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AD needs one-way bridges/milegates (DC and EP has 3 each)

susmitds
susmitds
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This is a blatant map dis-balance in Murkmire.

EP has 3 one-way milegates to stop DC invasion. DC has 3 one-way milegates to stop AD invasion.

AD's bridges are equally balanced between EP and AD, hence it's transit can not be controlled by the AD, like the other two alliances.

The result is that all the milegates and the bridges are down most of the time and AD is stuck inside in its own domain, while DC keeps coming through the one-way milegates (I know it can be further destroyed, but the two side parts need to be destroyed, both of which have twice the HP of the center part). So AD is forced to use the goat-paths/tunnels to enter enemy land, which are very ganker prone. And if we try to repair the gates/bridges, the entirety of Cyrodiil is alerted by a notification, making it very hard to stealth siege an inner enemy keep.

Both EP and DC have alternate ways through the milegates to enter enemy land, while AD has none and has to guard every DC gate and the tunnel to prevent an DC invasion. This is a blatant map dis-balance.

@ZOS_BrianWheeler , @ZOS_GinaBruno
  • angeleda
    angeleda
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    Play a real alliance
  • Katahdin
    Katahdin
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    angeleda wrote: »
    Play a real alliance

    You mean the overbloated 4 full zergs at every battle faction stack one?

    Or

    The refuses to coordinate and fights more with each other than the enemy one?

    Edited by Katahdin on November 5, 2018 5:08PM
    Beta tester November 2013
  • Aliyavana
    Aliyavana
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    angeleda wrote: »
    Play a real alliance

    EP is useless in that dunmer will go back to enslaving those filthy argonians and DC Bretons and redguards will go back to hating the orcs.
    Edited by Aliyavana on November 5, 2018 5:13PM
  • sharquez
    sharquez
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    I mean seems fair since your pop cap is twice that of the other factions. Damn elves and cats breed like locusts.
  • JimmyJuJu
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    sharquez wrote: »
    I mean seems fair since your pop cap is twice that of the other factions. Damn elves and cats breed like locusts.

    This one likes your post.
  • ArchMikem
    ArchMikem
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    If the new paths really are watched by gankers, then maybe try moving through them as groups instead of on your own.

    This is a war. A "zerg" is called an Army. Stop thinking cyrodiil is one big dueling arena.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • susmitds
    susmitds
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    ArchMikem wrote: »
    If the new paths really are watched by gankers, then maybe try moving through them as groups instead of on your own.

    This is a war. A "zerg" is called an Army. Stop thinking cyrodiil is one big dueling arena.

    That's not really the point, the AD population is channeled to one particular route in the map, but the both other alliances have 5 routes that they can take. Result is that on even pop, AD is constantly attacked by DC on inner areas as they have direct access to our inner areas by means of one-way routes but AD can't do the same.
  • edges_endgame
    edges_endgame
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    Why? Can snipe over the bridge...AD's second skill is siege....so...no!
  • susmitds
    susmitds
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    @ZOS_BrianWheeler

    The point is that both EP and DC can enter AD domain undetected even if all bridges/milegates are down and tunnels/goat-paths are watched.
    But AD can not do the same.
  • Vez
    Vez
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    sharquez wrote: »
    I mean seems fair since your pop cap is twice that of the other factions. Damn elves and cats breed like locusts.

    Have you ever tried to get a cat to do something? Even the Highest of Elves can't herd 'em.
  • RobZha
    RobZha
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    susmitds wrote: »
    This is a blatant map dis-balance in Murkmire.

    EP has 3 one-way milegates to stop DC invasion.

    EP can't stop the DC invasion with milegates, we'll always get them eventually.
  • susmitds
    susmitds
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    RobZha wrote: »
    susmitds wrote: »
    This is a blatant map dis-balance in Murkmire.

    EP has 3 one-way milegates to stop DC invasion.

    EP can't stop the DC invasion with milegates, we'll always get them eventually.

    Obviously, it doesn't block it off, but at least you guys can enter their turf and mess it up, when they push hard. We can't even do that without alerting them as they permanently keep it partially destroyed.
  • Kartalin
    Kartalin
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    Destroy the left and right sides so they can't come over either?

    Spend literally less than one minute repairing the center at the milegate of your choice so you/your group can pass?

    There are options.

    I like that this adds an element of lopsidedness to the map. Just like the new outposts that are pushed farther into DC and EP territory giving AD better access to the back keeps of the other factions. Though I guess this also offsets Crops and Vlast which gave them better access to AD back keeps.
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  • RobZha
    RobZha
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    susmitds wrote: »
    RobZha wrote: »
    susmitds wrote: »
    This is a blatant map dis-balance in Murkmire.

    EP has 3 one-way milegates to stop DC invasion.

    EP can't stop the DC invasion with milegates, we'll always get them eventually.

    Obviously, it doesn't block it off, but at least you guys can enter their turf and mess it up, when they push hard. We can't even do that without alerting them as they permanently keep it partially destroyed.

    Was just messing anyway. Have looked at the way the map is set up a few times and thought it a bit odd actually, no idea how they're going to change that though if they ever do. Logged on to one of my AD chars yesterday and wanted to destroy a bridge for the first time too, players were going across it heading up to sej though so I had to stop, haha.
    Edited by RobZha on November 5, 2018 6:59PM
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