I'm not much of a PvP person but I have my moments where I enjoy roaming around Cyrodiil and every time I do I cannot help be massively bothered seeing a giant checkerboard of colored keeps. AD can control the whole map and a group of DC can go right to their gate keeps and take them, in theory with no opposition. It just doesn't make sense.
The keeps have pathway lines for a reason, so why are these not used to control where the front line
is? IE - You can only capture keeps/outposts/towns that you are connected to it.My ideas for better a Cyrodiil experience:
Remove the lock-lines on the border of the map. Just poof them.
Home bases have incoming and outgoing teleports. (Like they have now)
Outposts only have incoming teleporters. Port to when not under siege or allow a port to it with a 10m debuff preventing another port if under siege. (Carmala, Nickle, Bleaker's, etc)(Debuff route allows for clutch planning a defense)
Sub outposts can be ported to if you are connected or not. As well as porting to it while it's under attack. (Carmala, Winter's Peak, Harlun's)(Increasing release/respawn timer to 45s and start that timer when you chose to release/respawn; this would force players to really think about waiting for a res or needing to release ASAP to try and make it back in time)
Towns only have outgoing teleports, because trade/recruits. (Bruma, Vlastarus, Cropsford)(These changes to outposts/towns give factions a reason to fight for the control of them rather then just doing it to get your attuned crafting stations or just a cheap cap because no one is paying attention to it.)
Towns send out a buff every 15m to a random keep your team controls. (as long as its connected)
Giving guards more damage/armor/quicker spawns/etc.
You can only capture resources 1 jump
away from a connected keep/outpost.
Keep resources need to play a bigger part in defense of a keep or trying to capture it. (Because this says they have 5 levels https://en.uesp.net/wiki/Online:Keeps
and I have been watching this one keep for the last 3 hours controlled by the same faction and it hasn't moved higher than level 2)Traveling on a road should give an additional speed bonus.
Removed because coding would be a total nightmare.
Picture of two very out of place captures. Red resource cap on left side and blue cap on Bleaker's.
Picture of town buff idea and the areas they cover.
This would be a good place to start with some changes in Cyro PvP. Not perfect, but surely a better then what we have going on now. Will give added control value to towns and outposts.
As a side note, Nightblade's vanish ability should have a debuff that increases the cost if you continue to cast it. Much like dodge rolling. Because we have NBs doing the stupid suicide bomber thing and then they just run away spamming vanish, which is stupid, cheap and OP problem. And since a lot of builds out there for NB focus on this, they have wiggled in unlimited magicka sustain so they are literally invisible all the time... and you have the audacity to say Oakensoul is OP for PvE content.
If you want to see what all the craftable lights look like in ESO, use this command on PC NA.
/script JumpToSpecificHouse("@Starbridge84", 71)