and over with very little distance between FOUR of it's objectives. 2 being home keeps, and the other 2 an outpost and enemy keep for conquest of the map. The south of the map has ALWAYS had 2 towns relatively close to the AD Tri-keeps. If anything AD has had the best advantage when strictly speaking of town placement. Although EP's new outpost is not forward facing, it's still an advantage I don't think your understanding. Which I laid out in my original post.If they made the entire map totally equal in every placement of every keep/outpost/town it would be a seriously boring map to play. Which it already suffers from with the paths we take for the emp keeps as it is. ZoS is trying to mix it up a bit, split us off of zerging down everything and having to split off into smaller groups to provide better performance of the servers altogether. But we'll see. Players will find some way to make it a moot point, and still try to gather like lemmings for safety.
So unless your ready to discuss tactical warfare between the factions, then this conversation is over. I think it's a great thing we're even getting SOME map changes at all. I really would like the entire map to be redone altogether, but ZoS has no intention of doing that.