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FIX for Cyrodiil, REAL war

Lapin_Logic
Lapin_Logic
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Cyrodiil alliance war is broken as regards to ZOS's own design brief, They wanted a Large scale Keep battle of attrition, but what they have is a map that is both too small and too large at the same time causing bored zergs to zoom around the map hoovering up a tiny group going for their continuous attack buff or 1 dude at cropsford buying gear from a vendor before the zerg switch factions and flip the keeps the other way while tossing Emp around like it was a bottle of Skooma.

If Cyrodiil was just 3 keeps it would generate longer battles and force factions to split exactly how in BG's you have 3 defensive points in capture the relic etc.

..{ Teleportation and Armies Vs actual War }..

Or If Cyrodiil was 3 times bigger with no transitus shrines and the entire faction was one "Group" by default, it might cause players to tactically station defenders at the rear lines to guard against a deep attack exactly like in Football where the ball can end up deep in your teritory quickly and why all the players don't all stand on the front line with the ball. The only way to return to base would be to die or run back.

Teleporting just snowballs the speed of the "winning" faction and there is no downside to stretching your resources thin on the battlefield, it's counter to every real life battlefield, you can't load your entire army in one spot yet still control and defend the entire map equally.
Edited by Lapin_Logic on March 8, 2021 4:18PM
  • alterfenixeb17_ESO
    alterfenixeb17_ESO
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    Regarding idea of one group

    Based on it's description it sounds fairly similar to disabled grouping. If that's the case then we've been through this already a couple of times due to some bugs preventing group forming. Usually was just a few hours, at least one time I remember it did last for more than 1 or 2 days (don't recall exactly). Did not work - people wanted to group generally.

    Regarding no teleportation stones

    That would require redesign of approach to mounts. Also running from any base to even IC area (any closest emp keep) just to join the fight may be easily too harsh for players in general. This change, even if they reduced map size like 4 - 5 times, would easily be more problematic for players than missing 5 pieces gear bonuses really. Not to mention even harder stepping curve for new players should there be any.

    Instead of this actual removal of forward camps (which effectively in many cases cause more problems) could be more beneficial

    Regarding 3 keeps

    We currently have over 40 objectives across whole map out of which for regular fights at least 12 of them could be counted as those that matter (all emp keeps, outposts in between and neighboring keeps). We end up anyway with situations that 1 alliance is defending at the same time against the other 2 and the other 2 are not interested in each other at all. With 3 keeps that would easily become a scenario that 1 alliance only defends and they do defend only 1 keep while other 2 all stack near it.
    Edited by alterfenixeb17_ESO on March 10, 2021 12:41PM
  • Sleep724
    Sleep724
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    I’d say just make it so only the inner keeps are fought over The other areas could be used for AvA bgs.
  • Sahidom
    Sahidom
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    https://youtu.be/9P5egjUf1iA

    Cyodiil vision seven years ago. Than they broke it.
  • Sahidom
    Sahidom
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    Zerg groups existed since the beginning of cyrodiil. This video dated 2014 also illustrates how 12 man groups with voice chat in the same guild can and does work; the lead is doing an excellent job leading before the group cap was reduced and probably would continue to lead successful campaign groups.

    https://youtu.be/8GObg0Cm8ec
    Edited by Sahidom on March 12, 2021 8:48PM
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