Cyrodiil Game changer?

Thorn416
Thorn416
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Paved roads and defined pathways in cyrodiil increase all movement speeds by 15%. (someone with max mount speed is now moving at 75%)

This would increase the number of random encounters and would spice up the siege game by creating opportunities for ambushes and create a greater need for scouts. Because Cyrodiil is so big with all these empty spaces, people don't really just run into each other except at keeps and quest hubs

Tactically speaking it would add another layer to things. Maybe you want your team to move unnoticed, or you don't want to run into enemy players trying to block the way to a keep, so you sacrifice the faster travel time. Maybe your team is big enough that your vanguard blazes down the road ready to meet any obstacle.

Idk just a random thought I had while in Cyrodiil on one of these roads. Thoughts?
Edited by Thorn416 on January 15, 2016 3:16PM
  • Alucardo
    Alucardo
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    They'd have to assess all the roads in Cyrodiil, where they begin and where they go to if balance is to be ensured (yes, this suggestion can lead to minor balance issues), but I definitely don't hate the idea.
  • pod88kk
    pod88kk
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    Would this not just lead to people ambushing players as they're heading towards keeps aka just put up a siege weapon then wait for people to come by the road
  • Alucardo
    Alucardo
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    pod88kk wrote: »
    Would this not just lead to people ambushing players as they're heading towards keeps aka just put up a siege weapon then wait for people to come by the road

    You could be wasting your time. Not everyone would use the roads most likely
  • Thorn416
    Thorn416
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    pod88kk wrote: »
    Would this not just lead to people ambushing players as they're heading towards keeps aka just put up a siege weapon then wait for people to come by the road

    Hence sending scouts ahead of the main group. plus, a siege weapon isn't exactly discreet
  • Heindrich
    Heindrich
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    I think this is a good idea. It gives groups a tactical dilemma when they need to get from A to B quickly. Take the road to get there faster, but risk getting ambushed along the way, or take a safer route through the wilderness.

    More dispersed PvP can only be a good thing.

  • NewBlacksmurf
    NewBlacksmurf
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    I don't know a lot about horses but horses, imaginary guars, bears and tigers don't have a reduced travel speed off roads nor do they increase. I follow the idea but I don't think it works this way. Again....it's my thoughts cause I don't know a lot about these animals and have only rode a horse once in life (it was a pony )
    Edited by NewBlacksmurf on January 15, 2016 2:06PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Thorn416
    Thorn416
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    I don't know a lot about horses but horses, imaginary guars, bears and tigers don't have a reduced travel speed off roads nor do they increase. I follow the idea but I don't think it works this way. Again....it's my thoughts cause I don't know a lot about these animals and have only rode a horse once in life (it was a pony )

    Well i'm looking at it like, a horse on a flat, paved road would be faster than running on rolling hills with mud, logs, deep snow .etc

    And it's not so much about them having a reduced speed in the hills, but a boost on proper roads meant for long distance travel

  • Troneon
    Troneon
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    Fix lag first before adding more calculations...
    PC EU AD
    Master Crafter - Anything you need!!
    High Elf Magicka Templar Healer/DPS/Tank
    Trials / Dungeons / PVP / Everything
  • Thorn416
    Thorn416
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    idk, maybe it's because i'm on PS4, but I've never experienced that PVP lag. My wifi is just strong I guess
  • Erdmanski
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    Troneon wrote: »
    Fix lag first before adding more calculations...

    +1

    Let's not change anything in Cyrodiil until the lag and bugs are fixed first.
  • Lenikus
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    Thorn416 wrote: »
    idk, maybe it's because i'm on PS4, but I've never experienced that PVP lag. My wifi is just strong I guess
    Nah... around 6 people can do that, too, it's a server side thing.
    I can teach you how, but i guess people will hurt me if I do.
    ... Mai cave. >:3
  • Jura23
    Jura23
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    Erdmanski wrote: »
    Troneon wrote: »
    Fix lag first before adding more calculations...

    +1

    Let's not change anything in Cyrodiil until the lag and bugs are fixed first.

    So you're suggesting we don't change anything ever in Cyrodiil for the rest of eternity?
    Georgion - Bosmer/Templar - PC/EU
  • RDMyers65b14_ESO
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    There are already roads in Cyrodil, but they are not used because they are primarily the best place to be ganked. Many of us have been told to stay off the roads for safety.
  • Thorn416
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    There are already roads in Cyrodil, but they are not used because they are primarily the best place to be ganked. Many of us have been told to stay off the roads for safety.

    yes. we are all aware there are roads in cyrodiil that's what the post is about. I was saying adding an incentive to actually use the roads would be interesting. and fyi, the best place to get ganked is and unfortunately always will be town quest givers
  • Brrrofski
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    So you want gank highways?

    Great idea, but it will just turn into ganking routes.
  • Thorn416
    Thorn416
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    Brrrofski wrote: »
    So you want gank highways?

    Great idea, but it will just turn into ganking routes.

    Cyrodiil is really big, people wouldn't be able to just pick a random road and wait for a poor dude to run by, it would mainly be for sieging. If you know a zerg is headed to a particular fort or whatever, you can send people to slow em down or kill them
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