Bad ida, weren't there mercenaries at launch? That didn't work to well right?
Mr_Bubbely 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.
Mr_Bubbely 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.
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.
Mr_Bubbely 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?
hammayolettuce wrote: »They had mages. Mages were broke.
Mr_Bubbely wrote: »hammayolettuce wrote: »They had mages. Mages were broke.
If its broke it can be fixed, or is that just not how things work around here?
hammayolettuce wrote: »Mr_Bubbely wrote: »hammayolettuce 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.
Mr_Bubbely wrote: »hammayolettuce wrote: »Mr_Bubbely wrote: »hammayolettuce 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.
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.
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
Mr_Bubbely 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.