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Add a large quest chain to cyrodiil.

R1ckyDaMan
R1ckyDaMan
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Anyone else think it would be a good idea to add a large quest chain to cyrodiil?

It could take you all over cyrodiil, to some of the ruins, some of the delves and to the towns.

I think it would be a great addition to that massive pvp zone.
  • Vizier
    Vizier
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    There are quest chains. Your alliance has you taking keeps, scouting enemy troops and keeps, killing enemy soldiers all for which they pay you and give you rewards. Then of course you have tons of individual objectives like delves and dolmons, random quest givers in the towns and places of note.

    So, what are you asking for exactly? More PvE clutter in the PvP zone? Leave the PvP zone alone. LEAVE IT ALONE! Besides we don't want ZoS to give the PVE QQ club more reason to QQ about PVEing in a PvP Zone.
  • R1ckyDaMan
    R1ckyDaMan
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    I enjoy pvp, you can pvp and quest too ya know.

    Plus linking all those random quests, towns and delves to a single story would help in motivating yourself to do them all for the hero title.

    If they got really creative they could even change the order and some objectives depending on what your alliance is.
    Edited by R1ckyDaMan on October 5, 2014 10:51PM
  • KenjiJU
    KenjiJU
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    I'd like more events that encourage pvp within the zone at different areas. eg. Attack a courier, defend a supply route, deliver objectives, having keeps send out those objectives, etc. These don't have to be quests, it could be something you do on the fly and reward free siege weapons or unique siege weapons (limited means of getting FCs?). Other events might toggle tracking flags on moving npc groups on the map to take down or defend depending on how valuable the resource. These don't have to be random either, they could be launched by players.

    Usually activity is focused on 2-3 keeps and a few smaller points around those keeps. Outside that, Cyrodiil feels so dead and empty. They don't even have corpse doodads lining the ground after a large battle.
    Edited by KenjiJU on October 5, 2014 11:20PM
  • R1ckyDaMan
    R1ckyDaMan
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    KenjiJU wrote: »
    I'd like more events that encourage pvp within the zone at different areas. eg. Attack a courier, defend a supply route, deliver objectives, having keeps send out those objectives, etc. These don't have to be quests, it could be something you do on the fly and reward free siege weapons or unique siege weapons (limited means of getting FCs?). Other events might toggle tracking flags on moving npc groups on the map to take down or defend depending on how valuable the resource. These don't have to be random either, they could be launched by players.

    Usually activity is focused on 2-3 keeps and a few smaller points around those keeps. Outside that, Cyrodiil feels so dead and empty. They don't even have corpse doodads lining the ground after a large battle.

    All good idea's, reminds me of some of the events in gw2's WvW.

    For my idea though, the infrastructure is already in place, the quest givers, the delves, the towns, all they have to do is link them up with a story across the whole map.

    This is not adding new content as such, more improving existing content.


  • Csub
    Csub
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    I would love if anchors.randomly spawned at.bigger fights, both on the fields and at keeps but not with cannon fodder mobs but with some almost equal as a 3Rd/4th party in a fight.
    Edited by Csub on October 6, 2014 8:27AM
    "The Divines gave you a nose for a reason, Tharn. So you can keep your mouth shut and still keep breathing. - Lyris Titanborn
  • Vizier
    Vizier
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    R1ckyDaMan wrote: »
    I enjoy pvp, you can pvp and quest too ya know.

    Plus linking all those random quests, towns and delves to a single story would help in motivating yourself to do them all for the hero title.

    If they got really creative they could even change the order and some objectives depending on what your alliance is.

    I see what your saying. That actually sounds like a good idea. If your talking about enhancing what is already there to be a cohesive quest line then you get a thumbs up from me. If it in any way shape or form contributes to cluttering up Cyrodiil or giving people more to whine about it would be a no.

    A cohesive, interactive story line a bit more involved than what they have now would definitely be a good thing. I retract my previous angst filled post.
  • R1ckyDaMan
    R1ckyDaMan
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    Vizier wrote: »
    R1ckyDaMan wrote: »
    I enjoy pvp, you can pvp and quest too ya know.

    Plus linking all those random quests, towns and delves to a single story would help in motivating yourself to do them all for the hero title.

    If they got really creative they could even change the order and some objectives depending on what your alliance is.

    I see what your saying. That actually sounds like a good idea. If your talking about enhancing what is already there to be a cohesive quest line then you get a thumbs up from me. If it in any way shape or form contributes to cluttering up Cyrodiil or giving people more to whine about it would be a no.

    A cohesive, interactive story line a bit more involved than what they have now would definitely be a good thing. I retract my previous angst filled post.

    Yeah that is exactly what I meant, using the existing stuff, but just changing the actual quests they give, make some delve bosses a target for a few quests too.

    But change it from a load of seperated quests to a big story chain.
  • R1ckyDaMan
    R1ckyDaMan
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    KenjiJU wrote: »
    I'd like more events that encourage pvp within the zone at different areas. eg. Attack a courier, defend a supply route, deliver objectives, having keeps send out those objectives, etc. These don't have to be quests, it could be something you do on the fly and reward free siege weapons or unique siege weapons (limited means of getting FCs?). Other events might toggle tracking flags on moving npc groups on the map to take down or defend depending on how valuable the resource. These don't have to be random either, they could be launched by players.

    Usually activity is focused on 2-3 keeps and a few smaller points around those keeps. Outside that, Cyrodiil feels so dead and empty. They don't even have corpse doodads lining the ground after a large battle.

    Just had another think about that, when a player dies if they respawn the game could place a temp wooden cross at the scene, I say temp because they would eventually become too much.

    maybe a 30 min - 1 hour timeframe before they despawn.
  • GaldorP
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    There are like 10 NPCs with one-time quests that send you to the quest nodes. Each of the 5 quest nodes has 9 daily quests + 1 one-time quest if I'm not mistaken. Another one-time quest from the Wineries. There's the repeatable bounty quest from the Fighters Guild. In addition to the scouting and capture missions for PvP, there's 5 daily kill 20 players (of class x) quests.

    Cyrodiil has a quest design that fits the nature of the zone and works well. I really don't see the need to turn it into another one-time story quest zone (there's 15 zones with 150 hours worth of content for that already).

    Exploring Cyrodiil with all its hidden places is fun already. You can explore and discover on your own. There's no need for a tour guide who tells you where to go next.

    There's a short PvP tutorial. That's all you need. Cyrodiil is the only truly explorable zone with repeatable content currently in this game. It's the only zone with a working MMO design (remove mechanics that encourage zergballing [AoE caps]*, remove systems that encourage one-sided campaigns [PvP buffs working in PvP], change the emperor system so contribution in taking and defending keeps matters, allow a setting that reduces fx effects to an absolute minimun and add optional icons to see buffs on yourself and other players in the standard UI**, fix the door bug, fix the skill bugs [Nightblade], improve the balancing, and Cyrodiil would be amazing again).

    * zergballing is what overloads the server and causes the massive lag for all actions
    ** a system that shows all status effects as visible fx effects on players kills the game client when there are 40 people on the screen
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