4 is a nice idea - would it matter which four, or could it be any four? For example, it makes sense if the fourth is the Emperor keep closest to the sewer entrance for your alliance, so you can get there relatively easily. Conversely, it would also make sense if the fourth was the outer keep, as there is currently very little incentive to maintain control of your outer keep.IxSTALKERxI wrote: »I think the requirement should be 4 home keeps to enter imperial city. 6 is too easy for a faction to get locked out. Any less than 4 is not enough because not enough people will defend keeps. I think 4 home keeps would be a really good number.
I don't think Gina can help any further than what the other replies have already said, but if it helps to see a "green" post on the topic, here's some from Brian Wheeler:ZOS_GinaBruno any advice pls ?
ZOS_BrianWheeler wrote: »On PTS we will be testing access the following access rules and deciding if certain campaigns have different Access rules or be universal across all Campaigns:
- Everyone has Access
- Access granted by owning your native 6 keeps
- Access granted by owning your native 6 keeps + 1 enemy keep
- Access granted by owning the majority of keeps
For clarification, "Access" means the doors in Cyrodiil around Lake Rumare (non slaughterfish side) that let you into the Sewers/City will let you click on them to go into the Sewers/City or not. These entrances will also be highlighted on your Cyrodiil map.
ZOS_BrianWheeler wrote: »Access will be tested during the PTS cycle but for starters, it's open to all three sides.
ZOS_BrianWheeler wrote: »We will be testing the "native six" keeps rule on the PTS when we get the next PTS patch up to you all. This means to get into the Imperial City from Cyrodiil, you have to own your native six keeps. The Imperial City access rules can be assigned on a campaign-by-campaign basis, so one campaign may have an "Anyone gets in" ruleset, while another may have access rules applied to it. PTS testing will help guide that decision along with your feedback.
Access rules will not gate access to the Imperial Prison or White-Gold Tower dungeons. You can still click on the icons on the map or use the group finder to get into these dungeons without special rule access.
We have discussed other rulesets, such as owning your native six keeps plus one enemy keep, or owning the majority of keeps, but again, we'll be trying out the “native six” keeps ruleset on PTS to see how that plays when the next PTS version goes up.
For clarification, "native six" is defined per alliance as:
- Aldmeri: Alessia, Bloodmayne, Brindle, Roebeck, Faregyl, Blackboot
- Ebonheart: Chalman, Blue Road, Drakelowe, Arrius, Kingscrest, Farragut
- Daggerfall: Dragonclaw, Aleswell, Ash, Glademist, Rayles, Warden
There will be in-game information noting whether or not you have access via the Imperial icon entrances around the Imperial City.
Also, remember that once you're inside the Imperial City, you can log out and back into the Sewers or the Districts regardless of whether your alliance has access if there is room in the campaign for you to do so (just like standard Cyrodiil entry\queueing rules.) If your alliance doesn’t have access, however, and you leave the Imperial City, you won't be able to go back into the Sewer entrances until your alliance regains access.
Looking forward, we will be monitoring the campaign populations when the Imperial City is released to see if more campaigns are required to meet demand. We are aware this could induce "Aldmeri's IC" or similar situations, so we will monitor the population carefully to protect against that as much as possible.
In the meantime, keep playing on the PTS and giving us feedback! It's been invaluable thus far and it's really great to see everyone finally roaming the streets and sewers of the Imperial City!