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A way to force folks to play Cyrodiil (let the average player have some fun)

Casdha
Casdha
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OK I know I'm gonna get the disagreements with this one but here it goes:

If you want folks to play in Cyrodiil how about getting rid of or radically nerfing NPC guardians. If folks could easily walk in and take an unguarded resource players would be forced to come in and reclaim it.

I've never understood why NPCs were so powerful in Cyrodiil in the first place. If it is PvP and players just want to guard it from time to time in large groups why make it so hard for folks to make a change to the landscape when the groups are not there. If folks want to keep it they should have to stay there to defend it.

If two players take a resource so what, 6 can come back and take it easily from them, if the two tried to stay there to defend it. On the other hand if two players are the only ones that want to play Cyrodiil then they deserve to be able to take the whole map (that is if no one comes in to run them off).

I think this could be a good alternative if they are going to keep having open access to IC. Folks staying behind to play Cyrodiil could radically change passives folks have if they don't come out to defend what is theirs from time to time.

edit: last bit didn't sound the way I meant
edit 2: thread title
Edited by Casdha on September 16, 2015 4:51PM
Proud member of the Psijic Order - The first wave - The 0.016%

  • Lava_Croft
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    If you have trouble taking a resource by yourself, then the problem is on your end.
  • Casdha
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    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?
    Edited by Casdha on September 15, 2015 8:53PM
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Lava_Croft
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    Casdha wrote: »
    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?
    You haven't tried it in forever, but do want to propose changes.
  • Casdha
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    Lava_Croft wrote: »
    Casdha wrote: »
    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?
    You haven't tried it in forever, but do want to propose changes.

    Simple answer, Yes.

    Folks keep complaining about so much PvE in a PvP zone, I'm just suggesting taking some PvE out of Cyrodiil. This would force people to play Cyrodiil or risk loosing resources to the what they deem the less than deserving players of the game.

    If folks want to keep it they should have to defend it is all I'm saying. Or folks can keep griping about no one being there.
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Lava_Croft
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    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.
  • twistedmonk
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    You guys are approaching this all wrong. sorry.

    Cyrodiil as it is currently implemented is boring as .. .you know....

    Manning seiges, pveing a wall is tedious and boring...

    Whatever happened to having a Keep Lord????? A boss in the keep that you had to kill to capture the keep - it would drop blues, gold, good XP and possibly purples PvP gear. in chest or something to loot after you kill it.

    What you want is more people in Cyrodiil - especially PvErs. but also incentivize the PvP crowd.

    Cyrodiil is HUGE....and basically empty.

    Add MORE CONTENT. and make that content worth doing!

    So what they need to do is give more XP for mobs in Cyrodiil. Add more quests, more group objectives.

    and I'm not talking about cracked wood cave that is the only good delve to grind...that should stay for those that like to grind crap for 100s of hours...

    Give a group of people something to do besides be on a horse simulator.

    Give a TON more xp for capturing a Resource/Keep, etc. We are all grinding Champion Points at Max level anyway. So give people a reason to capture a Lumberyard/Mine/Keep other than the crappy 200xp and a few chump Alliance Points.

    It should be the best way to gain XP in the game because of the risk vs reward of being in a PvP zone.

    Done.
    Edited by twistedmonk on September 15, 2015 9:20PM
  • CP5
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    I wish this went the other way, back when (this coming from the old BWB) the npc tower mage could wipe a group with their aoe, or the archer guards insta-gibbing people.
  • Casdha
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    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.
    Proud member of the Psijic Order - The first wave - The 0.016%

  • CP5
    CP5
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    Casdha wrote: »
    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.

    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.
  • ToRelax
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    Casdha wrote: »
    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.

    Any good player can take a resource by himself. Making the guards weaker would just take the incentive away to do so for him, wich is being able to defend it.
    Right now most players just don't care about the map. No one will come because someone took a resource somewhere, no one will be forced to do so, heck no one even cares when the whole map is painted in a different colour.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Leandor
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    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.
    Edited by Leandor on September 15, 2015 10:44PM
  • ToRelax
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    Leandor wrote: »
    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.

    That was always possible and still is though.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Casdha
    Casdha
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    Leandor wrote: »
    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.
    CP5 wrote: »
    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.
    Edited by Casdha on September 16, 2015 4:17AM
    Proud member of the Psijic Order - The first wave - The 0.016%

  • CP5
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    Casdha wrote: »
    Leandor wrote: »
    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.
    CP5 wrote: »
    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. I have seen this enough to say it is boring, repetitive and stale gameplay having something to defend with no npc's there to guard it. It becomes a chore, and either people need to spend their time sitting on their thumbs doing nothing (110% the reason I log in, such amazing, so fun) or cutting transit across the map making pvp fights a pain to even try.
  • Casdha
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    CP5 wrote: »
    Casdha wrote: »
    Leandor wrote: »
    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.
    CP5 wrote: »
    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.

    Yep, that is exactly it. If folks want to stop them all they gotta do is do so. How hard is it to stop a small group of folks anyways? Sooner or later you either have the small group that wants to be there owning the whole thing or you have a bunch of small groups fighting it out. Multiple small groups add up to larger groups. If they don't come then they don't deserve to have an A.I. hold it for them.
    Edited by Casdha on September 16, 2015 6:19AM
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Alucardo
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    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.
  • AshTal
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    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.
  • Casdha
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    Alucardo wrote: »
    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.

    If you had to ride that long that means you had to ride past a bunch of stuff you didn't own. Wouldn't it be nice to take something undefended along the way to make the other guys suffer as much as you did for leaving it out in the open like that? If folks had to worry about their travel routes, they might have to do a little planning if their resources were limited

    Players would not be able to have control of a map anymore just by having the numbers, those numbers would have to contribute if they wanted to keep control.
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Lava_Croft
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    AshTal wrote: »
    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.
    Newsflash: Since the IC update, taking keeps solo is normal.
  • Casdha
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    Why do you need a siege weapon to kill NPCs who are not behind a wall? Heck they should have put these soldiers in IC rather than the Xivkyn.

    I've not heard a single argument here that says I want PvP. Every argument I've read says I want to pick the server with the most population for my alliance and put it on Autopilot, average players don't deserve to take what is mine while I'm not there.

    Side note, I'm just trying to come up with an incentive to get folks who would never go there to get involved. If IC is to be the goal I just feel that Cyrodiil should be a stepping stone not something to skip. If you go to access blocks for IC then you will have less folks playing PvP. I know there are a ton of folks that said they wouldn't play IC (myself included) that actually find it fun. Why because unlike Cyrodiil it feels like they can accomplish something in IC. If you folks want to lock everything up like it was originally planned and run a bunch of folks off, that is fine with me.

    As far as horse (or Senche) riding goes, that is exactly what I do, I find the Server with the highest pop for my alliance then travel to the keep closest to the IC entrance and ride in knowing more than likely no one is there to gank me. The way you want it is the way it is. I take it you are happy with the way things are, if you are so be it, I'm just as happy leaving it the way it is also.

    Edited by Casdha on September 16, 2015 3:51PM
    Proud member of the Psijic Order - The first wave - The 0.016%

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