I think just increasing the involvement would bring Cyrodiil to life.dtsharples wrote: »I had a similar idea Bones.
Numerous resource mines out in the unused wilderness of Cyrodiil.
The mines would provide a resource that would be used to build upgraded sieges, upgraded NPC's armours + skills and give the NPC mages the ability to put up small force-fields to protect parts of the walls / door.
Once a faction captures a resource mine, NPC 'miners' mine the resource until a certain amount has been gathered, then they pack it up into a cart and a small group of NPC's guide the resource materials to the nearest Keep that is owned by that faction.
The NPC's can be killed, just like guards, and would need a small retinue of Players to help protect the resources - thus spreading the population out a little more.
TheBonesXXX wrote: »Some people just need to be bones for the wolves to chew on.
With that said, while they did make fundamental flaws in this game, its population can be restored. I think faction locking is a good temporary solution to a bigger problems and that problem is the players themselves, people are selfish and self serving; most people do not have the conviction to commit themselves to something if they do not see personal gains and benefits in this age.
Cyrodiil lacks depth, it lacks reason; it's too accessible. I think if they re-did how players obtained siege equipment in Cyrodiil and Cyrodiil required player interaction; you'd see a better game.
Go out into the Cyrodiil wilderness and find resources in order to construct Siege Equipment and Destructables. Make the destructables require resources for upkeep, not just constantly being upkept.
Most of the map isnt used for anything important, players should go out and hunt blueprints in order to build more advanced versions of siege, not just buy sieges real quick and burn a door down. Bring Lumber to the lumber mill, Hay to the Farm, and Stone and Steel to the mine. Player involvement...
It'd give guild stores in Cyrodiil an economy again, since they put in guild traders.
dtsharples wrote: »I had a similar idea Bones.
Numerous resource mines out in the unused wilderness of Cyrodiil.
The mines would provide a resource that would be used to build upgraded sieges, upgraded NPC's armours + skills and give the NPC mages the ability to put up small force-fields to protect parts of the walls / door.
Once a faction captures a resource mine, NPC 'miners' mine the resource until a certain amount has been gathered, then they pack it up into a cart and a small group of NPC's guide the resource materials to the nearest Keep that is owned by that faction.
The NPC's can be killed, just like guards, and would need a small retinue of Players to help protect the resources - thus spreading the population out a little more.
TheBonesXXX wrote: »Some people just need to be bones for the wolves to chew on.
With that said, while they did make fundamental flaws in this game, its population can be restored. I think faction locking is a good temporary solution to a bigger problems and that problem is the players themselves, people are selfish and self serving; most people do not have the conviction to commit themselves to something if they do not see personal gains and benefits in this age.
Cyrodiil lacks depth, it lacks reason; it's too accessible. I think if they re-did how players obtained siege equipment in Cyrodiil and Cyrodiil required player interaction; you'd see a better game.
Go out into the Cyrodiil wilderness and find resources in order to construct Siege Equipment and Destructables. Make the destructables require resources for upkeep, not just constantly being upkept.
Most of the map isnt used for anything important, players should go out and hunt blueprints in order to build more advanced versions of siege, not just buy sieges real quick and burn a door down. Bring Lumber to the lumber mill, Hay to the Farm, and Stone and Steel to the mine. Player involvement...
It'd give guild stores in Cyrodiil an economy again, since they put in guild traders.
To take it a step further, maybe have a capped number of siege available to the faction based on how many resources your alliance holds and how long you’ve held them. If you don’t have enough alliance siege to go on the offensive, then you have to turtle and defend your resources.
What if 2 brothers are playing on same account, each with different character? If the system would work as OP suggests, then only one of the brothers will be able to enter campaign, assuming they are in different alliances.