Lava_Croft wrote: »If you have trouble taking a resource by yourself, then the problem is on your end.
You haven't tried it in forever, but do want to propose changes.Lava_Croft wrote: »If you have trouble taking a resource by yourself, then the problem is on your end.
Not tried it in forever but I couldn't change a flag by myself ever.
Edit: Also why does it need to be guarded by NPCs? So folks can be lazy?
Lava_Croft wrote: »You haven't tried it in forever, but do want to propose changes.Lava_Croft wrote: »If you have trouble taking a resource by yourself, then the problem is on your end.
Not tried it in forever but I couldn't change a flag by myself ever.
Edit: Also why does it need to be guarded by NPCs? So folks can be lazy?
Lava_Croft wrote: »The fact that there are a few weak guards at each resource is most likely in no way related to Cyrodiil being fairly empty these days.
Lava_Croft wrote: »The fact that there are a few weak guards at each resource is most likely in no way related to Cyrodiil being fairly empty these days.
Your missing my point, If folks thought it would be easy for them to go in and take something undefended and get credit for it (lets say an out of the way farm or keep) then Cyrodiil would be full, and if it wasn't full, players who didn't come out to fight the rouges, would suffer for being unwilling to defend their resources.
If no one is there to oppose you then you should, by default, be the Emperor. What makes it a fight is when someone chooses to defend one side or the other. Why should an NPC fill this role?
If folks had this to fear Cyrodiil would never be empty.
Lava_Croft wrote: »The fact that there are a few weak guards at each resource is most likely in no way related to Cyrodiil being fairly empty these days.
Your missing my point, If folks thought it would be easy for them to go in and take something undefended and get credit for it (lets say an out of the way farm or keep) then Cyrodiil would be full, and if it wasn't full, players who didn't come out to fight the rouges, would suffer for being unwilling to defend their resources.
If no one is there to oppose you then you should, by default, be the Emperor. What makes it a fight is when someone chooses to defend one side or the other. Why should an NPC fill this role?
If folks had this to fear Cyrodiil would never be empty.
Since transitus is dependant on resources, removing the guards would result in three enemy players being able to disrupt before anyone could react. Bad idea. The way it is it has to be either a larger force (thus diminishing attackers or defenders somewhere) or you notice it much faster and can port in to actually try and defend it.
Next proposal please.
Since transitus is dependant on resources, removing the guards would result in three enemy players being able to disrupt before anyone could react. Bad idea. The way it is it has to be either a larger force (thus diminishing attackers or defenders somewhere) or you notice it much faster and can port in to actually try and defend it.
Next proposal please.
From prior experiences, ghost capping is not a fun system to have. And forcing people to stand around everywhere waiting for a fight isn't either.
Since transitus is dependant on resources, removing the guards would result in three enemy players being able to disrupt before anyone could react. Bad idea. The way it is it has to be either a larger force (thus diminishing attackers or defenders somewhere) or you notice it much faster and can port in to actually try and defend it.
Next proposal please.
What is wrong with ticking folks off and making them have to travel to get back to IC if they neglect Cyrodiil? Consequences for not being there.From prior experiences, ghost capping is not a fun system to have. And forcing people to stand around everywhere waiting for a fight isn't either.
Who's suggesting forcing them to stand there? If they want to leave so be it, The flag color will change by the next person that comes along if it is undefended. Then it would be up to someone else to come and change it back. If they met resistance then that means folks wanted to keep it and not just take it.
It would be a real war then, rouges and small groups against large groups and zergs. Sure a Zerg could role through and take it, but as soon as they left anyone could take it back. If your not willing to defend it there should be no help in keeping it.
If large groups wanted to play in IC then Cyrodiil would be ripe for the picking. If they then wanted to move out and control Cyrodiil then IC would be free to roam. It would be a Constant Ebb and Flow.
Edit: I just went to cyrodiil to get a comparison for explanation and tried to take a farm only defended by NPCs
Three healers in tandem 4 guards and the tower guard. No I ain't taking this by myself (sorry I ain't that good) But I can take out Xivkyn and the two mobs with them in IC about 2/3 of the time without dying (if I don't get ganked). I'm saying Unguarded resources should be no harder than this.
Since transitus is dependant on resources, removing the guards would result in three enemy players being able to disrupt before anyone could react. Bad idea. The way it is it has to be either a larger force (thus diminishing attackers or defenders somewhere) or you notice it much faster and can port in to actually try and defend it.
Next proposal please.
What is wrong with ticking folks off and making them have to travel to get back to IC if they neglect Cyrodiil? Consequences for not being there.From prior experiences, ghost capping is not a fun system to have. And forcing people to stand around everywhere waiting for a fight isn't either.
Who's suggesting forcing them to stand there? If they want to leave so be it, The flag color will change by the next person that comes along if it is undefended. Then it would be up to someone else to come and change it back. If they met resistance then that means folks wanted to keep it and not just take it.
It would be a real war then, rouges and small groups against large groups and zergs. Sure a Zerg could role through and take it, but as soon as they left anyone could take it back. If your not willing to defend it there should be no help in keeping it.
If large groups wanted to play in IC then Cyrodiil would be ripe for the picking. If they then wanted to move out and control Cyrodiil then IC would be free to roam. It would be a Constant Ebb and Flow.
Edit: I just went to cyrodiil to get a comparison for explanation and tried to take a farm only defended by NPCs
Three healers in tandem 4 guards and the tower guard. No I ain't taking this by myself (sorry I ain't that good) But I can take out Xivkyn and the two mobs with them in IC about 2/3 of the time without dying (if I don't get ganked). I'm saying Unguarded resources should be no harder than this.
Sure, so have small groups run around, cutting transit and quickly capping all of a keeps resources. Then that small group, who only had to literally roll over the flag ride off to the next keep and never end up having pvp because there is no buffer for capturing a resource.
The main reason I dislike Cyrodiil is the riding from A to B to C, back to B, go to D, C. I haven't been able to upgrade my riding training yet, so my mount is slow af. By the time I finally reach a resource my team has already recaptured it. I arrive there, my horse nearly dead from exhaustion, "Good *pant* hustle guys". Then someone shouts "GO RETAKE FARM HUZZAH" and they shoot off like a bullet from a gun while I ride my turtle into battle to repeat the process. By the time my character reached the farm he had grown a beard and it was already retaken.
Saying that, it does make you fight better if someone attempts to gank you. There's no way you want to die and have to ride back from point A again, as that's all that is running through my mind.
Newsflash: Since the IC update, taking keeps solo is normal.I actually preferred it when NPC's were not worthless.
Now 2 not very powerful char can take a resource or 1 powerful vet 16. It possibly takes 3 to take a keep once the walls come down. The cyrodil NPC;s are mostly worthless these days.
Personally I think they should be increased so a smaller number of defenders has more of a chance. Now a couple of Uber DK's can just into a keep and kill all the defenders and NPC's and just wait for their friends to breach the gate.