Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Hireable mages, menders and knights from siege store in PvP Restricted to guild members only.

Mr_Bubbely
Mr_Bubbely
✭✭
I feel that there isnt really enough reward to capture a keep in ur guilds name, so consider the following:
Should the option to buy a placeable NPC from the siege store in ur guild controlled keep be added?
The amount you could have would be 1 to prevent spamming.
You can hire 1 mage, knight or mender from the siege store aslong as you are part of the controlling guild.
The cost would be 15K AP to buy one.
The strength of the NPC would be equivalent to that of a standard mage, mender or knight at a keep.
Edited by Mr_Bubbely on July 11, 2015 3:24AM
Guildmaster of The Royal Imperial Legion

Hireable mages, menders and knights from siege store in PvP Restricted to guild members only. 34 votes

Yes, this is a good idea and I would like to see it implemented.
38%
KozerWarrioroftheWind_ESObertenburnyb16_ESOdsaltervortexman11PhoneySpring646FireCowCommandoSoriseliisraSausageJaJaLukatahoang1988Mr_Bubbely 13 votes
No, this is a bad idea.
61%
LionxoftRedTalonlolo_01b16_ESOInvictoNZFMonkhammayolettuceLord_BidrKaramis_VimardonsaintmurrayThyIronFistLegolessCMG138ItsRejectzRa1neDisgracefulMindsirstonEirellaDezIsDeadReverbFlounderOG 21 votes
  • DezIsDead
    DezIsDead
    ✭✭✭✭
    No, this is a bad idea.
    Bad ida, weren't there mercenaries at launch? That didn't work to well right?
    Dez Is Dead vr16 AD Sorc
    Rez Dez vr16 DC sorc
    Aimer Cantentius VR16 DC NB AKA Needs Vigor
    Vanreimus Comeback DC DK
    Ihealedurmum VR8 AD temp
    Unonti VR crafting sloot
    Zoschasedawaymyfweinds EP Temp
  • Phoenix99
    Phoenix99
    ✭✭✭
    I liked mercs, I remember defending with 20 mages. that was fun, when people were lower level and before unkillable Vamps and DKs or combination of them at VR10 started to roam Cyro...
  • WarrioroftheWind_ESO
    WarrioroftheWind_ESO
    ✭✭✭✭
    Yes, this is a good idea and I would like to see it implemented.
    I would love it if you could staff and manage a keep and actually make it defensible instead of just ticking off the seconds before the enemy breaks your wall because they have a bigger zerg than you and purge beats coldharbour siege to the face any day of the week. Maybe have additional units unlockable with AP that everyone can pitch in for, because keeps get taken way too fast for the 'NPC bonuses' from controlling resources to have any bearing on the battle, and most of the time keeps are taken with all resources up anywho. NPCs most of the time hit like wet noodles on a fully coordinated zerg, and alot of times the guards that could turn the tide (mages and archers) spend so much of their time boot scoot boogie on a target out of LOS to do anything worth mentioning.
  • Mr_Bubbely
    Mr_Bubbely
    ✭✭
    Yes, this is a good idea and I would like to see it implemented.
    DezIsDead wrote: »
    Bad ida, weren't there mercenaries at launch? That didn't work to well right?

    I started with PS4, so I never knew there were mercs, that sounds like an awesome idea though and I am just awestruck that they removed them, and forward camps just because everyone is complaining, why remove features? ESO pvp feels so barebones add stuff tweak stuff, dont remove it all together.
    Edited by Mr_Bubbely on July 11, 2015 1:19AM
    Guildmaster of The Royal Imperial Legion
  • DezIsDead
    DezIsDead
    ✭✭✭✭
    No, this is a bad idea.
    Mr_Bubbely wrote: »
    DezIsDead wrote: »
    Bad ida, weren't there mercenaries at launch? That didn't work to well right?

    I started with PS4, so I never knew there were mercs, that sounds like an awesome idea though and I am just awestruck that they removed them, and forward camps just because everyone is complaining, why remove features? ESO pvp feels so barebones add stuff tweak stuff, dont remove it all together.

    If I recall correctly, mercenaries were removed because they were OP as hell. I think they did say it was temporary though. Then again FC's were supposed to be temporary and we haven't had them for like8 months now.
    Dez Is Dead vr16 AD Sorc
    Rez Dez vr16 DC sorc
    Aimer Cantentius VR16 DC NB AKA Needs Vigor
    Vanreimus Comeback DC DK
    Ihealedurmum VR8 AD temp
    Unonti VR crafting sloot
    Zoschasedawaymyfweinds EP Temp
  • Mr_Bubbely
    Mr_Bubbely
    ✭✭
    Yes, this is a good idea and I would like to see it implemented.
    DezIsDead wrote: »
    Mr_Bubbely wrote: »
    DezIsDead wrote: »
    Bad ida, weren't there mercenaries at launch? That didn't work to well right?

    I started with PS4, so I never knew there were mercs, that sounds like an awesome idea though and I am just awestruck that they removed them, and forward camps just because everyone is complaining, why remove features? ESO pvp feels so barebones add stuff tweak stuff, dont remove it all together.

    If I recall correctly, mercenaries were removed because they were OP as hell. I think they did say it was temporary though. Then again FC's were supposed to be temporary and we haven't had them for like8 months now.

    I edited the OP to try and combat spamming, only 1 allowed, 15K a piece, only the guild members can buy them, sound better?
    Guildmaster of The Royal Imperial Legion
  • DezIsDead
    DezIsDead
    ✭✭✭✭
    No, this is a bad idea.
    Idc tbh, bring back mercanieries, ground oil and FC's. Games jacked up anyway lol might as well bring back the fun parts
    Dez Is Dead vr16 AD Sorc
    Rez Dez vr16 DC sorc
    Aimer Cantentius VR16 DC NB AKA Needs Vigor
    Vanreimus Comeback DC DK
    Ihealedurmum VR8 AD temp
    Unonti VR crafting sloot
    Zoschasedawaymyfweinds EP Temp
  • Publius_Scipio
    Publius_Scipio
    ✭✭✭✭✭
    ✭✭✭
    In a post a while back I mentioned that guild ownership of a keep should mean something. If a guild owns a keep, a guild member could direct the keep guards where to go in a radius around the keep. So when a keep is being sieged the guards aren't marching on the other side like fools.
  • sirston
    sirston
    ✭✭✭✭✭
    No, this is a bad idea.
    when the game first launched on PC there Where mercenary contracts you could hire at the northern gates; But since the game was fairly new and game class's where broken, people would hire about 20 of them and just solo defend a keep from a zerg of 60. and get about 20k-60k AP in one defend tick. They decide to take out the NPC that sold the item but left the items in to slowly get rid of them.
    As for the number of contracts that are left is unknown the worth of them for guilds to use today would be more cost then reward but maybe in the future they will maybe fix PVP issue like this one.

    To be honest I would rather have a word with the person who thought that almost every castle needed to be in a valley and did not read a single blueprint of old castles.
    Edited by sirston on July 11, 2015 6:21AM
    Whitestakes Revenge
    WoodElf Mag-Warden
    Sirston
    Magickia Dragonknight


    T0XIC
    Pride Of The Pact
    Vehemence
    The Crimson Order

    victoria aut mors
  • Mr_Bubbely
    Mr_Bubbely
    ✭✭
    Yes, this is a good idea and I would like to see it implemented.
    sirston wrote: »
    when the game first launched on PC there Where mercenary contracts you could hire at the northern gates; But since the game was fairly new and game class's where broken, people would hire about 20 of them and just solo defend a keep from a zerg of 60. and get about 20k-60k AP in one defend tick. They decide to take out the NPC that sold the item but left the items in to slowly get rid of them.
    As for the number of contracts that are left is unknown the worth of them for guilds to use today would be more cost then reward but maybe in the future they will maybe fix PVP issue like this one.

    To be honest I would rather have a word with the person who thought that almost every castle needed to be in a valley and did not read a single blueprint of old castles.

    I suggested that only 1 is available to hire per guild member and only guild members can hire them from their respective held keeps, this prevents solo defending.
    So go over again why this shouldn't be implemented?
    Edited by Mr_Bubbely on July 11, 2015 11:40AM
    Guildmaster of The Royal Imperial Legion
  • IxSTALKERxI
    IxSTALKERxI
    ✭✭✭✭✭
    ✭✭
    Mage mercenaries were removed from the game because they were bugged. They are still bugged if people have some left over... ;)
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • JaJaLuka
    JaJaLuka
    ✭✭✭✭
    Yes, this is a good idea and I would like to see it implemented.
    There are a few things they removed from PvP that added a dynamic feature and made it more fun, mercenaries were one of them. Would love to see them return.
    Krojick, DC Sorc PC NA
    Milámber, EP Sorc PC NA
    Brunack, EP DK PC NA
    General Mark Shephard, EP Temp PC NA (Worst temp NA XD )
    Krojick Nightblade, DC NB PC NA
    Others...
  • hammayolettuce
    hammayolettuce
    ✭✭✭✭✭
    No, this is a bad idea.
    They had mages. Mages were broke.
    Snü (Magicka DK) ♥ Thnu (Stamplar) ♥ Pizza for Breakfast (Magplar) ♥ Sparklefingers (Magicka Sorc) ♥
    Bean and Cheese Burrito (Magicka DK) ♥ Snurrito (Stamplar) ♥
    DARFAL COVANT
  • sirston
    sirston
    ✭✭✭✭✭
    No, this is a bad idea.
    Mr_Bubbely wrote: »
    sirston wrote: »
    when the game first launched on PC there Where mercenary contracts you could hire at the northern gates; But since the game was fairly new and game class's where broken, people would hire about 20 of them and just solo defend a keep from a zerg of 60. and get about 20k-60k AP in one defend tick. They decide to take out the NPC that sold the item but left the items in to slowly get rid of them.
    As for the number of contracts that are left is unknown the worth of them for guilds to use today would be more cost then reward but maybe in the future they will maybe fix PVP issue like this one.

    To be honest I would rather have a word with the person who thought that almost every castle needed to be in a valley and did not read a single blueprint of old castles.

    I suggested that only 1 is available to hire per guild member and only guild members can hire them from their respective held keeps, this prevents solo defending.
    So go over again why this shouldn't be implemented?

    imagine a guild like SOTP where they have three divisions in one faction thats about 1500 members Im really doubting the fact that every member of that guild could muster the AP for these things.......
    Sorry sotp but your a pug guild.
    So yea inless they leveled up with you I see large unorganized guilds just plopping down 100 at each inner ring castles to defend an Emp bonus. Adding to the constant lag which makes this game unplayable, until Zenimax hires mercenary of making video games that are not solo we are stuck with the lag.

    imperial city will only cause more lag
    Edited by sirston on July 12, 2015 7:23AM
    Whitestakes Revenge
    WoodElf Mag-Warden
    Sirston
    Magickia Dragonknight


    T0XIC
    Pride Of The Pact
    Vehemence
    The Crimson Order

    victoria aut mors
  • Mr_Bubbely
    Mr_Bubbely
    ✭✭
    Yes, this is a good idea and I would like to see it implemented.
    They had mages. Mages were broke.

    If its broke it can be fixed, or is that just not how things work around here?
    Guildmaster of The Royal Imperial Legion
  • hammayolettuce
    hammayolettuce
    ✭✭✭✭✭
    No, this is a bad idea.
    Mr_Bubbely wrote: »
    They had mages. Mages were broke.

    If its broke it can be fixed, or is that just not how things work around here?

    Haha you must be new here. ZOS removed them from the game rather than fixing the issue, which was that these mage mercenaries could not be killed- even if the keep was captured. I'll admit though, it was a lot of fun stealthing up and placing 20 mages behind an enemy siege line.
    Snü (Magicka DK) ♥ Thnu (Stamplar) ♥ Pizza for Breakfast (Magplar) ♥ Sparklefingers (Magicka Sorc) ♥
    Bean and Cheese Burrito (Magicka DK) ♥ Snurrito (Stamplar) ♥
    DARFAL COVANT
  • eliisra
    eliisra
    ✭✭✭✭✭
    Yes, this is a good idea and I would like to see it implemented.
    I know how the old once where broken and buggy as hell.

    They bypassed allowed siege limit while impossible to dmg and target. You has 30-50+ mages in a keep, wiping everything while the enemy just kept spawning more and more lol.

    But instead of fixing it, ZoS removed. Like with camps. Easier to remove, than trying to fix.

    I do like the idea with hired mercenaries, also why I voted yes. If working as intended, it's a nice defensive tool for underdogs in PvP. Sometimes there's not enough physical room for siege or oil, for example.
  • ThyIronFist
    ThyIronFist
    ✭✭✭✭✭
    No, this is a bad idea.
    Please no more NPCs... go to craglorn if you want to PvE.
    The Elder Zergs Online
    Sainur Ironfist - DK - EU - Ebonheart Pact
    Retired
  • Rakshat
    Rakshat
    ✭✭✭
    Oh god, don't even remind me of mercs. There was a time we couldn't capture a SINGLE keep in all WEEK because of idiots spamming broken mercs T.T So much pve left me traumatized so nope, no thanks:(

    EDIT: to those in favor of mercs, I personally go to Cyrodiil to PVP therefore I expect to face actual players, not more NPCs.
    Edited by Rakshat on July 12, 2015 3:13PM
    Raven Ashcrown
    GM of CRIMSON MALICE
    Proud member of: BATMAN BRIGADE and TEAM SUICIDE SQUAD

    R.I.P. Wabbajack
  • Mr_Bubbely
    Mr_Bubbely
    ✭✭
    Yes, this is a good idea and I would like to see it implemented.
    Mr_Bubbely wrote: »
    They had mages. Mages were broke.

    If its broke it can be fixed, or is that just not how things work around here?

    Haha you must be new here. ZOS removed them from the game rather than fixing the issue, which was that these mage mercenaries could not be killed- even if the keep was captured. I'll admit though, it was a lot of fun stealthing up and placing 20 mages behind an enemy siege line.

    Whats so difficult about creating a literal copy of a keep knight, mender or mage with the standard stats? If their strength is the problem here, make them weak, I seriously don't understand the lack of effort being put into this issue.
    I just want to be able to place a guard thats ok if they are weak, additional features will spice things up. Cause PvP is getting little stale right now.
    Guildmaster of The Royal Imperial Legion
  • Sausage
    Sausage
    ✭✭✭✭✭
    Yes, this is a good idea and I would like to see it implemented.
    I dont know but I think next PVP update should contain something about Guild Keeps.
  • lolo_01b16_ESO
    lolo_01b16_ESO
    ✭✭✭✭✭
    ✭✭
    No, this is a bad idea.
    I'd love to see more variations in the fights around keeps and some kind of advantage when your guild owns and successfully defends a keep, but adding more npcs to PvP fights is not good in my opinion. I'd prefer layout variations, traps or additional siege options.

    Btw. npcs in Cyro are increadibly week, adding one more npc wouldn't prevent me from solo capturing an undefended keep.
  • RedTalon
    RedTalon
    ✭✭✭✭✭
    No, this is a bad idea.
    I see the dupe bug that came when you could hire npcs in the past from the merc vendor poping up again.

    Plus when we had things you could hire it resulted in things not being pvp, but player vs mobs those endless stacks of mages and such where always fun to see set up for when a wall came down 50+ mobs at once was always interesting

    15k ap is small change, even scrubs like me walk around with 6 digits of ap to spare
    Edited by RedTalon on July 12, 2015 5:15PM
  • hammayolettuce
    hammayolettuce
    ✭✭✭✭✭
    No, this is a bad idea.
    Mr_Bubbely wrote: »
    Mr_Bubbely wrote: »
    They had mages. Mages were broke.

    If its broke it can be fixed, or is that just not how things work around here?

    Haha you must be new here. ZOS removed them from the game rather than fixing the issue, which was that these mage mercenaries could not be killed- even if the keep was captured. I'll admit though, it was a lot of fun stealthing up and placing 20 mages behind an enemy siege line.

    Whats so difficult about creating a literal copy of a keep knight, mender or mage with the standard stats? If their strength is the problem here, make them weak, I seriously don't understand the lack of effort being put into this issue.
    I just want to be able to place a guard thats ok if they are weak, additional features will spice things up. Cause PvP is getting little stale right now.

    I don't disagree with you about how things should work, but I've been playing this game since beta and have become disillusioned by the way ZOS deals with bugs (i.e. not fixing things even after the game has been out for over a year). PvP is not a priority for devs. You will learn this quickly.
    Snü (Magicka DK) ♥ Thnu (Stamplar) ♥ Pizza for Breakfast (Magplar) ♥ Sparklefingers (Magicka Sorc) ♥
    Bean and Cheese Burrito (Magicka DK) ♥ Snurrito (Stamplar) ♥
    DARFAL COVANT
  • CMG138
    CMG138
    ✭✭✭
    No, this is a bad idea.
    No, take out all of the NPCs around resources and keeps who aren't merchants, that way your small groups can pose a bigger threat to unguarded keeps, and factions will have to pick and choose what they want to keep. Of course with that everything will be changing hands a lot more, but that means more AP when you have to take them back, and everyone wants more AP, right?
    Red or dead!
  • dsalter
    dsalter
    ✭✭✭✭✭
    ✭✭
    Yes, this is a good idea and I would like to see it implemented.
    make them much tougher tbh. normal NPC guards die to fast as it is.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • Lionxoft
    Lionxoft
    ✭✭✭✭✭
    No, this is a bad idea.
    Terrible idea. We've already been there with ESO via merc contracts. I remember walking into an outpost that had maybe 20 mages in it. Thankfully, DK was incredibly OP at the time and they killed themselves really.
  • Mr_Bubbely
    Mr_Bubbely
    ✭✭
    Yes, this is a good idea and I would like to see it implemented.
    Lionxoft wrote: »
    Terrible idea. We've already been there with ESO via merc contracts. I remember walking into an outpost that had maybe 20 mages in it. Thankfully, DK was incredibly OP at the time and they killed themselves really.

    Did you even read the OP? I suggested 1 per person, only available to guild members of controlling keeps.
    I didnt re suggest we bring back the unlimited mercenaries, which is what you are essentially saying I did.
    Everyone is bringing up the mercs while I'm suggesting an alternative to the old way that would stop the spam and limit their strength to that of an average guard at a keep, and if thats too strong, make them half as strong as a keep guard.
    Guildmaster of The Royal Imperial Legion
  • Mr_Bubbely
    Mr_Bubbely
    ✭✭
    Yes, this is a good idea and I would like to see it implemented.
    RedTalon wrote: »
    I see the dupe bug that came when you could hire npcs in the past from the merc vendor poping up again.

    Plus when we had things you could hire it resulted in things not being pvp, but player vs mobs those endless stacks of mages and such where always fun to see set up for when a wall came down 50+ mobs at once was always interesting

    15k ap is small change, even scrubs like me walk around with 6 digits of ap to spare

    Doesnt matter how much AP you got, its limited to only 1. You really want to charge something like 30-100k AP for a guard that is half as strong as a regular keep guard? The price would not be worth the guard, they would be killed twice as fast as a common keep guard, theyed have halved stats.
    Guildmaster of The Royal Imperial Legion
  • Lionxoft
    Lionxoft
    ✭✭✭✭✭
    No, this is a bad idea.
    Mr_Bubbely wrote: »
    Lionxoft wrote: »
    Terrible idea. We've already been there with ESO via merc contracts. I remember walking into an outpost that had maybe 20 mages in it. Thankfully, DK was incredibly OP at the time and they killed themselves really.

    Did you even read the OP? I suggested 1 per person, only available to guild members of controlling keeps.
    I didnt re suggest we bring back the unlimited mercenaries, which is what you are essentially saying I did.
    Everyone is bringing up the mercs while I'm suggesting an alternative to the old way that would stop the spam and limit their strength to that of an average guard at a keep, and if thats too strong, make them half as strong as a keep guard.

    Yes, I did read it. Your solution, or rather suggestion as I can't call it a solution, would still end up with multiple players in a guild or rather zerg adding an intense amount of enemies into a keep.

    Your suggestion falls short in more ways than one.
Sign In or Register to comment.