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I really miss the doors

Berenhir
Berenhir
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So, I thought I would really like the removal of doors from ressource towers.

I didn't play a lot yesterday because of the group bug. However I can already state that this change is even worse than the tower farming issue.

It is plain stupid, makes ressource fights basically the same as open field zerging and doesn't add anything to the numb PvP we already have.

You cannot retreat into the tower at all, as everything the ressource tower now does is prevent you from spreading out or moving around so the destro AoE, caltrops and a negate are enough to make you free AP. Masses waiting outside and spamming siege and AoE into the huddled group inside and on top of the tower. Why not remove ressources from the game then?

The two flag solution would have been much better, first flag on ground to siege tower, second flag on tower top to turn the ressource.

Yeah I know l2p / adapt comments incoming. Go play yourself and bear in mind how much better and challenging a two flag solution would have been while stopping the tower farmers at the same time.
PC EU - Ebonheart Pact - Gray Host - Death Recap -#zergfarming -
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    • Show me the threads from PvP'ers asking for doors to be removed.
    • Show me the "Tower farming is killing PvP" and the only solution is no Door thread.
    • Just show me, here on this forum, where ANYONE from the PvP community suggested or asked for doors to be removed.

    No one? Yeah that's what I thought.

    Kind of like when no one was complaining that gap closers weren't connecting and that the best solution would be to place an unpurgable, un-counterable 100% snare on them that breaks the entire game's CC mechanics so that you can lock anyone down by gap closing.


    This "no one" character sure has a lot of influence over ZOS. They keep changing things per no one's suggestions.


    ZOS is relying on feedback from outside of the PvP community. Fixing things that aren't broken and making changes NO ONE asked for.
    Edited by Yolokin_Swagonborn on October 6, 2016 11:12AM
  • SHADOW2KK
    SHADOW2KK
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    • Show me the threads from PvP'ers asking for doors to be removed.
    • Show me the "Tower farming is killing PvP" and the only solution is no Door thread.
    • Just show me, here on this forum, where ANYONE from the PvP community suggested or asked for doors to be removed.

    No one? Yeah that's what I thought.

    Kind of like when no one was complaining that gap closers weren't connecting and that the best solution would be to place a 100% snare on them so that you can lock anyone down by gap closing.


    This "no one" character sure has a lot of influence over ZOS. They keep changing things per no one's suggestions.


    ZOS is relying on feedback from outside of the PvP community. Fixing things that aren't broken and making changes NO ONE asked for.

    Agreed on all

    And the Faceless Man from GoT fairly gets everywhere does he not?
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  • kuro-dono
    kuro-dono
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    i love the fact that doors been removed. Whenver my raid process to destroy the tower before the lemmings start getting farmed its always too late since the flag gets abandoned in flash by farmers and the lemmings rush to the flag without thinking.

    NOW, no more need to waste time wrecking tower, just regroup, and push and pew pew! Tho its becoming quickly popular that farmers go automatically to the top, set 2 siege and start firing near the top the stairs. then aoes go pew pew.

    Next step to stop this> set 2-4 fire or cold fire trebs to shoot at the top of the tower. The whispers are ever so delicious when farmers whine that you are ruining good ap farming.
    Edited by kuro-dono on October 6, 2016 11:15AM
  • GreenSoup2HoT
    GreenSoup2HoT
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    @Yolokin_Swagonborn

    I made a poll asking if the Resource doors should be removed or a second flag be introduced to prevent tower farming.

    Tower Farming in my opinion was an issue. I am one of the pvpers who was against it. I did not die to them. I just hated how every battle resulted in that farmfest. I hated watching groups try to pull players into the farmfest.

    I personally think a second flag in the resource would have been better. Then siegeing the tower down was an option. Your alliance would always flip the flag and it was annoying you could not siege.

    Zos took the easy way out it seems taking away the doors.

    I personally think this is a great change though. Melee players can kill mage guards by going inside. Small-scale can still farm the top and zergs farming the top will be wrecked with siege.

    Anyone complaining this is a problem are the players who cant play like a team and fight outnumbered without there 1 second door delay crutch.

    Edited by GreenSoup2HoT on October 6, 2016 11:53AM
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  • God_flakes
    God_flakes
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    Why should there be doors on resource towers when there aren't doors on keep towers? Why should someone trying to take a resource have the added benefit of a door to protect them when someone trying to take a keep doesn't have the benefit of a door to protect them in the towers? Resource towers were being abused and we all know it. They're gone now and it's time to stop dwelling on it. It isn't even 1/10th the frustration of the "grind endlessly for a slim chance to be competitive" meta they're foisting on us.
  • Darnathian
    Darnathian
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    • Show me the threads from PvP'ers asking for doors to be removed.
    • Show me the "Tower farming is killing PvP" and the only solution is no Door thread.
    • Just show me, here on this forum, where ANYONE from the PvP community suggested or asked for doors to be removed.

    No one? Yeah that's what I thought.

    Kind of like when no one was complaining that gap closers weren't connecting and that the best solution would be to place an unpurgable, un-counterable 100% snare on them that breaks the entire game's CC mechanics so that you can lock anyone down by gap closing.


    This "no one" character sure has a lot of influence over ZOS. They keep changing things per no one's suggestions.


    ZOS is relying on feedback from outside of the PvP community. Fixing things that aren't broken and making changes NO ONE asked for.

    BS. a lot of players wanted them gone. it was a broke mechanic. killing players before they could defend themselves= easy mode.

    sorry u have to earn ap and not get it handed to u by a broke mechanic.
    Edited by Darnathian on October 6, 2016 11:58AM
  • Master_Kas
    Master_Kas
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    @Yolokin_Swagonborn

    I made a poll asking if the Resource doors should be removed or a second flag be introduced to prevent tower farming.

    Tower Farming in my opinion was an issue. I am one of the pvpers who was against it. I did not die to them. I just hated how every battle resulted in that farmfest. I hated watching groups try to pull players into the farmfest.

    I personally think a second flag in the resource would have been better. Then siegeing the tower down was an option. Your alliance would always flip the flag and it was annoying you could not siege.

    Zos took the easy way out it seems taking away the doors.

    I personally think this is a great change though. Melee players can kill mage guards by going inside. Small-scale can still farm the top and zergs farming the top will be wrecked with siege.

    Anyone complaining this is a problem are the players who cant play like a team and fight outnumbered without there 1 second door delay crutch.

    You are forgetting something, even smallscale ppl who stand on top floor will get sieged to death. Even if they are heavily outnumbered. Atleast on EU PC. :trollface:
    EU | PC
  • Berenhir
    Berenhir
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    You all sound like you haven't played with removed doors yet.

    My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.

    BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.

    Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.

    Please ZOS, only use this as a stage to transit to a two flag solution!
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  • Anazasi
    Anazasi
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    Really, OMG lets run into a building or a barn they don't have doors and yet groups run into them.

    You need to look beyond the obvious and find a way to make the OPEN towers work for you. Yeah they might be a death trap to some but honestly you just haven't figured it out yet.
  • danno8
    danno8
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    Berenhir wrote: »
    You all sound like you haven't played with removed doors yet.

    My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.

    BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.

    Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.

    Please ZOS, only use this as a stage to transit to a two flag solution!

    A two flag solution is fine, but they would need to speed up the flipping for single people on the flag. Right now it takes over a minute to flip the flag if you are by yourself and an extra flag would push it to two minutes which is ridiculous. That will just force more people to the resource since it will just take too long to flip otherwise.
  • Berenhir
    Berenhir
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    danno8 wrote: »
    Berenhir wrote: »
    You all sound like you haven't played with removed doors yet.

    My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.

    BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.

    Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.

    Please ZOS, only use this as a stage to transit to a two flag solution!

    A two flag solution is fine, but they would need to speed up the flipping for single people on the flag. Right now it takes over a minute to flip the flag if you are by yourself and an extra flag would push it to two minutes which is ridiculous. That will just force more people to the resource since it will just take too long to flip otherwise.

    I honestly don't think ressources were meant to be soloable in the first place.
    PC EU - Ebonheart Pact - Gray Host - Death Recap -#zergfarming -
  • Taylor_MB
    Taylor_MB
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    Berenhir wrote: »
    danno8 wrote: »
    Berenhir wrote: »
    You all sound like you haven't played with removed doors yet.

    My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.

    BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.

    Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.

    Please ZOS, only use this as a stage to transit to a two flag solution!

    A two flag solution is fine, but they would need to speed up the flipping for single people on the flag. Right now it takes over a minute to flip the flag if you are by yourself and an extra flag would push it to two minutes which is ridiculous. That will just force more people to the resource since it will just take too long to flip otherwise.

    I honestly don't think ressources were meant to be soloable in the first place.

    Don't need a squad to PvE.

    But yeah, I love getting chased straight into a tower by a zerg, at least with the door there it slowed them down enough and split them up enough that you could get a few kills before being overwhelmed.
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  • Zorgon_The_Revenged
    Zorgon_The_Revenged
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    You can still put volcanic rune, caltrops, two ballista, daedric mines, spam jabs, place negate, spam heals etc...etc... on the lower floor, they just took away the door.

    The enemy can do the same to you now....QQ.
  • Solariken
    Solariken
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    I thought tower turtling with the PvDoor mechanic was pretty lame and unsporting honestly.

    You can still hold down in the tower and it's still a really fun place to fight. I personally prefer the no-door towers.
  • God_flakes
    God_flakes
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    Berenhir wrote: »
    You all sound like you haven't played with removed doors yet.

    My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.

    BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.

    Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.

    Please ZOS, only use this as a stage to transit to a two flag solution!

    Except it rarely if ever worked out that way. The more likely scenario in the "doors on resource towers" environment was this: small group takes resource and backs up into the tower and sets up farm using a door delay to kill incoming enemies. Eventually the defenders begin calling out in zone for help and a larger group of reinforcements come in and break up the tower farm and rinse and repeat by those attempting to tower farm. Rarely if ever does a small group take a resource and hold the tower waiting for reinforcements to come help them siege a keep. Those small groups that back up into the towers had one goal: to farm ap. Not to foster some altruistic map objective.
    Edited by God_flakes on October 6, 2016 1:57PM
  • Minno
    Minno
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    God_flakes wrote: »
    Berenhir wrote: »
    You all sound like you haven't played with removed doors yet.

    My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.

    BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.

    Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.

    Please ZOS, only use this as a stage to transit to a two flag solution!

    Except it rarely if ever worked out that way. The more likely scenario in the "doors on resource towers" environment was this: small group takes resource and backs up into the tower and sets up farm using a door delay to kill incoming enemies. Eventually this's enemies begin calling out in zone for help and a larger group of reinforcements come in and break up the tower farm and rinse and repeat by those attempting to tower farm. Rarely if ever does a small group take a resource and hold the tower waiting for reinforcements to come help them siege a keep. Those small groups that back up into the towers had one goal: to farm ap. Not to foster some altruistic map objective.

    And with it cause lag if they are successful in farming AP.
    Minno - DC - Forum-plar Extraordinaire
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  • ku5h
    ku5h
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    Solariken wrote: »
    I thought tower turtling with the PvDoor mechanic was pretty lame and unsporting honestly.

    You can still hold down in the tower and it's still a really fun place to fight. I personally prefer the no-door towers.

    Same here. Most sickening this in Cyro for me was tower farming groups. They come to keep, lure ppl and then run inside tower so they can farm unexped pugs. Its just a cruches for group that can't stand on their own in fair fight, so they need big ass advantage to farm ppl. Yes, there are counter to it like destroying the tower but 99% of the time some unexped players will cap the flag. Having a choke point in door is already advantage enough, but noo you need you'r enemy to spawn 1 by 1 dont you?
  • Reverb
    Reverb
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    I haven't gotten a chance to play without the doors yet, since I just got the update to complete without errors this morning before work. But I imaging it's something that we will all adapt to pretty quickly. Bomb groups will still find a way to successfully farm AP at resources, and shrubs will continue to let themselves be farmed. This will be fine

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  • rfennell_ESO
    rfennell_ESO
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    Minno wrote: »
    God_flakes wrote: »
    Berenhir wrote: »
    You all sound like you haven't played with removed doors yet.

    My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.

    BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.

    Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.

    Please ZOS, only use this as a stage to transit to a two flag solution!

    Except it rarely if ever worked out that way. The more likely scenario in the "doors on resource towers" environment was this: small group takes resource and backs up into the tower and sets up farm using a door delay to kill incoming enemies. Eventually this's enemies begin calling out in zone for help and a larger group of reinforcements come in and break up the tower farm and rinse and repeat by those attempting to tower farm. Rarely if ever does a small group take a resource and hold the tower waiting for reinforcements to come help them siege a keep. Those small groups that back up into the towers had one goal: to farm ap. Not to foster some altruistic map objective.

    And with it cause lag if they are successful in farming AP.

    The "cause lag" is likely the only reason doors are gone.

    We ask for less lag, they work on it and keep working on it. So now the "lag is killing pvp" means what? It doesn't matter if you benefited from it?

  • Chuga_Rei
    Chuga_Rei
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    • Show me the threads from PvP'ers asking for doors to be removed.
    • Show me the "Tower farming is killing PvP" and the only solution is no Door thread.
    • Just show me, here on this forum, where ANYONE from the PvP community suggested or asked for doors to be removed.

    No one? Yeah that's what I thought.

    Kind of like when no one was complaining that gap closers weren't connecting and that the best solution would be to place an unpurgable, un-counterable 100% snare on them that breaks the entire game's CC mechanics so that you can lock anyone down by gap closing.


    This "no one" character sure has a lot of influence over ZOS. They keep changing things per no one's suggestions.


    ZOS is relying on feedback from outside of the PvP community. Fixing things that aren't broken and making changes NO ONE asked for.

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  • Roechacca
    Roechacca
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    Someone tower farmed @ZOS_BrianWheeler and told him to Git Gud after a hate tell. So he pulled the Dev gitgud card.That's the only logical conclusion I can come up with.
  • LarsS
    LarsS
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    I have done my share or more of towerfarming, still did not like the door since IT produced a randomization that made organiserad attacks nearly impossible. Farming is still possible but needs more brains.
    Edited by LarsS on October 6, 2016 3:35PM
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  • Rohamad_Ali
    Rohamad_Ali
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    If I put 8 points in woodworking , gather enough mats , I should be able to build a new tower door .
  • Astanphaeus
    Astanphaeus
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    I was meh about the change at first, but after seeing all the tower farmers cry and throw hissy fits, it's my favorite change ever.
  • GreenSoup2HoT
    GreenSoup2HoT
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    I cant wait for this change to hit console.
    PS4 NA DC
  • Minno
    Minno
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    If I put 8 points in woodworking , gather enough mats , I should be able to build a new tower door .

    It would probably be 160 refined mats per 1% health. Lol
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  • Rohamad_Ali
    Rohamad_Ali
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    Minno wrote: »
    If I put 8 points in woodworking , gather enough mats , I should be able to build a new tower door .

    It would probably be 160 refined mats per 1% health. Lol

    Good gawd rubidite tower doors would be biggest gold sink in game lol .

    Honestly , I miss the nostalgia of the old PvP game already , with resources . It's more of like seeing something disappear and missing it . I've been farmed in a tower before . I know how frustrating it could be . Took a lot of practice to get in without dying and clearing them .

    Now I just watch big raids run up and in and resources fights are over really fast for small groups . The big group meta has always won in Cyrodiil an that's fine I guess . I'll just be very happy when Arenas arrive and play army vs army occasionally after .
  • Valencer
    Valencer
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    But, but.. they brought twice your numbers. You should just hand over your AP, respawn and bring more numbers yourself, next time.

    What an engaging and interesting experience some people want Cyrodiil to be. :/
  • Cinbri
    Cinbri
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    You can place 5 ballistas on each floor now.
  • DannyLV702
    DannyLV702
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    Cinbri wrote: »
    You can place 5 ballistas on each floor now.

    Wtf even top one?
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