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Soloed a Resource - Stone Treb

  • Verdwhisper
    Verdwhisper
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    well, will this make pvp exciting? Take resources and you win! You literally need to do nothing, sneak 1 guy or 2 near every resources and capture them 2-3min before every score round. Exciting! No large scale pvp and more about pve resources or fight with no more than 10 ppl all day! And running through the map all day! No transport line for u! Or u know wht, screw the scoreboard, eventually ppl will only care about ap farming.
  • Armethius
    Armethius
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    this is tight.
  • Imdrefan
    Imdrefan
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    I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.
    Drefan - VR14 AD Templar
    Decibel
    Dark Flare to the Face
  • Agrippa_Invisus
    Agrippa_Invisus
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    I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.

    Guess players better spread out and guard those resources, neh?
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • JTorus
    JTorus
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    well, will this make pvp exciting? Take resources and you win! You literally need to do nothing, sneak 1 guy or 2 near every resources and capture them 2-3min before every score round. Exciting! No large scale pvp and more about pve resources or fight with no more than 10 ppl all day! And running through the map all day! No transport line for u! Or u know wht, screw the scoreboard, eventually ppl will only care about ap farming.

    People only care about AP gains now. Everyone watches those numbers, everyone strives to get more. PvP success is undeniably measured in points. There is nothing wrong with it.

    Transport lanes will become a valuable asset, something to defend. One faction will attempt to 'snipe' a resource while another faction works to ensure that doesn't happen. Expect to see smalls scale skirmishes.

    Where transport is broken, there will be an urgency to push towards the isolated keeps. You can be sure that this will take place deeper into 'home' territory and not so close to the ring. Expect to be ganked.

    I think this will start to make Cyrodiil even more hostile than it already is... and it should be that way.
  • WebBull
    WebBull
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    Huntler wrote: »
    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.


    Personally I don't really think there is much need for guards at resources at all. Put the resource flags and guards INSIDE the towers and make the towers about half as strong as keep walls.
  • IcyDeadPeople
    IcyDeadPeople
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    well, will this make pvp exciting? Take resources and you win! You literally need to do nothing, sneak 1 guy or 2 near every resources and capture them 2-3min before every score round. Exciting! No large scale pvp and more about pve resources or fight with no more than 10 ppl all day! And running through the map all day! No transport line for u! Or u know wht, screw the scoreboard, eventually ppl will only care about ap farming.

    I don't believe most players in Cyrodiil even understand the scoring, let alone care whether a particular objective will result in higher score for your faction at the end of the campaign.

    They certainly notice when their health drops if they lose emperor, however.
  • NukeAllTheThings
    NukeAllTheThings
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    Let's see, first people [snip] because too many zergs running around and there is a giant map with too little to do other than take keeps. Now it looks like those resources might actually mean something if you want to travel quickly around the map and people will [snip] about that too. What I see here is a way to make resurces a heck of a lot more valuable. Without FC's in the game, this gives a small raid a real opportunity to complete an objective behind enemy lines that will impact the map. This is also an opportunity for lowbies and new people to do something more than die. For all those that don't care about PVE'ing resources there are 2 more in your faction more than happy to do it.

    I don't know yet if taking these are too fast or not, I want to see how it impacts strategy. If it is, then it can be changed just as fast as it was implemented. It really doesn't matter though because people are going to [snip] about every change made, not made and should be made.

    Right, wrong or indifferent I applaud @ZOS_BrianWheeler for at least trying something new.
    "it's important to state that our decision to go with subscriptions is not a referendum on online game revenue models. F2P, B2P, etc. are valid, proven business models - but subscription is the one that fits ESO the best, given our commitment to freedom of gameplay, quality and long-term content delivery. Plus, players will appreciate not having to worry about being "monetized" in the middle of playing the game, which is definitely a problem that is cropping up more and more in online gaming these days." - Matt Firor
  • Verdwhisper
    Verdwhisper
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    Bring back camps, or the campaign will be extremely slow paced.
  • DDuke
    DDuke
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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.

    You could always solo them as a bow user (using Snipe). I see no issues with making it possible for more playstyles as well, so this is indeed a good change imo.
  • Davadin
    Davadin
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    I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.

    Guess players better spread out and guard those resources, neh?

    troll-computer-like-a-boss-wide.jpg
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
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  • Maulkin
    Maulkin
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    Huntler wrote: »
    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.

    I understand the concern, but if resources are a liability to a keep, doesn't that give players a reason to attack/defend them? Thus spreading the play?

    Two players could take a resource in a minute anyway so if with sieges they can take it 10" faster/slower does it really make any difference?

    I'm sitting on the fence here, all I'm really saying is let's try it out for a few weeks (I haven't got the patch in EU yet btw), before we get all negative about it.

    I was positive about the increase when first discussed but when the numbers got released I became a bit skeptical about the size of it. Let's see where we're at mid-April. If it's a crap change I'll complain as much as I have about the Forward Camp removal :lol:
    Edited by Maulkin on March 23, 2015 7:23PM
    EU | PC | AD
  • ToRelax
    ToRelax
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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 =)
    @ZOS_BrianWheeler

    I remember from April that we used fire ballistas to keep the guard's aggro at someone out of range, so the other players could take a resource (when we were all lowe levels). We were not able to kill the guards with just siege.
    The problem with this change is that you can not defend a resource against larger then.
    In the end people just won't even try defending resources anymore (but certainly tower farm a lot).
    Please make it so siege does not kill NPCs and does reduced damage against them.
    DAGON - ALTADOON - CHIM - GHARTOK
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  • Huntler
    Huntler
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    ToRelax wrote: »
    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 =)
    @ZOS_BrianWheeler

    I remember from April that we used fire ballistas to keep the guard's aggro at someone out of range, so the other players could take a resource (when we were all lowe levels). We were not able to kill the guards with just siege.
    The problem with this change is that you can not defend a resource against larger then.
    In the end people just won't even try defending resources anymore (but certainly tower farm a lot).
    Please make it so siege does not kill NPCs and does reduced damage against them.

    Ding ding ding. A large zerg doesn't even have to attempt to take on the smaller force in the defended area. Just siege the guards from range. GG, the smaller force can't push head on into the zerg. The defensive advantage of a resource was just removed completely, this benefits the zerg.
  • JTorus
    JTorus
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    Huntler wrote: »
    Ding ding ding. A large zerg doesn't even have to attempt to take on the smaller force in the defended area. Just siege the guards from range. GG, the smaller force can't push head on into the zerg. The defensive advantage of a resource was just removed completely, this benefits the zerg.

    Why would they push head on into a zerg that they can now disperse with well placed siege?

    Playing devil's advocate here. I always believed that if any living thing got hit with siege, it should remove their head.
  • Orchish
    Orchish
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    Resources can be solo'd by decent players as is, siege is fine by me. If it makes it easier for us to cut off keeps and cause players to break off from zergs to deal with this then great.
  • Rylana
    Rylana
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    The master of the fire ballista has returned. GG, I shall slay thee all not with class skills but with double fisted fire ballistas of doom.
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  • Orchish
    Orchish
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    I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.

    Really? two people could take a level 5 resources fairly easy before this change.
  • JTorus
    JTorus
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    Orchish wrote: »
    I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.

    Really? two people could take a level 5 resources fairly easy before this change.

    Yeah, but not just any two people could manage it. Now it's significantly easier for just about anyone to manage. Which I foresee being a good thing.
  • WebBull
    WebBull
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    I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.

    That's fine. Another 2 people can simply back cap. If anything it might make people spread out and defend.
  • nukeemstudiosub17_ESO
    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.

    Whats the point of groups? One person can defend keeps against entire armies. Take resources. if undefended a single person could break down the walls of a keep fire a few shots and take the flag themselves. There is no skill anymore. PvP isn't fun with this update. There are no actual fights that take any skill whatsoever. Its a race to setup a single ballista.
    Well with all the people about to quit, I think you solved the lag problem!



  • Lorkhan
    Lorkhan
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    WebBull wrote: »
    I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.

    That's fine. Another 2 people can simply back cap. If anything it might make people spread out and defend.

    i agree. we need to adapt, rethink the strategies... im excited for tonight
  • Obscure
    Obscure
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    I wuz soloin' campz befo' it wuz kool, lol.

    Seems like the design strategy has come full circle, with XP going back up in Cyrodiil, guards getting toned back down, and siege doing more damage. Just gotta make Cyrodiil quests infinitely repeatable, and it'll be just how it was back in the old closed testing days (which kept all of the towns populated for some spontaneous "open world feel" PvP action).

    Some times the best way to step forward is to take a big step back :p

    #betawasbetter

  • The_Death_Princess
    The_Death_Princess
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    Frankly, all this boggles the mind.

    1. Prior to 1.6, some lag issues, but rare, could be traced to specific battles against specific guilds.
    2. Enter 1.6/2.x massive lag appears, probably from old code that fixes had been applied long ago.
    3. Devs say they cant figure it out.
    4. Why wasnt this predicted on PTS?
    5. A change proposed to help - make all gaurds ~irrelevant and more points for camping gaurds.
    6. Spread the gankers, but ignore the large guilds that run to avoid gankers.

    Really?

    As I have always suggested, ZOS, start listening to the experienced players that are pointing out where the lag is coming from and do something about it.
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  • Huntler
    Huntler
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    Frankly, all this boggles the mind.

    1. Prior to 1.6, some lag issues, but rare, could be traced to specific battles against specific guilds.
    2. Enter 1.6/2.x massive lag appears, probably from old code that fixes had been applied long ago.
    3. Devs say they cant figure it out.
    4. Why wasnt this predicted on PTS?
    5. A change proposed to help - make all gaurds ~irrelevant and more points for camping gaurds.
    6. Spread the gankers, but ignore the large guilds that run to avoid gankers.

    Really?

    As I have always suggested, ZOS, start listening to the experienced players that are pointing out where the lag is coming from and do something about it.

    It was predicted on the PTS, they even had a public pvp stress test and it failed miserably due to "unforseen bugs" in which case all the blame was placed there. Yeah... Uhuh.
  • frozywozy
    frozywozy
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    Kilandros wrote: »
    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."

    What is killing PVP in TESO is the constant negative attitude and whining from people like you who are never going to be satisfied no matter the hard work of Zenimax to address the issues.
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
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    • Lower population cap by 20%
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    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Tintinabula
    Tintinabula
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    Seriously can ZOS do anything in shades of grey?..its either siege does NOTHING/no dps..or its hitting for 25K..cmon can ZOS not figure out what middle of the road means?
  • nukeemstudiosub17_ESO
    If siege is going to be this powerful IMHO you should make Siege a skill line. And make it not easy to master. Also make it cost a lot of skill points.
  • Phoenix99
    Phoenix99
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    I like it, it only makes sense, and i like anything that increases value of siege weapons, at least people will actually spend their alliance points for them
  • Kilandros
    Kilandros
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    frozywozy wrote: »
    Kilandros wrote: »
    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."

    What is killing PVP in TESO is the constant negative attitude and whining from people like you who are never going to be satisfied no matter the hard work of Zenimax to address the issues.

    Wow, ouch. I'll gladly eat my own words if and when ZOS fixes pvp lag. But they insist on putting performance issues on us ( see, e.g., telling us to spread out, turn down our graphics etc).

    I'm not the bad guy here. I just want to enjoy pvp without lagging out during keep fights.
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