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Soloed a Resource - Stone Treb

Psilent
Psilent
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1. Setup Stone Treb
2. Fire 2 shots
3. stand on flag and take resource

  • Huntler
    Huntler
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    Didn't see this coming... oh wait. Coulda done it faster with a fire ballista though.
    Edited by Huntler on March 23, 2015 4:31PM
  • FENGRUSH
    FENGRUSH
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    Working as intended
  • Agrippa_Invisus
    Agrippa_Invisus
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    People we already soloing resources with a bow.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
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  • Huntler
    Huntler
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    People we already soloing resources with a bow.

    Took much longer. Right now 2 fire ballistas will take a flag faster than 10 players could.
  • Ashanne
    Ashanne
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    HAHAHAHAHA...and now they want to give resources more campaign objective points...

    Weren't the guards protected( not 100%) by some kind of shield anti siege?


  • Weberda
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    Stone trebs were supposed to be buffed against keep walls. This may be a bit of an oversight on the part of the PvE team. We'll have to get confirmation from Mr. Wheeler.
    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • DHale
    DHale
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    Lots of DK's can solo resources with a bow or without. Although you could have done this before no one thought of stone trebs for ppl it would have taken longer. Now ppl will take them and the major guilds wont know which threats to react to. Now we will have to investigate all threats doing less zerging and more trying to defend on multiple fronts at the same time. Sounds like a war to me.. oh yeah Alliance War.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • Fordd
    Fordd
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    Huntler wrote: »
    Didn't see this coming... oh wait. Coulda done it faster with a fire ballista though.

    If only you had made a post warning people about the upcoming siege damage increase...oh wait, you did...and its looking like you were right.
    Fordd / Ford Trucks
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    Decibel Heals
  • Huntler
    Huntler
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    Weberda wrote: »
    Stone trebs were supposed to be buffed against keep walls. This may be a bit of an oversight on the part of the PvE team. We'll have to get confirmation from Mr. Wheeler.

    It is not an oversight, stone trebs are meant to be hitting for 17k per hit now~.

    Fordd wrote: »
    Huntler wrote: »
    Didn't see this coming... oh wait. Coulda done it faster with a fire ballista though.

    If only you had made a post warning people about the upcoming siege damage increase...oh wait, you did...and its looking like you were right.

    Already 4 threads about siege damage being too high... patch has been live for what, 2 hours? :p hmm
  • Davadin
    Davadin
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    *I TOLD YOU* @ZOS_BrianWheeler

    that V12 NPC should have health and damage of V12............ goddamnit.....
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
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    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Teargrants
    Teargrants
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    Huntler wrote: »
    Already 4 threads about siege damage being too high... patch has been live for what, 2 hours? :p hmm
    Seems ZOS could have used some more of this when they were rethinking the siege dmg...
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  • Huntler
    Huntler
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    Davadin wrote: »
    *I TOLD YOU* @ZOS_BrianWheeler

    that V12 NPC should have health and damage of V12............ goddamnit.....

    Wouldn't change a thing... the health difference is peanuts compared to siege. Damage of the guards wouldn't do anything since the guards aren't fighting when you siege them. Hell if anything you increase those things you increase the divide between siege and people on taking out guards... siege would be even stronger by comparison.
  • Davadin
    Davadin
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    Huntler wrote: »
    Davadin wrote: »
    *I TOLD YOU* @ZOS_BrianWheeler

    that V12 NPC should have health and damage of V12............ goddamnit.....

    Wouldn't change a thing... the health difference is peanuts compared to siege. Damage of the guards wouldn't do anything since the guards aren't fighting when you siege them. Hell if anything you increase those things you increase the divide between siege and people on taking out guards... siege would be even stronger by comparison.

    Then, by the numbers.... how could... I mean, how low can the damage be reduced?

    I mean, you gotta consider having TWO or more people setting up the same thing... if it's reduced to 25% of current damage, then a team of 4 can easily one shot it, or 2 people can wait twice as long but they'll do the same thing...

    I dunno. I'm against putting the siege dmg back to yesterday. Seems counter-productive.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
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    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.

    In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.

    All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed =)
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • JTorus
    JTorus
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    .... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....


    I may be in the minority, but I see this as a good thing.

  • Weberda
    Weberda
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    JTorus wrote: »
    .... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....


    I may be in the minority, but I see this as a good thing.

    Not sure about the resource thing JT but I do know we have to make a big effort to make it work since ZOS listened to a lot of players about the issue and react accordingly. It's on us now.

    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • Kilandros
    Kilandros
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    There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.

    In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.

    All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed =)

    Manufacturing artificial mechanics that force players to "spread out" because you guys can't/won't improve performance on your end will be the death of pvp. Enjoy the fiery train wreck that was once the highly anticipated pvp of ESO capable of having "hundreds of players on screen at once."
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • technohic
    technohic
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    Performance may go up; but it will only be from us running around checking false alarms.

    I don't know. Maybe it will foce more 1v1s between scouts and gankers taking a resource to draw them in. But for now, I will have to eat some crow and admit that Huntler may have been right in at least this not being a great idea. Maybe not for the right reasons, but still.
  • Huntler
    Huntler
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    There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.

    In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.

    All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed =)

    If resources can be taken by 1 person so easily, what is the purpose of the resource? What is the purpose of the guards? A time sink? Because it surely is no longer a deterrent against gankers or smaller numbers, it certainly isn't of strategic value or defensive benefit anymore. Its a liability to a keep if anything.
  • Chillic
    Chillic
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    JTorus wrote: »
    .... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....


    I may be in the minority, but I see this as a good thing.

    Agree 100%

    This should get some small scale action going. Have a quest to take X farm, grab a friend(or solo) and take it.
  • Huntler
    Huntler
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    Chillic wrote: »
    JTorus wrote: »
    .... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....


    I may be in the minority, but I see this as a good thing.

    Agree 100%

    This should get some small scale action going. Have a quest to take X farm, grab a friend(or solo) and take it.

    Enjoy your PvE, I'll have no part of it. Big challenge point and click high damage with no need for any kind of strategy, against NPCs no less.
    Edited by Huntler on March 23, 2015 6:07PM
  • Davadin
    Davadin
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    Kilandros wrote: »
    Manufacturing artificial mechanics that force players to "spread out" because you guys can't/won't improve performance on your end will be the death of pvp. Enjoy the fiery train wreck that was once the highly anticipated pvp of ESO capable of having "hundreds of players on screen at once."
    that's a bit unfair. how do you know they haven't tried everything they can?
    There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.

    Aww-yiss.png
    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
  • JTorus
    JTorus
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    Weberda wrote: »
    JTorus wrote: »
    .... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....


    I may be in the minority, but I see this as a good thing.

    Not sure about the resource thing JT but I do know we have to make a big effort to make it work since ZOS listened to a lot of players about the issue and react accordingly. It's on us now.

    I think it'll be interesting, at least from a strategical approach. Half a dozen guys can swiftly cut transport systems away. Of course that method can be countered. We've all devalued resources, merely because we could react and restore them in half competent groups long before any consequences were realistic. Resources have become important now. We can't rely on our NPC's to essentially guard them, we'll have to do that ourselves now. Travel lanes will become fragile.

  • driosketch
    driosketch
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    FENGRUSH wrote: »
    Working as intended
    Well they did say they wanted to spread people out.

    There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.

    In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.

    All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed =)
    Well this will be interesting. Sides will need to keep a few people at each keep instead of piling into the front lines. Let's see how players adjust.
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  • RinaldoGandolphi
    RinaldoGandolphi
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    Fordd wrote: »
    Huntler wrote: »
    Didn't see this coming... oh wait. Coulda done it faster with a fire ballista though.

    If only you had made a post warning people about the upcoming siege damage increase...oh wait, you did...and its looking like you were right.

    Right about what? The only people whining are the ones used to standing in siege fire with no repercussions, now its either move or be killed, siege shield and a few healers will be required now to not get bent by artillery fire.

    Its the zerglings who will whine most, god I can't wait to take a tactical high position and fire right into thr meat of that tasty zerg, doing that before was pointless, now, I predict lots of delicious qq tears mwhahahaha

    Now if we could just get ground oils back, the circle would be complete :)

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    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

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  • Kilandros
    Kilandros
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    Davadin wrote: »
    Kilandros wrote: »
    Manufacturing artificial mechanics that force players to "spread out" because you guys can't/won't improve performance on your end will be the death of pvp. Enjoy the fiery train wreck that was once the highly anticipated pvp of ESO capable of having "hundreds of players on screen at once."
    that's a bit unfair. how do you know they haven't tried everything they can?
    There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.

    Aww-yiss.png

    I've played many other MMOs, including Asheron's Call which released 15 years ago, none have the persistent performance issues this game has. This game literally has the worst performance of anything I've ever played. ZOS has the money, it has the staff to fix it. Yet they tell us to reset our routers and tell us to reduce our graphics. I believe that to be indicative of their denial that the problem is theirs.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • technohic
    technohic
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    driosketch wrote: »
    FENGRUSH wrote: »
    Working as intended
    Well they did say they wanted to spread people out.

    There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.

    In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.

    All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed =)
    Well this will be interesting. Sides will need to keep a few people at each keep instead of piling into the front lines. Let's see how players adjust.

    Man; I can't wait for it to be my turn just sitting at a keep watching for attackers. That will be so much fun. Who needs all that extra XP out there to be had anyway?
  • Snit
    Snit
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    Warhammer was worse for lag, at least until they removed Fortresses. It didn't really settle down until most of the playerbase quit. Then, ironically, it was fairly awesome.

    It also had greenies. Greenies make any game slightly more awesome :)
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  • CitraBenzoet_ESO
    CitraBenzoet_ESO
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    technohic wrote: »
    Man; I can't wait for it to be my turn just sitting at a keep watching for attackers. That will be so much fun. Who needs all that extra XP out there to be had anyway?

    Well some people already do take turns for scout duty. I call it snack time. But whatever.
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  • technohic
    technohic
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    technohic wrote: »
    Man; I can't wait for it to be my turn just sitting at a keep watching for attackers. That will be so much fun. Who needs all that extra XP out there to be had anyway?

    Well some people already do take turns for scout duty. I call it snack time. But whatever.

    Yeah; we do do that already but I think you will want 2. 1 to watch the keep and 1 to check when the resources get hit since 1 guy can take the resource with a treb.

    Meh. I guess you just let the resource go and wait until they attack the keep before worrying about it so maybe it doesn't change all that much.
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