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I have the answer!

TheBull
TheBull
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Make resources spawnable!

edit- My original thought was if you own the keep you can spawn at it's resources In order to make keep to keep travel a little shorter.
Edited by TheBull on November 11, 2014 5:38AM
  • Gilvoth
    Gilvoth
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    thats a great idea, this way those who own that resource can spawn there and they wont get greeved.
    sounds fair i guess.

    but what if 50 to 100 from another alliance overwhelm them ?
    can be used as a way to greeve people?

    maybe not,
    i like your idea tho and i think it could work out prety nicely.
    id like to hear what other people think about this ...
    Edited by Gilvoth on November 11, 2014 4:49AM
  • Gilvoth
    Gilvoth
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    this needs more attention
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    I'm sorry, but no, it would be counter productive.
    It would be like having FC back in the game, but this time with no limitations/cost and no way of taking them out from range.
  • Galalin
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    Bump!!! this would be great combined with an increasing rez timer only for that resource, if you so choose to rez elsewhere then the timer would not apply.
  • TheBull
    TheBull
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    I'm honestly in favor of changing nothing. Things have been really nice this past week. If compromise must be made though, there may be something here.
  • Gilvoth
    Gilvoth
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    what got me angry alot of times was seeing large amount of people spawning at the camps just to defend a castle (and it was also causing alot of lagg) on the fly, which i think in general is kinda cheating in a way cause instantly we could travel to any and all castles just allow yourself be killed.
    kinda defeated the purpose of travel all-together, and made game feel fake and cheap.
    if they do allow us to use resources as a spawn then atleast make it on a timer so you cant spawn there untill atleast 10 minutes or something, i dont know. touchy subject.

    want to hear alot more of what people think on this and see what is on peoples minds with this.
  • TheBull
    TheBull
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    I'm sorry, but no, it would be counter productive.
    It would be like having FC back in the game, but this time with no limitations/cost and no way of taking them out from range.
    My original thought was if you own the keep you can spawn at it's resources In order to make keep to keep travel a little shorter.
    Edited by TheBull on November 11, 2014 5:37AM
  • Gooey
    Gooey
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    TheBull wrote: »
    I'm sorry, but no, it would be counter productive.
    It would be like having FC back in the game, but this time with no limitations/cost and no way of taking them out from range.
    My original thought was if you own the keep you can spawn at it's resources In order to make keep to keep travel a little shorter.

    That's like 10m of distance.
  • JaJaLuka
    JaJaLuka
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    Small settlements scattered around Cyrodiil that are capturable perhaps to create further choke points and more objectives?
    Krojick, DC Sorc PC NA
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    General Mark Shephard, EP Temp PC NA (Worst temp NA XD )
    Krojick Nightblade, DC NB PC NA
    Others...
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    You would be better off making the mundus stones the points of interest to capture and tele to. They could even give your faction Cyrodiil only buffs.

    Edit: or better still you could summon your group to them. This could have a cool down applied to everyone in the group so that players can't drop through multiple groups summoning and perhaps you would need more than 1 to summon.
    Edited by Izanagi.Xiiib16_ESO on November 11, 2014 12:22PM
    @Solar_Breeze
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  • rsciw
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    You would be better off making the mundus stones the points of interest to capture and tele to. They could even give your faction Cyrodiil only buffs.

    Edit: or better still you could summon your group to them. This could have a cool down applied to everyone in the group so that players can't drop through multiple groups summoning and perhaps you would need more than 1 to summon.

    Does open up the possibilities of spawn killing though, same when you surround an enemy's FC and wait for spawn...
  • Davadin
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    Gooey wrote: »
    TheBull wrote: »
    I'm sorry, but no, it would be counter productive.
    It would be like having FC back in the game, but this time with no limitations/cost and no way of taking them out from range.
    My original thought was if you own the keep you can spawn at it's resources In order to make keep to keep travel a little shorter.

    That's like 10m of distance.

    I think he meant that if the keep is flagged, you can still spawn at the resource. Which is a great idea.

    Now, the limitations to avoid being abused though would be some rules to limit it further.

    Such as,
    - only if you have at least 2 out of 3 that u can spawn at either.
    - only if it's not flagged and hasn't been flagged for... 10 minutes? 20?
    - only when the keep is unavailable (owned by other alliance or flagged)?


    @ZOS_BrianWheeler‌ some ideas.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Maulkin
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    The best idea about utilising resources has been provided over and over.

    It's been proposed that they limit the areas where you can place camps to keeps and resources. They can already utilise the invisible "tick circles" placed around these nodes. which also work in reverse

    You know when you try to to put a camp down and it says "You're too close to enemy keep/resource"? Yeah, well, spin that around and allow people to only place camps inside those circles subject to you owning the keep or resource.

    That means that:
    a) you use existing mechanics like FCs and tick circles (less coding)
    b) there's still an AP cost (that of the FC) associated with getting people to rez there.
    c) can be taken down from range
    d) you can't use it for travel

    That would also remove the problem with troll camps as you can only place camps at resources or keeps.

    Of course, all of that would be subject t:
    a) them stopping people from rez'ing at camp if they died outside the camp circle
    b) adding some rez sickness, like when you get ressed by soul-gems

    It means that if you rush the resource and take it, nobody can spawn there any more or put a camp 10 meters away. It can be used defensively, to help a keep under attack, or offensively by placing a camp at the resource of an enemy keep (if you own the resource)
    EU | PC | AD
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    Any form of instant travel outside of the transitus network would be detrimental to AvA.

    However, we could have forms of fast travels that would complement the structure of the game.
    For instance:
    - faster travel speed on roads that would also serve as a soft choke point.
    - relays/inns on roads or in the npc towns where you can feed your horse to have a temporary speed buff to serve as side objectives that aren't keeps and give stuff for smaller forces to do.
    - some alternate wooden bridges that can be built/destroyed by anyone to cut travel times and avoid the stone bridges, but costs AP to maintain.

    All of which add depth and alternatives to the game without removing the possibility of emergent gameplay.
  • Davadin
    Davadin
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    I had a dream once.

    I dreamed that Fast Travel in Cyrodiil means, you're mounted on your horse, auto-cruising from one keep to the other at 300-500% speed, and immune to CC or attack.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Thejollygreenone
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    Any form of instant travel outside of the transitus network would be detrimental to AvA.

    However, we could have forms of fast travels that would complement the structure of the game.
    For instance:
    - faster travel speed on roads that would also serve as a soft choke point.
    - relays/inns on roads or in the npc towns where you can feed your horse to have a temporary speed buff to serve as side objectives that aren't keeps and give stuff for smaller forces to do.
    - some alternate wooden bridges that can be built/destroyed by anyone to cut travel times and avoid the stone bridges, but costs AP to maintain.

    All of which add depth and alternatives to the game without removing the possibility of emergent gameplay.

    I really like this idea.

    I think the use of horses/mounts in this game is a bit bland, and this could add some needed spice while also alleviating part of the travel issue that came about in the loss of forward camps.

    +1 to hoping your idea gets looked at by the right people.
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    Any form of instant travel outside of the transitus network would be detrimental to AvA.

    However, we could have forms of fast travels that would complement the structure of the game.
    For instance:
    - faster travel speed on roads that would also serve as a soft choke point.
    - relays/inns on roads or in the npc towns where you can feed your horse to have a temporary speed buff to serve as side objectives that aren't keeps and give stuff for smaller forces to do.
    - some alternate wooden bridges that can be built/destroyed by anyone to cut travel times and avoid the stone bridges, but costs AP to maintain.

    All of which add depth and alternatives to the game without removing the possibility of emergent gameplay.

    I really like this idea.

    I think the use of horses/mounts in this game is a bit bland, and this could add some needed spice while also alleviating part of the travel issue that came about in the loss of forward camps.

    +1 to hoping your idea gets looked at by the right people.

    Thanks.
    We can always try to ping @ZOS_BrianWheeler‌ .

    But I suspect he already heard them all before and is just limited in resources. :smile:
  • Gilvoth
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    bumping this to keep attention on it, and hoping seen by pvp devs.
  • NotSo
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    After all that talk in this thread about everything wrong with being able to spawn next to/inside of a keep. For shame.
    forums.elderscrollsonline.com/discussion/138069/5-reasons-why-removal-of-forward-camps-will-save-pvp-in-eso/p1
    Edited by NotSo on November 13, 2014 4:11AM
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
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