ewhite106b16_ESO wrote: »I really like the overall layout of the districts, there's plenty of cover and the mobs definitely seem different/more dangerous then the ones in Craglorn or most dungeons. Biggest problem I noticed is that the respawn points for each faction are too close to one another, and to the entrance gates from other districts. There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. With enemies respawning constantly in the same district after dying, getting anything done PVE wise or keeping TV stones is really hard. Where TV stones are concerned in particular the tension should be getting back through the sewers to base IMO, not in wading through an endless wave of respawning enemy players.
Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether. Each faction would have transit ladders to only two districts, and have to use gates or the sewers to get to the others (IE DC might have transit ladders to elven gardens and arena, EP to temple district and noble district).
The current situation with respawns in the IC right now is a big problem similar to forward camps, or what keep battles would look like if players could constantly respawn until all flags are taken. When I defeat a player in IC, generally speaking I don't want to be attacked by the same player seconds later after they respawn.
It would be helpful if the door back into the sewers could appear on the compass bar (preferably optional to turn on or off, to keep everyone happy), as it can get a bit hectic in the districts and there is no time to study the map for directions.
So will dropped gear from any scaled dungeon, so that's not obsolete. It's not just IC gear that goes to VR16, it's IC gear, crafted gear, and dungeon drops.AssaultLemming wrote: »It badly needs to happen, the poor set options from IC should not become the only options for end game gear! The sets should be desirable because of their nature, not because they are the only option. What's the point in making all previous dropped or bought gear obsolete? Terrible idea. At least crafted gear will scale to vr16.
I agree with this. District control would also be great for repeatable objective-based PvP, which currently doesn't exist in the City. Removing the district respawn points is also a sensible idea; they are unnecessary considering that each alliance base has access to all the districts anyway.ewhite106b16_ESO wrote: »There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. [...]
Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether.
I agree with this. District control would also be great for repeatable objective-based PvP, which currently doesn't exist in the City. Removing the district respawn points is also a sensible idea; they are unnecessary considering that each alliance base has access to all the districts anyway.ewhite106b16_ESO wrote: »There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. [...]
Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether.
The other thing I would say is that there needs to be some sort of PvP immunity when going through a gate. Whether it's a 10 -metre PvP "sanctuary" dead-zone around them, or a 20 second PvP "truce" immunity applied to the player when they go through them, this is needed to combat spawn ganking. (This should apply to the balcony sections in the sewers as well.)
Seems like they are looking into this. Brian's team have been testing a timed immunity for some of the doors which cancels if you use an ability or go into stealth.Similar to the "Close your eyes" hide and seek rule?I agree with this. District control would also be great for repeatable objective-based PvP, which currently doesn't exist in the City. Removing the district respawn points is also a sensible idea; they are unnecessary considering that each alliance base has access to all the districts anyway.ewhite106b16_ESO wrote: »There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. [...]
Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether.
The other thing I would say is that there needs to be some sort of PvP immunity when going through a gate. Whether it's a 10 -metre PvP "sanctuary" dead-zone around them, or a 20 second PvP "truce" immunity applied to the player when they go through them, this is needed to combat spawn ganking. (This should apply to the balcony sections in the sewers as well.)
ewhite106b16_ESO wrote: »I really like the overall layout of the districts, there's plenty of cover and the mobs definitely seem different/more dangerous then the ones in Craglorn or most dungeons. Biggest problem I noticed is that the respawn points for each faction are too close to one another, and to the entrance gates from other districts. There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. With enemies respawning constantly in the same district after dying, getting anything done PVE wise or keeping TV stones is really hard. Where TV stones are concerned in particular the tension should be getting back through the sewers to base IMO, not in wading through an endless wave of respawning enemy players.
Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether. Each faction would have transit ladders to only two districts, and have to use gates or the sewers to get to the others (IE DC might have transit ladders to elven gardens and arena, EP to temple district and noble district).
The current situation with respawns in the IC right now is a big problem similar to forward camps, or what keep battles would look like if players could constantly respawn until all flags are taken. When I defeat a player in IC, generally speaking I don't want to be attacked by the same player seconds later after they respawn.