If it's people stacking flags that causes problems....

NadiusMaximus
NadiusMaximus
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Increase the number of the flags.

Why not.....change the way keeps are taken?
Why not force zerg to spread out, instead of rallying on two spots that are feet apart?

How would you like to see keeps taken if there were no flags, no one or two spots that could be stacked by two entire groups?


Imo, keep the flag idea, but have 9 of them. Two inside, one in each tower, one front door,two in the court yard.
In order to take the keep, at least 7 would have to be held at the same time before it would flip.
I'm sure your ideas will be better though.
  • KBKB
    KBKB
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    #Bringbackthecourtyardflag

    Also one on the roof would be nice as you know you would hang your banner from there if you took it.
    Edited by KBKB on March 14, 2015 9:04AM
  • KeplerMG
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    The flags would still be too close. Maybe the resource flags should become part of keep flips.
  • CMG138
    CMG138
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    Increase the number of the flags.

    Why not.....change the way keeps are taken?
    Why not force zerg to spread out, instead of rallying on two spots that are feet apart?

    How would you like to see keeps taken if there were no flags, no one or two spots that could be stacked by two entire groups?


    Imo, keep the flag idea, but have 9 of them. Two inside, one in each tower, one front door,two in the court yard.
    In order to take the keep, at least 7 would have to be held at the same time before it would flip.
    I'm sure your ideas will be better though.

    As much as I like that idea, I'm not sure that it would work when you have major guilds in Thorn(and this may get snipped even though I'm not calling out an individual) such as Spectres of the Phoenix, who before any movement, are saying in TS "stack on crown", and they would do the same thing to clear keeps, resources, and outposts. Now, I understand the reason, when you're all stacked up and some one pops a support ability such as rapid maneuvers, or an AoE heal, a lot of people will get it at once, but this also very well could be contributing greatly to the lag. Also, the new armor textures, they looking fvcking incredible, and I can't wait to see what the other ones are going to look like as well, but that could also very well contribute to lag when people "stack on crown". So @ZOS_PaulSage and @ZOS_BrianWheeler , that is something you may want to take a look at and maybe you want to disable them in PvP. Also, and everyone is going to hate me for this one, try disabling most AoE's while the player is in Cyrodiil and have an alternative effect that that particular skill could do. I'm not sure how much of a difference it would make though. And really this should be posted in a different thread, but if you guys still see it, works for me.
    Red or dead!
  • NadiusMaximus
    NadiusMaximus
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    Players would just get bigger groups to stack every flag, causing the same problem.
    A new way is needed.

    Lol, and we say that to get everyone coordinated. You know as well as I do if you have players off fighting at the front porch while you're trying to enter a side door, they aren't helping.
    SOTP rules are against spamming lag inducing skills. We stack for the buff then run, just like everyone else.
    Edited by NadiusMaximus on March 14, 2015 10:02AM
  • Galalin
    Galalin
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    Simple a keep timer starts to flip when the last non stealthed player in the vicinity is dead a stalthed player wil not count towards timer for 15 sec after out of stealth. It forces ppl to clear the entire keep... and gaurd the breeches and doors... extending keep fights... making hitting more than one keep very viable and spacing out the population

    DK SCRUB OUT
  • CMG138
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    Players would just get bigger groups to stack every flag, causing the same problem.
    A new way is needed.

    Lol, and we say that to get everyone coordinated. You know as well as I do if you have players off fighting at the front porch while you're trying to enter a side door, they aren't helping.
    SOTP rules are against spamming lag inducing skills. We stack for the buff then run, just like everyone else.

    Oh, I understand completely about that part. I'm not saying that it's not fun when I'm in one of your groups, but that could very well possibly contribute to lag.
    Red or dead!
  • RinaldoGandolphi
    RinaldoGandolphi
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    The problems imo is zergs are encouraged because there is no counter to them other then another zerg.

    They need to buff siege damage considerably and make its effects non-purgeable. Yes their will people 1-2 shotted, it will be a rough transition for some, but it needs to be done.

    Taking a keep needs to be more then knocking down a wall and facerolling your keyboard, taking a keep should be much harder then it currently is, it too easy to take keeps in this game and it makes pvdoor and night capping all the more glaring.

    Buff siege like it should be in the first place and the lag problem will solve itself. As you will be at great rid of being killed by artillery fire just charging in all stacked up.
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  • NadiusMaximus
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    woodsro wrote: »
    The problems imo is zergs are encouraged because there is no counter to them other then another zerg.

    They need to buff siege damage considerably and make its effects non-purgeable. Yes their will people 1-2 shotted, it will be a rough transition for some, but it needs to be done.

    Taking a keep needs to be more then knocking down a wall and facerolling your keyboard, taking a keep should be much harder then it currently is, it too easy to take keeps in this game and it makes pvdoor and night capping all the more glaring.

    Buff siege like it should be in the first place and the lag problem will solve itself. As you will be at great rid of being killed by artillery fire just charging in all stacked up.

    Hell yeah. In real life sieges were actually deadly and could take months.
    I'm for the deadly if not careful part, but should take a good 10 minutes to take a wall down though.
  • technohic
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    Galalin wrote: »
    Simple a keep timer starts to flip when the last non stealthed player in the vicinity is dead a stalthed player wil not count towards timer for 15 sec after out of stealth. It forces ppl to clear the entire keep... and gaurd the breeches and doors... extending keep fights... making hitting more than one keep very viable and spacing out the population

    DK SCRUB OUT

    I like this in the theory of having a different flip mechanic than stacking flags and rather on clearing out the keep. The only thing you would have to address would be a steady stream of people that just keep coming back to the fight.
  • Rune_Relic
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    Increase the number of the flags.

    Why not.....change the way keeps are taken?
    Why not force zerg to spread out, instead of rallying on two spots that are feet apart?

    How would you like to see keeps taken if there were no flags, no one or two spots that could be stacked by two entire groups?


    Imo, keep the flag idea, but have 9 of them. Two inside, one in each tower, one front door,two in the court yard.
    In order to take the keep, at least 7 would have to be held at the same time before it would flip.
    I'm sure your ideas will be better though.

    Three problems.

    1. You still only need to go from one flag to the other in series (1 group).
    2. You can not reduce the numbers on the flag and expect them to survive. They will be wiped instantly if the group isn't large enough and never take a keep. So you have to kill everyone in the keep 1st. Which means you zerg around and wipe the keep which is probably another zerg = lag (confined space makes this inevitable).
    3. Wont stop people chucking oil/siege/aoe spam at the flag to make sure it never flips and farm uber AP in the process.


    Alternatively...with a mutiflag system....
    1. You could get an auto-shield if you manage to get x number of people to rush a flag (shield strength increases with flags occupied).
    2. You need to take all flags (or a percentage of them) in parallel instead (many groups).
    3. What you have then is small groups trying to rush multiple flags at the same time but they have a realistic chance of actually flipping the flag in a small group.
    4. In turn the defenders need to defend multiple flags at the same time....otherwise the shield strength will be too powerful for them to damage. They cant just defend the last flag and ignore the rest ...preventing a keep from ever flipping.

    eg
    10x flags per keep.
    2x players on a flag creates a 10% shield on each flag.
    2x players on every flag creates 100% shield on each flag that protects all the players from harm.
    20 players needed to have a 100% chance of flipping the keep.
    ...If they can all get to the flags alive.

    Flip rate depends on the amount of flags occupied.
    Its takes 110 seconds to flip a flag....but each occupied flag reduces this time by 10 seconds.
    1 flag occupied = 100s @ 10% shield
    7 flags occupied = 40 seconds to flip @ 70% shield
    10 flags occupied = 10 seconds to flip @ 100% shield

    So what is the result of this ???
    You need large number to ensure a flag flip although it is possible to flip a flag with just 1 flag occupied with 10% shield in 100 seconds... if no one is defending [although you could use a minimum parallel occupied flag system with this].
    • Large groups have to split..and the hunters have to split up to kill the prey.
    • The hunters have to stop people getting to any flag to prevent the shield walls.
    • The hunters have to burst down the flags as quick as possible before the flip timer runs down.
    • Small flag groups have some chance of staying alive with the shield while the flag is being nerfed to oblivion.
    • Stealth can now also plays a significant role in flag flipping. A small squad could take a keep where they were massively outnumbered if the coordination and tactics were good.ie 80% shield or such
    Edited by Rune_Relic on March 14, 2015 3:14PM
    Anything that can be exploited will be exploited
  • Valnas
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    what if they made a piece of siege that was a ground based aoe that made it a bad idea to stand in one spot for too long without killing everyone there. maybe put it in pots so we can tip it out on a cooldown but make it strong, like, the floor is lava strong.
    Edited by Valnas on March 14, 2015 6:44PM
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  • timidobserver
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    Increase the number of the flags.

    Why not.....change the way keeps are taken?
    Why not force zerg to spread out, instead of rallying on two spots that are feet apart?

    How would you like to see keeps taken if there were no flags, no one or two spots that could be stacked by two entire groups?


    Imo, keep the flag idea, but have 9 of them. Two inside, one in each tower, one front door,two in the court yard.
    In order to take the keep, at least 7 would have to be held at the same time before it would flip.
    I'm sure your ideas will be better though.

    Idea 1: Put flags/objectives on the outer(maybe a flag in each tower) that has to be taken for the keep to flip. If the whole zerg rushes the inner, a small force can come back and take the flags in the outer to prevent the keep flip. If they whole zerg floods back to the outer, the small force can just go and take the inner.

    Idea 2: If you don't hold at least 2 resources, it takes 2 minutes more for the flag to keep and inner to flip.

    Edited by timidobserver on March 14, 2015 6:40PM
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  • Draxys
    Draxys
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    Valnas wrote: »
    what if they made a piece of siege that was a ground based aoe that made it a bad idea to stand in one spot for too long without killing everyone there. maybe put it in pots so we can tip it out on a cooldown but make it strong, like, the floor is lava strong.

    we suggested an oil trough in a meeting with ZOS, hopefully something similar makes it in
    2013

    rip decibel
  • WRX
    WRX
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    Valnas wrote: »
    what if they made a piece of siege that was a ground based aoe that made it a bad idea to stand in one spot for too long without killing everyone there. maybe put it in pots so we can tip it out on a cooldown but make it strong, like, the floor is lava strong.

    I suggested this exact thing. Only issue, once lag gets bad siege doesn't work. So they'd need to find a way to make this work and make it strong enough. I'm talking like 10k+ dmg to everyone.
    Decibel GM

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  • Valnas
    Valnas
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    yeh, the unresponsiveness/no placement situation kind of negates implementing it i guess :(
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  • Tintinabula
    Tintinabula
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    Hmm...flags on every corner of keep..have it so you must be taking down two opposite flags simultaneously while taking down one inner...then the other two opposing flags while taking down the second.
  • NadiusMaximus
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    The way I originally meant was all 7 out of 9 had to have people around them durring the flip. Ten guys couldn't take a keep.
    50guys would have to spread out over the 7 flags and stay there and hold them until 7 of them are covered. If one isn't, no flip. If 7 are and people leave one leaving only 6 covered, no flip.
    You must take and hold 7out of nine at the same time for the keep to flip.

    Now, you just run up kill everyone around the flag flip it, run to the next repeat.
    My plan, same thing, but at least one person has to stay on the first flag to keep it from flipping back while the second is being taken. Once both are covered, the keep would flip.

    I'd make all the resources flags count to, so to take a keep you would need 9 out of 13 flags held at the same time.
    It would be pretty hard though.
    And would do nothing to stop a defense zerg, which I have no idea how to break up.
    Edited by NadiusMaximus on March 15, 2015 6:00AM
  • Galalin
    Galalin
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    The way I originally meant was all 7 out of 9 had to have people around them durring the flip. Ten guys couldn't take a keep.
    50guys would have to spread out over the 7 flags and stay there and hold them until 7 of them are covered. If one isn't, no flip. If 7 are and people leave one leaving only 6 covered, no flip.
    You must take and hold 7out of nine at the same time for the keep to flip.

    Now, you just run up kill everyone around the flag flip it, run to the next repeat.
    My plan, same thing, but at least one person has to stay on the first flag to keep it from flipping back while the second is being taken. Once both are covered, the keep would flip.

    I'd make all the resources flags count to, so to take a keep you would need 9 out of 13 flags held at the same time.
    It would be pretty hard though.
    And would do nothing to stop a defense zerg, which I have no idea how to break up.

    So many issues with this :/
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