Why can you use a Keep Recall Stone with Volendrung?

Avran_Sylt
Avran_Sylt
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Was playing some Cyrodil and DC grabbed a deep AD Volendrung spawn (Bloodmayne, I guess there was someone camping it right when it spawned for some reason), and about 20s later they were all the way back to their keep (Glademist).

Is that really the intended design?

Edit: They just hid with it all the back in their main spawn, so apparently you can use Transistus shrines with it too. So no gameplay actually happened with it...
Edited by Avran_Sylt on March 21, 2024 2:04AM
  • TechMaybeHic
    TechMaybeHic
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    They were there because it is predictably there in the evenings. Probably 2 out of 3 times. There is a big map icon that says where they are so you have a chance to stop the port
  • Avran_Sylt
    Avran_Sylt
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    They were there because it is predictably there in the evenings. Probably 2 out of 3 times. There is a big map icon that says where they are so you have a chance to stop the port

    That's probably more concerning. A predictable spawn point lets well-organized groups leverage the near certainty for more rote gameplay over any emergent gameplay...
  • SeaGtGruff
    SeaGtGruff
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    I was on a DC character and EP had one of our keeps. We cut it by capturing all of its resources-- and then an EP player with Volendrung ported to the keep after it had been cut. I guess now I know how they did that. :(
    I've fought mudcrabs more fearsome than me!
  • TechMaybeHic
    TechMaybeHic
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    Avran_Sylt wrote: »
    They were there because it is predictably there in the evenings. Probably 2 out of 3 times. There is a big map icon that says where they are so you have a chance to stop the port

    That's probably more concerning. A predictable spawn point lets well-organized groups leverage the near certainty for more rote gameplay over any emergent gameplay...

    Agree there. There are several spawn points that just have never worked at all and they just left it as is
  • Artim_X
    Artim_X
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    If they were in combat they would not be able to recall. AD is at fault for not aggressively searching the spawn points when the notification appeared.

    If the hammer was akin to scroll running there would be many moments where the hammer user runs out of time before even reaching a suitable location to start mayhem.

    The hammer is a game changer, but the population and presence of organized groups must be factored in, since a wreckless hammer could be detrimental to that player's faction. Taking the hammer out of play when one's faction does not have the means to support the hammer wielder is a valid tactic.
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  • Avran_Sylt
    Avran_Sylt
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    Artim_X wrote: »
    If they were in combat they would not be able to recall. AD is at fault for not aggressively searching the spawn points when the notification appeared.

    If the hammer was akin to scroll running there would be many moments where the hammer user runs out of time before even reaching a suitable location to start mayhem.

    The hammer is a game changer, but the population and presence of organized groups must be factored in, since a wreckless hammer could be detrimental to that player's faction. Taking the hammer out of play when one's faction does not have the means to support the hammer wielder is a valid tactic.

    I find your argument that taking the hammer out of play is smart when your faction can't support it contradictory to your apparent stance that factions should be expected to aggressively search for it, necessitating resources to find it in the first place.

    If population and presence of organized groups is actually taken into consideration, why did AD get it spawned in their territory, and why wasn't there an AD group that aggressively acquired it. I don't believe that's taken into consideration, or that the design intent was for DC to acquire and abscond with it never to use it.

    Your pain point that the runner would run out of time before reaching a prime point just reinforces the idea it's being used for rote gameplay rather than introducing any kind of mechanic that players need to adapt to on the fly. And isn't it active for like 30 minutes? I have no doubt that it takes less than 10 to ride a horse across cyrodiil. During which opponents can track its movement and try to intercept, or brace for impact.
    Edited by Avran_Sylt on March 21, 2024 7:34PM
  • Sabre
    Sabre
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    Would be interesting if the upper part of imperial city was a seamless part of the pvp map, and the sewers below were the only separate instance. You could use those capture points as part of the pvp scoring, and things like Volendrung could spawn in the middle of the city.
  • YandereGirlfriend
    YandereGirlfriend
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    I've always thought that it was insane that the hammer can stone-port AND ride a horse. If a simple scroll-runner can't do either of those things then why can the person wielding the most OP item in the game?
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