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[SUGGESTION] Grappling hooks/Rope/Ladder (or other mechanic) to infiltrate keeps.

  • sluice
    sluice
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    Enodoc wrote: »
    They've also Datamined more hook points recently . Some siege hooks as well .
    Those "recently" datamined icons for hookpoints have been there since launch. They're remnants of the system I mentioned above that existed during development but never made it in.

    Maybe it's been in the plans since the beginning, it's just a question of when to be implemented. (Between all other content, IC, balancing, bug fixing, etc.)

    Or maybe it feel off the hook. ( :D )
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  • Enodoc
    Enodoc
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    sluice wrote: »
    Enodoc wrote: »
    They've also Datamined more hook points recently . Some siege hooks as well .
    Those "recently" datamined icons for hookpoints have been there since launch. They're remnants of the system I mentioned above that existed during development but never made it in.
    Maybe it's been in the plans since the beginning, it's just a question of when to be implemented. (Between all other content, IC, balancing, bug fixing, etc.)

    Or maybe it feel off the hook. ( :D )
    It's more likely something that was scrapped and just not removed from the data files. There's remnants of old quests and a previous version of the Crafting system in there too.

    As we have seen already with District Capture in Imperial City though, even if they scrap something initially, it may make its way through development in the end. The original version of District Control that was in development for IC was scrapped and not released, but after pushing for it on the forums, something with the same name (but a completely different system) turned up eventually. The same could happen with hook points.
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  • Robbmrp
    Robbmrp
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    Robbmrp wrote: »
    Not bad , but i think this would unbalance siege combat , it's like you'd take away those walls .
    If it's not limited to a certain number attackers would swarm the keep and making the walls useless

    @DeepPlayGamer that's why it would be limited to a certain number of hooks per keep/outpost and a max player count using them. No more than 2-4 players need to be in an outpost and 6-8 within a keep. If they went with 2 hooks per outpost and 4 hooks per keep with those player limitations it would work out really well.
    Could work , just thinking about the moment one climbs up he could be blocked off or pushed back while in combat and make it arguable if the one who enters would be immune for a second or two to make the move in or not. Also i guess we could countermeasure with a smaller boiling oil vat that is less OP than the regular ?
    Another argument is to make players vulnerable to siege weapon damage , otherwise it'd be easy to climb and take a wall with support from siege weapon .

    @DeepPlayGamer oils could light the rope on fire causing it to be destroyed similar to burning siege weapons. There shouldn't be a lower damage Oil Pot though as that's the chance you take trying to infiltrate a keep. If someone drops an oil pot right above you, you better get off that rope quick!!!

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  • InvitationNotFound
    InvitationNotFound
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    sluice wrote: »
    In lights of the recent gap closer crisis, (see here here)

    I think it's a good time to propose the idea of a mechanic to infiltrate keeps because let's face it: the sieging in Cyrodiil eventually gets boring and repetitive!

    Below, I keep mentionning a grappling hook, but as other have mention it could be a rope, a ladder, a siege tower, etc.

    Why?
    Introducing a Grappling hook mechanics in this game would bring a lot more excitement to sieging.

    A challenge that would quickly arise is to keep a certain balance in the game.
    Most importantly, infiltrating a keep should be hard enough to still motivate groups to bring down walls/doors and give a chance to defenders to react.

    It would be important for the defenders to guard the grappling locations as much as defending the wall/door being taken down.

    How could it work?
    The Grappling Hook could be an item bought with AP that has a one time use.
    The hook would only be good for 1 person use.

    Where could we use the grappling hooks?
    The keeps could have specific areas where player could grapple to.
    Limiting the areas where one can grapple would help defending agains't invaders:
    Keeps could have 2 to 4 areas where the grappling hook could be use.
    Outposts could have 1 to 2 areas.
    Towers could have 1 area.

    Limit the use of grappling hooks to only when the castle are tagged
    This would avoid large group hiding inside keeps when the keep is not even being sieged.

    How to counter cloakers
    After using a grappling hooks, playing cannot cloak for X seconds (Just as if you have been detected by a Magelight)
    Make it so you cannot be in cloak when you are near that location (from oustide the keep)

    NPC
    NPC should be added at the grappling location both inside and outside the keep.


    Let me know what you guys think!
    I personally feel, it would bring so much more to the sieging experience in Cyrodiil.

    in my opinion, adding such a system will get boring pretty soon as well.

    furthermore, if not well thought through it could mess up a lot of things.
    (e.g. ball groups (yes, and zergs) are a cancer to cyrodiil. having them in a keep gives them the possibility to lure all players at spots where they can't evade all those detos they cast at the same time. this is already pretty annoying and lame. allowing them to get directly in the keep without a chance to lock them out once killed would be a mess for many players who don't like that ret***ed play style)
    Unfortunately, from ZOS history since release, i doubt they would implement what we are looking for and would simply mess it up in the worst way possible. So sorry, I still prefer how it is at the moment instead of an even more unplayable mess.

    Focus should be on fixing and balancing the game instead of messing it up even more.
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  • sluice
    sluice
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    @InvitationNotFound,
    Why would it get boring anyway? Wouldn't it add more to the current sieging mechanics?
    Sure, it will become repetitive as well (as with anything really), but it would still add diversity.

    I agree there are some important bugs to be fixed in this game currently.
    But I think it's important to still not limit our imagination on where this game could be in a few months or years.

    If we only focus on bugs and issues, the game will not evolve positively, in my opinion.

    (That said, bugs, lag, exploits, etc. should not be taken lightly either, but that's a separate subject and there are enough threads on those already)
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    I strictly play on Daggerfall Covenant for when it comes to PvP
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    Anýa - Bosmer Nightblade (0..50)

    Aldmeri Dominion (PvE only)
    Arýä - Altmer Sorcerer (50)
    Marksar - Breton Templar (50)
    Maksar - Bosmer Nightblade (50)
    sluice - Imperial Dragonknight (0..50) R.I.P.

    Ebonheart Pact
    Can't-Heal-Stupid - Argonian Templar (0..50)

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