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.Roehamad_Ali wrote: »They've also Datamined more hook points recently . Some siege hooks as well .
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.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.)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.Roehamad_Ali wrote: »They've also Datamined more hook points recently . Some siege hooks as well .
Or maybe it feel off the hook. ()
DeepPlayGamer wrote: »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 ?DeepPlayGamer 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.
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 .
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 taggedThis would avoid large group hiding inside keeps when the keep is not even being sieged.
How to counter cloakersAfter 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)
NPCNPC 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.