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Recommendation: Allow guilds to claim keeps and use guild AP to upgrade them.

reften
reften
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so, right now, claiming a keep is meaningless other than to use your goofy guildname to create laughs when someone clicks on Alessia to see who "owns" it.

Instead, allow the guild that has claimed the keep, to upgrade the keep with AP. Upgrades could include stronger guards, stronger walls...or something a bit more fun like adding moats with slaughterfish around the keep, or an additional flag on the third flood attackers need to take, permanent siege equipment defenders can use (permanent unless attacker siege takes the wall they're on down), etc etc.

Seems like lots of opportunity.

PvP needs an upgrade. Harder hitting siege equipment from Dollmens just doesn't cut it. Only thing that really has changed since launch is you removed FCs. Otherwise, Cyrodiil is the same. For a year. Seems crazy.
Edited by reften on May 1, 2015 8:02PM
Reften
Bosmer (Wood Elf)
Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

VR16 NB, Stam build, Max all crafts.

Azuras & Trueflame. Mostly PvP, No alts.

Semi-retired till the lag is fixed.

Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
  • Draxys
    Draxys
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    It would still be fun if they reverted back to pre-lighting patch (and kept the good balance changes obviously). I really doubt anyone can suggest anything that would help this game get back to how fun it used to be. ZOS has gutted their own game.
    2013

    rip decibel
  • OtarTheMad
    OtarTheMad
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    I suggested something similar a while back. People seemed to like it, still think it would be a good idea.
  • Elsonso
    Elsonso
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    Keeps change hands too fast for this. AP would be wasted on improvements and the night cleaning crew would come by and throw it all away.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
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    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Manoekin
    Manoekin
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    You would only get behind the scenes things like wall health increases for AP if they did it. More guards too would be cool. Keeps are all the same and generic because they are Colovian architecture buildings and changing them goes against the lore. I doubt they'll ever really let you change the look of the keep, and if they did it will just be something like the tongues that stick out the corners on level 5 keeps.

    RIP Dwemer walls.
    Edited by Manoekin on May 2, 2015 2:01PM
  • Pixysticks
    Pixysticks
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    Manoekin wrote: »
    Keeps are all the same and generic because they are Colovian architecture buildings and changing them goes against the lore.

    nerd8.jpg?v=1288310799648
    Alacrity

    Retired 05/04/15.
  • Manoekin
    Manoekin
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    Pixysticks wrote: »
    Manoekin wrote: »
    Keeps are all the same and generic because they are Colovian architecture buildings and changing them goes against the lore.

    nerd8.jpg?v=1288310799648

    Nerd!
  • Firellight
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    A while ago I suggested putting fluff on the fields and roads, like walls, fences, houses, fortification, Imperial gate upgrades, etc. The point would be to increase the difficulty and time to capture a section of the map, because you would need to be careful of what things to capture (npc houses can bring resources), and there would be more checkpoints before a keep. Then each side can have time to think of actual strategies other than zerg a bunch of keeps; teams would know which places to fortify and defend.

    I agree with OP on the keep upgrades, although I would add a suggestion: have the resources be an important asset to upgrading, like a large discount at level 5 or something.
  • Samadhi
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    Do not run in organized PvP guilds, but think this would be a really interesting idea.

    Would really like to see a system where certain guilds protect their individual home keeps and people are a bit more split up than just having zergs swarm from keep to keep on attack and defense.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • kijima
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    I've always thought that temple where your scrolls reside, should be beefier than they currently are. Walls and doors to begin with, just like a keep. Stronker NPC's too, greater in number than they currently are, perhaps even a few NPC's on siege to make things interesting.

    I've always thought that taking a scroll from any faction, deep within their own territory is far to easy. For me, I'd like to have a real challenge while trying to take an enemy factions temple scroll.

    I should be a real achievement to take an enemies temple scroll deep within enemy territory.

    I've also always thought that the two keeps closest to your gates should be easier to take back from the enemy, less wall HP with less NPC's at the very least. It would make sense that an Enemy occupied keep, deep within your own territory should be an easier take back.

    But like most things in PvP, asking for changes in Cyrodiil seems to take an eternity.
    Been here since Feb 2014 - You'd think I'd be half reasonable at this game by now...
  • kevlarto_ESO
    kevlarto_ESO
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    I think it would be cool to fortify the keeps, could be fun , add murder holes, maybe spawn a keep hero, but I know this is not going to happen to far thinking outside of the box for ZOS it seems :(
    Edited by kevlarto_ESO on May 4, 2015 5:17PM
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    Actually, ZOS has specifically stated that they do NOT want this in the game (ESO Live discussion a while back).

    Sorry to be the downer here, but it has to be said.
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