Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
The issues on the North American megaservers have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!
FIX for Cyrodiil, REAL war
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