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Was Glademist Mine designed to farm DC?

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All I can do is wonder what ZOS was thinking when they put Glademist together. Is there a worse designed keep in Cyrodil? I'm at a loss for words as to how poorly glademist was designed.

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  • Hypertionb14_ESO
    Hypertionb14_ESO
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    alessia is pretty bad.

    Arrius is pretty bad.

    heck, most of them are all bad... most of them would fail "smart Keep placement" 101.
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  • AnteCoyote
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    Glademist has it's farmable mine, Arrius has it's farmable mine, Faregyl has it's farmable lumbermill. I think it's pretty even. Each central scroll keep has a resource on a hill you can siege from. Chalman, Alessia and Aleswell also all have spots like that. Each alliance also has one gate keep with a hill or tower you can siege from.
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  • EIGHTS
    EIGHTS
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    Glademist, Rayles and Aleswell are the most BAD Keep in Cyrodiil.
    Keeps of other factions aren't like those 3 keeps.
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  • Cinbri
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    The worst is Kingscrest mill.
  • Seri
    Seri
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    Not sure I can agree that Rayles is one of the worst. Certainly the NE side is annoying to get much siege advantage from (which is the side EP would normally trickle in) but I don't know all the topography that well yet. Aleswell and Kingscrest both have 'offensive side' height advantages. Glade, Arrius, Alessia and to a small extent Faregyl and Chal all have sides that have height bonuses or defensive bonuses against the main keep at one of the resource nodes, even if you have to wrap around the keep to get to it. eg, Alessia and Glademist the 'safer' nodes to siege from are ones closest to the 'home' side - southern/farm for Alessia or west/mine for Glade.

    Bleakers outpost isn't much better - it's mostly in a hole with the only 'flat' terrain to the west.
    AnteCoyote wrote: »
    Glademist has it's farmable mine, Arrius has it's farmable mine, Faregyl has it's farmable lumbermill. I think it's pretty even.
    That's a good point too - the farmable resources are towards the 'home' side too (although Arrius mine is relatively easy for AD to swing around to).

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  • Etaniel
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    I actually love the Rayles mine, it's what a ressource should be like to me. There is some travel time between it and the keep, which allows for small skirmishes, without having to deal with npcs, you can't see it from the keep and you can't siege from it so you can't abuse the tower. I would love to have every ressource the same way.
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  • Pchela
    Pchela
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    Oh god the nightmares of DC farming us at KC LM months and months ago....
  • Rook_Master
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    Some of the geography around these keeps makes me wonder. Glademist is just the most egregious example of horrible design.
  • Agrippa_Invisus
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    Some of the keeps that should not logically exist as they currently are --

    Kingscrest Keep - Should be where the Lumbermill is, using the sheer cliff face to deny an attacking flank to the enemy.

    Chalman Keep - Should be about where the Farm is, with an outpost near the milegate, like a resource (if being logical)

    Arrius Keep - The mine should have been graded decades ago down to be lower than the keep, much like the LM is. Alternatively, the keep should be where the farm is.

    Fort Aleswell -- The keep should be where the lumbermill is, overlooking the strategically important bridges crossing the waterway. The town of Aleswell should be in the ditch it currently is in.

    Fort Glademist -- It should be where the mine is, holding the strategic high ground.

    Castle Alessia -- Should be moved to where the farm is, with an outpost (a resource) at the south side of the bridge.

    Castle Faregyl -- The hill southwest of Faregyl should have been graded to flat ground decades ago, logically.
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  • Joy_Division
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    I think the idea was to provide varied topography at strategic points rather than make this a medieval military simulator. I actually like there are favorable areas to attack the keeps from as it helps give players who use their brains an advanatge over those who don't.

    The EP potatoes that swarm Alessia's front gate deserve exactly what they get.
    Edited by Joy_Division on June 2, 2015 2:31PM
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  • Imdrefan
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    I think the idea was to provide varied topography at strategic points rather than make this a medieval military simulator. I actually like there are favorable areas to attack the keeps from as it helps give players who use their brains an advanatge over those who don't.

    The EP potatoes that swarm Alessia's front gate deserve exactly what they get.

    BUT! BUT! The bridge leads right to the front door!!! You're saying that they should turn left? What is this Tomfoolery?
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  • Rylana
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    Eh, it does get rather boring when its always the same spot sieged on keep X every Y time.

    Never any variation to strat, it isnt even clever anymore
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  • Valnas
    Valnas
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    I wish campaign's had a-symetrical rotating maps. A variety of terrain and making people demonstrate actual restraint as opposed to bulldozing the main canals and sieging bridges/gates and taking the long way/making moves around the map.
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  • driosketch
    driosketch
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    Glade's mine is on the home side at least. It's nearly impossible to defend against from the keep, but the mine is vulnerable to a rear attack from riders out of Rayles. I think months of forward camps have conditioned players not to think a long those lines for defense.

    That said, Glade can also be attacked from the hills to the NE.
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  • LazyLewis
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    I do feel sorry for DC there. There are two seperate points at Glademist can be siege at the outer and inner from up above outside the keep. Its crazy
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  • Osteos
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    I hate Glademist.
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  • Agrippa_Invisus
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    After last night, I'm not surprised how much hate is being poured onto Glade.
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  • Zhoyzu
    Zhoyzu
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    Kings Crest, 3 sides are high ground vantage points. only even ground is front door....
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  • Manoekin
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    I think Aleswell is the worst because you don't even need to siege the outer if you can jump right or streak. Bleakers has the most easily defended siege spot which was almost impossible to attack the siege when ground oils were a thing. I know a few of you remember that at Bleakers.
  • defilade__ESO
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    alessia is pretty bad.

    Arrius is pretty bad.

    heck, most of them are all bad... most of them would fail "smart Keep placement" 101.

    I agree, it's stupid to build a keep in a valley with high ground all around it that your keep's siege cannot reach.

    To many of the keep placements are freaking ignorant. All the assaulting force need to do is set up one siege in the resource tower, and five other siege, and all hit the keep wall at the same time, to bring it below 95%;. Then they pick up all the other siege and keeping tapping the wall with the one siege in the resource tower until the wall falls. It's asinine.

    Add to that, the keep layout is such that the siege placements are on the opposite side of the keep from the high ground. But even if the keep's siege face the correct direction, the keep is too low in elevation and cannot reach the siege on the high ground.

  • defilade__ESO
    defilade__ESO
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    LazyLewis wrote: »
    I do feel sorry for DC there. There are two seperate points at Glademist can be siege at the outer and inner from up above outside the keep. Its crazy

    I think stupid design flaws like this is why more people do not play PvP. My guild can have 70 people online and 5 are in PvP, because the insta-kills and zergs make tactics and the employment of combat skills worthless. People don't like the zerg mentality of this game, where skill and tactics are thrown out the window
    Edited by defilade__ESO on June 2, 2015 10:43PM
  • defilade__ESO
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    At least if the siege engine placements were on the same side of the keep as the high ground you could siege the enemy pouring in thru the breech, but they are uslelessly on the wrong side of the keep
  • Cervanteseric85ub17_ESO
    Wrong. Thread
    Edited by Cervanteseric85ub17_ESO on June 3, 2015 12:28AM
  • ToRelax
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    Manoekin wrote: »
    I think Aleswell is the worst because you don't even need to siege the outer if you can jump right or streak. Bleakers has the most easily defended siege spot which was almost impossible to attack the siege when ground oils were a thing. I know a few of you remember that at Bleakers.

    Yeah, you just need to siege the outer if you wanna play fair. But who does such things nowadays, amirite? >_>
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