The game in EU PC Grey Host is way too static and boring. When we had 24 player groups it was easier to take keeps. Today it can be difficult to even get a PUG of 12 people. Often we are just 5-8 people, waiting and looking at the map until we notice that a keep is under attack. Then we move in. But what often happens if a group of 6-12 players decide to take the initiative, on our own, is that we get through the outer main gate only to get killed by incoming defenders, usually when sieging the inner gate or at the flags. This is at least my experience playing for unruly and undisciplined EP on the EU pc server. To get more action and encourage attacks, it seems necessary to make it easier to kick in doors and crumble those walls. With smaller groups the game should be more ninja.
Capturing stuff is fun. Why slow down the game even more? The game in its current state doesn't work now, proven by the fact that many have left Cyro. In 2015 we could have a large group up at 6 o’clock in the morning, full action literally 24/7. Today the game in Cyro has become a shadow of itself. Something must change, to bring life back to Cyrodiil.
ZOS definitely should make defending a keep easier, and increase the rewards for defending. Keeps are cap'd way too fast now - it's far too easy for a small group to capture a defended keep. A good place to start is to allow defenders to repair doors that are under attack. The game cheats in blocking repairs!
ZOS definitely should make defending a keep easier, and increase the rewards for defending. Keeps are cap'd way too fast now - it's far too easy for a small group to capture a defended keep. A good place to start is to allow defenders to repair doors that are under attack. The game cheats in blocking repairs!
The problem is the limit to 12 players in group, with pugs you can not organize multiple groups and pug players tend to be less organized and experienced than guild groups. An guild can also coordinate multiple groups.TechMaybeHic wrote: »No. You're supposed to fight. If the enemy doesn't respond, then fine; but any quicker and the entire game will be quick keep takes with no chance to defend
The game in EU PC Grey Host is way too static and boring. When we had 24 player groups it was easier to take keeps. Today it can be difficult to even get a PUG of 12 people. Often we are just 5-8 people, waiting and looking at the map until we notice that a keep is under attack. Then we move in. But what often happens if a group of 6-12 players decide to take the initiative, on our own, is that we get through the outer main gate only to get killed by incoming defenders, usually when sieging the inner gate or at the flags. This is at least my experience playing for unruly and undisciplined EP on the EU pc server. To get more action and encourage attacks, it seems necessary to make it easier to kick in doors and crumble those walls. With smaller groups the game should be more ninja.
VaranisArano wrote: »Alternatively, if you like PUGing, I suggest calling out your target in zone chat. Try to get the other groups in your alliance heading towards the same target so you've got some strength in numbers. It won't always work and Zone General is usually a pretty unrewarding task, but when it works it's pretty great.
But the more often a keep flips, the more AP, and it will be more fighting, instead of staring at the map and/or hoping that some other random group or zerg will be there to help you during a siege.
Cyrodiil is a huge place that needs more towns and keeps and dungeons and tunnels we can capture. If one group takes a keep, and your group is not in the vicinity, don’t play the riding simulator for 2 min, because you will not get there in time. Instead: take a keep or an equally valuable asset much closer to you. Also give players rewards for good team work: stack at crown for 2 min and you get 100,000 AP, and get a mansion if you somehow manage to stack at crown for 2 min and 30 seconds (an eternity for most gamers). Give a player a new skin or a new mount if he has the discipline to deploy 3 ballistas at the same time when sieging a door. Too often it’s not easy to get a PUG player to deploy even 1 ballista, because he might not even be at the same keep as the rest of the group. But these things demand large changes, [snip] so the easiest way to make the game more dynamic is to speed up the process of PvD. Make keeps easy to get and easy to lose. More AP that way.
VaranisArano wrote: »Alternatively, if you like PUGing, I suggest calling out your target in zone chat. Try to get the other groups in your alliance heading towards the same target so you've got some strength in numbers. It won't always work and Zone General is usually a pretty unrewarding task, but when it works it's pretty great.
The problem with this strategy is that when a keep raid is called out in zone chat, solo players converge on the resources and light them before the front door/wall can be lit. So the alliance under attack has plenty of time to port in defenders, and 12 person groups/ solo zergs get wiped out. With an organized 24 person group, the front door can be lit quickly without resources being take to alert defenders. Plus 24 folks are more likely to be carrying (and using) 20 sieges than 12 person pick up squads.
Leading a PUG (or even a pvp guild group) is often like herding cats. ESO gotta give PUG players an incentive to play tactically and strategically smart in groups. But we all know that devs have put Cyro on the back burner, so we prb see no change. PvP will then end up like many other MMOs that nobody plays anymore. It’s almost like ESO is trying to deliberately ruin PvP, which is sad because Cyro was truly great, in the beginning - just as revolutionary as BF1942 - but has since stagnated or gone downhill.
Agree with you but an pug group is the opposite of well organized 😺I'm not sure about this. A coordinated 12 man group can still take a keep in about 3 minutes, providing there is not strong opposition. I see the OP's point, but I think the adjustments need to be made in other areas to restore balance. For instance, oils are way too strong right now.
Oils are bad now, not PUG friendly at all: 3-4 players at ram, getting burned from above, 3-4 men sieging from afar, and 3-4 men AWOL = playing somewhere else on the map, which means that 1-3 vet defenders can kill my PUG pretty easy, which is not a rewarding experience after riding and riding and riding to a keep