BaiterOfZergs wrote: »Adding more has proven to not do much. What they need to do is change the ring system and how you crown emp. Maybe add outside keeps and outposts to the crowning system, add more incentives to spread out but throwing a flag or outpost at a random location isn’t going to change much.
Hello. I would like to raise the issue of Cyrodiil in this thread.
In a few words, a good next step in the game would be to expand / add new things to PVP in Cyrodiil.
The point is that at the moment everything is based on taking over locks and other objects and scrolls, and you could somehow spice up this PVP.
You can also play Cyrodiil as in normal game locations, except that PVP is included here.
Even the castle object itself takes up a lot of space, and inside it is empty and it looks like an infinite idea.
I don't have specific ideas, but I think that diversifying PVP would definitely attract many players.
If any of the ESO authors read this, please include the PVP expansion in this game.
Bounties on groups/players farming massive AP.
More ways to take a keep.
Exotic seige. An example would be ladders.
Different types of tents (1 that that is highly volitile but has a shorter timer, 1 that has a larger radius but requires a longer recovery timer etc...)
More destructable locations.
The heart of pvp is seige and ZoS does such a pitiful job with that. Also finding more uses for many small groups scattered throughout the map.
Bounties on groups/players farming massive AP.
More ways to take a keep.
Exotic seige. An example would be ladders.
Different types of tents (1 that that is highly volitile but has a shorter timer, 1 that has a larger radius but requires a longer recovery timer etc...)
More destructable locations.
The heart of pvp is seige and ZoS does such a pitiful job with that. Also finding more uses for many small groups scattered throughout the map.
Yeah ladders would be good, but over powered if they could just be used right off the bat, would need a mechanic like they can only be used if the keep is flagged and an allied player is inside on the wall where they need to be placed, would give stealthy nightblades a good reason to try and sneak in through a siege to help their team.
Of course the lag needs to be dealt with first and foremost imo.
Bounties on groups/players farming massive AP.
More ways to take a keep.
Exotic seige. An example would be ladders.
Different types of tents (1 that that is highly volitile but has a shorter timer, 1 that has a larger radius but requires a longer recovery timer etc...)
More destructable locations.
The heart of pvp is seige and ZoS does such a pitiful job with that. Also finding more uses for many small groups scattered throughout the map.
Yeah ladders would be good, but over powered if they could just be used right off the bat, would need a mechanic like they can only be used if the keep is flagged and an allied player is inside on the wall where they need to be placed, would give stealthy nightblades a good reason to try and sneak in through a siege to help their team.
Of course the lag needs to be dealt with first and foremost imo.
What happen if we have PvP and PvE version of Cyrodil. PvP version still the same for PvP but PvE version will fullfill with quest and activity, trading to explore. The guild who have most score on PvP version will earn a castle or a keep on PvE version to decorate , earn money tax from NPC vendor ...etc
vamp_emily wrote: »Adding more to PvP? Players can't even show up to defend what they have now.
I think there should be more penalties if you fail to show up and try to defend your keeps.
VaranisArano wrote: »
Make sure you fix the stuck in combat bug first, please. It's super annoying to want to rush to defend a home keep but be forced to run there, on foot, hoping you'll somehow make it in time there to make a difference. I'd rather not be penalized on top of that for a bug I can't really do anything about.
Performance improvements have to come first.
VaranisArano wrote: »vamp_emily wrote: »Adding more to PvP? Players can't even show up to defend what they have now.
I think there should be more penalties if you fail to show up and try to defend your keeps.
Make sure you fix the stuck in combat bug first, please. It's super annoying to want to rush to defend a home keep but be forced to run there, on foot, hoping you'll somehow make it in time there to make a difference. I'd rather not be penalized on top of that for a bug I can't really do anything about.
Performance improvements have to come first.