I find it tedious.
I also don't like how ZOS broke the 3 fold symmetry of the map by sticking EP with a town sticking into AD territory (Crops) vs. an outpost (which DC and AD got), since the outposts are much easier to defend and built for defense. EP is at a disadvantage. This was pointed out in PTS but ignored.
Three gates/bridges per "side" is too many; by the time you've destroyed all three bridges somebody's already went and repaired one. Should be lowered to two, spread far apart (ex. the bridge between Alessia and Sej and the bridge closest to the map's edge, with the second bridge in the middle beind removed) to encourage fights at the alternate paths they added in this patch.
I like things that allow players to impact the environment and the flow of the game so yeah I think it is a positive. May need some tweaking to get it to where they want it to be, but it's a good start.
The milgates are good, but they also have a serious flaw. If you want to assault lets say the AD from the DC side you can repair the left and right sides. This allows your faction to scale that wall while making it impossible for the AD to do so, but all it needs is one person to troll everyone by shooting at it. Suddenly the wall cannot be repaired and it causes a whole lot of heartache for everyone on their faction.
Can we go around? Yes, but it could have been so much simpler if we could have had the sides repaired and usable.
I have mixed feelings. It will be interesting to see how gameplay evolves.
So far, very little has changed when one faction has an advantage over the others. They still steamroll the map with large stacks of players.
I feel that lost in the novelty of destructable milegates and bridges is that we've lost some very fun structures to fight on.
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That goat path across the river is awesome. Had a scroll run across it, and even when AD had much greater numbers, the few that stayed to block the path. Did so, and completely stopped the greater numbers from crossing long enough that the scroll was long gone.
I have no strong feelings about the changes. I've only played one day with it but it didn't seem like a bad change, that's for sure. I'd say neutral and leading towards good for the slightly more complex map play?
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The milegates are asymmetrical while the bridges are symmetrical. All gates give always one side an advantage.(middle destroyed makes it only unpassable for one faction, you still can go up and attack the other side)
Not sure how much tactical play they offer if they can be repaired that fast or let's say i have not seen one faction forced to take the goat path.
A destroyed object is more or less a stale mate and just says move on. It does not really offer some kind of conquering it with one player sneaking past and open a portal etc.
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I do and don't at the same time but leaning more towards no. I always enjoyed bridge fighting and now it can still be fun when people are trying to siege the bridge, but then there is other times when it's destroyed, I get no fight and have to run a long distance to get to the otherside and that get's very tedious.
I think it is poorly implanted just to shut the community up.
If the bridge is broken, what u see is 2 factions spamming projectiles like ***,
NOW if some1 at ZOS had b****, they could easily use this situation to create 2-3 alternative routes to pass so pepole will actually need to spread, but not run the entire map again.
Gotta love the comments "any changes to cyrodill is welcome" kek.
Edited by amir412 on October 30, 2018 8:54AM
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