VincentBlanquin wrote: »
Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.
SureWe want to give small-scale PVP its due, and we have plans for a dueling system that we’ll get in at some point — and of course long term we will be adding battlegrounds.
and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.
lmfao
Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.
Less trees, more landmarks.
Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up), etc.
And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep
kyle.wilson wrote: »That xp scale will level people in BWB even faster now.
So the people that dwell in bwb will have to roll even more chars.
Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.
Less trees, more landmarks.
Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up), etc.
And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep
We shall fight on the beaches,
we shall fight on the landing grounds,
we shall fight in the fields and in the streets,
we shall fight in the hills;
we shall never surrender
and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.
lmfao
and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.
lmfao
I wouldn't count on that. That would force people to buy this DLC or sub. Wouldn't be fair to those who are playing just because of large-large scale PvP in Cyrodiil.
Imagine you cap keeps/resources and you're fine and then you want to go to the city and turns out half of your raid can't enter.
Roehamad_Ali wrote: »I trust You Wheels . Even if I'm nervous right now ...
@ZOS_BrianWheeler wrote:and of course long term we will be adding battlegrounds.
and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.
lmfao
I wouldn't count on that. That would force people to buy this DLC or sub. Wouldn't be fair to those who are playing just because of large-large scale PvP in Cyrodiil.
Imagine you cap keeps/resources and you're fine and then you want to go to the city and turns out half of your raid can't enter.
Yea the DLC lockout is annoying. But consider it from small scale pvp; it's easy to hit and run, fast battles, and unique locale.
It's a battleground if coded differently!!!
If not main cyro score compliant, at least it should be a separate leaderboard.
and yet again, no confirmation as if the capturable districts in IC will generate points on the campaign scoreboard or not.
lmfao
Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.
Less trees, more landmarks.
Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up), etc.
And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep
Anyone talk about what happens when the zergs go down into the sewers?
Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.
Less trees, more landmarks.
Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up), etc.
And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep
Sallington wrote: »Talks about needing large spaces between keeps to prevent endless fights and give purpose to winning/losing an engagement - gives us endless forward camps. Mmk.
Less trees, more landmarks.
Let us fight on the beaches, the church's, large orchards of Apple trees, a large army camp locale, a few more port cities, random dadric portals that spawn a sweeper type boss at the milegate (reason why the gates look all messed up), etc.
And have those locales add score or reasons to bring a team there. Make our choices dynamic instead of flat keep-keep
YES!!!!!
Make Cyrodil an actual PvP ZONE with almost no reason to leave. Right now it's just a tower defense game.