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make Cyrodiil keeps give unique buffs

BigES
BigES
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Lag and congestion in Cyrodiil is currently a function of the lack of incentive to travel around the map.

Why don't you make each keep and major objective give a unique buff?

The current system is binary. You either get emperor buffs, or you don't. Why doesn't ZoS distribute these buffs (and even create a few new ones) among the keeps, and give people the incentive to incrementally take stuff?

For example, say Drakelowe gave my faction 500 health to every player. I now have a reason to take Drakelowe even though its not a emperor keep. Bruma might give me 1000 spell resistance. Cropsford might give my faction 1000 armor resistance. Owning the interior keeps around Cyrodiil give small incremental buffs as well, and also still crown the emperor.

You can incentivize people to travel to different places if you redistributed and tweaked the buffs. This would also prevent the emperor group from "turtleing" inside a single keep without repercussions of losing the rest of the map.

I think this would also incentivize people/groups to go different places depending on their character's build or group composition. A blazing shield templar might want to make sure he has the health buff. A squishy magicka character might want to make sure he has the 1000 armor buff to make sure he's not burned by a stamina class. Conversely, stam might want a 1000 spell resistance buff. Things like that
  • wazzz56
    wazzz56
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    BigES wrote: »
    Lag and congestion in Cyrodiil is currently a function of the lack of incentive to travel around the map.

    Why don't you make each keep and major objective give a unique buff?

    The current system is binary. You either get emperor buffs, or you don't. Why doesn't ZoS distribute these buffs (and even create a few new ones) among the keeps, and give people the incentive to incrementally take stuff?

    For example, say Drakelowe gave my faction 500 health to every player. I now have a reason to take Drakelowe even though its not a emperor keep. Bruma might give me 1000 spell resistance. Cropsford might give my faction 1000 armor resistance. Owning the interior keeps around Cyrodiil give small incremental buffs as well, and also still crown the emperor.

    You can incentivize people to travel to different places if you redistributed and tweaked the buffs. This would also prevent the emperor group from "turtleing" inside a single keep without repercussions of losing the rest of the map.

    I think this would also incentivize people/groups to go different places depending on their character's build or group composition. A blazing shield templar might want to make sure he has the health buff. A squishy magicka character might want to make sure he has the 1000 armor buff to make sure he's not burned by a stamina class. Conversely, stam might want a 1000 spell resistance buff. Things like that

    I like the idea to a point..but what happens when a faction gates the others?now they are all super buffed, could make progression towards retaking the map tough af
    GM Tig Ole Critties ps5 NA small scale PvP guild


    "After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
  • ThePonzzz
    ThePonzzz
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    BigES wrote: »
    Lag and congestion in Cyrodiil is currently a function of the lack of incentive to travel around the map.

    Why don't you make each keep and major objective give a unique buff?

    The current system is binary. You either get emperor buffs, or you don't. Why doesn't ZoS distribute these buffs (and even create a few new ones) among the keeps, and give people the incentive to incrementally take stuff?

    For example, say Drakelowe gave my faction 500 health to every player. I now have a reason to take Drakelowe even though its not a emperor keep. Bruma might give me 1000 spell resistance. Cropsford might give my faction 1000 armor resistance. Owning the interior keeps around Cyrodiil give small incremental buffs as well, and also still crown the emperor.

    You can incentivize people to travel to different places if you redistributed and tweaked the buffs. This would also prevent the emperor group from "turtleing" inside a single keep without repercussions of losing the rest of the map.

    I think this would also incentivize people/groups to go different places depending on their character's build or group composition. A blazing shield templar might want to make sure he has the health buff. A squishy magicka character might want to make sure he has the 1000 armor buff to make sure he's not burned by a stamina class. Conversely, stam might want a 1000 spell resistance buff. Things like that

    There are other buffs though, holding enemy keeps all have some buffs. Holding enemy scrolls all do something as well.

    There is merit to the suggestion though. Having buffs when defending that keep could be nice.
  • BigES
    BigES
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    wazzz56 wrote: »
    BigES wrote: »
    Lag and congestion in Cyrodiil is currently a function of the lack of incentive to travel around the map.

    Why don't you make each keep and major objective give a unique buff?

    The current system is binary. You either get emperor buffs, or you don't. Why doesn't ZoS distribute these buffs (and even create a few new ones) among the keeps, and give people the incentive to incrementally take stuff?

    For example, say Drakelowe gave my faction 500 health to every player. I now have a reason to take Drakelowe even though its not a emperor keep. Bruma might give me 1000 spell resistance. Cropsford might give my faction 1000 armor resistance. Owning the interior keeps around Cyrodiil give small incremental buffs as well, and also still crown the emperor.

    You can incentivize people to travel to different places if you redistributed and tweaked the buffs. This would also prevent the emperor group from "turtleing" inside a single keep without repercussions of losing the rest of the map.

    I think this would also incentivize people/groups to go different places depending on their character's build or group composition. A blazing shield templar might want to make sure he has the health buff. A squishy magicka character might want to make sure he has the 1000 armor buff to make sure he's not burned by a stamina class. Conversely, stam might want a 1000 spell resistance buff. Things like that

    I like the idea to a point..but what happens when a faction gates the others?now they are all super buffed, could make progression towards retaking the map tough af

    Small buffs. I'm not suggesting buffs too far above and beyond what emperor already gives, but obviously there would have to be some new ones added. They could also be used to help tweak game balance, instead of just having some crazy universal buff called "Battle Spirit".

    Also - you need to be tactical. Don't fight at the gate. Leave the other gate, sneak around, take an objective covertly, and start stealing their buffs piecemeal.
    Edited by BigES on January 12, 2017 3:56PM
  • White wabbit
    White wabbit
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    Only buff I want is the one that gets rid of the lag
  • wazzz56
    wazzz56
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    BigES wrote: »
    wazzz56 wrote: »
    BigES wrote: »
    Lag and congestion in Cyrodiil is currently a function of the lack of incentive to travel around the map.

    Why don't you make each keep and major objective give a unique buff?

    The current system is binary. You either get emperor buffs, or you don't. Why doesn't ZoS distribute these buffs (and even create a few new ones) among the keeps, and give people the incentive to incrementally take stuff?

    For example, say Drakelowe gave my faction 500 health to every player. I now have a reason to take Drakelowe even though its not a emperor keep. Bruma might give me 1000 spell resistance. Cropsford might give my faction 1000 armor resistance. Owning the interior keeps around Cyrodiil give small incremental buffs as well, and also still crown the emperor.

    You can incentivize people to travel to different places if you redistributed and tweaked the buffs. This would also prevent the emperor group from "turtleing" inside a single keep without repercussions of losing the rest of the map.

    I think this would also incentivize people/groups to go different places depending on their character's build or group composition. A blazing shield templar might want to make sure he has the health buff. A squishy magicka character might want to make sure he has the 1000 armor buff to make sure he's not burned by a stamina class. Conversely, stam might want a 1000 spell resistance buff. Things like that

    I like the idea to a point..but what happens when a faction gates the others?now they are all super buffed, could make progression towards retaking the map tough af

    Small buffs. I'm not suggesting buffs too far above and beyond what emperor already gives, but obviously there would have to be some new ones added.

    Also - you need to be tactical. Don't fight at the gate. Leave the other gate, sneak around, take an objective covertly, and start stealing their buffs piecemeal.

    I am well aware of what it takes to be tactical.....I was not referencing fighting at the gates..I mean battling for your home keeps against an emp buff, enemy keeps buff, enemy scrolls buff, offensive scrolls buff, defensive scrolls buff, home keep buff and whatever new buffs you propose...could be daunting..how about making winning the campaign a bit more worthwhile..make the ancillary keeps worth more to the final goal...
    GM Tig Ole Critties ps5 NA small scale PvP guild


    "After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
  • SwaminoNowlino
    SwaminoNowlino
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    wazzz56 wrote: »
    BigES wrote: »
    wazzz56 wrote: »
    BigES wrote: »
    Lag and congestion in Cyrodiil is currently a function of the lack of incentive to travel around the map.

    Why don't you make each keep and major objective give a unique buff?

    The current system is binary. You either get emperor buffs, or you don't. Why doesn't ZoS distribute these buffs (and even create a few new ones) among the keeps, and give people the incentive to incrementally take stuff?

    For example, say Drakelowe gave my faction 500 health to every player. I now have a reason to take Drakelowe even though its not a emperor keep. Bruma might give me 1000 spell resistance. Cropsford might give my faction 1000 armor resistance. Owning the interior keeps around Cyrodiil give small incremental buffs as well, and also still crown the emperor.

    You can incentivize people to travel to different places if you redistributed and tweaked the buffs. This would also prevent the emperor group from "turtleing" inside a single keep without repercussions of losing the rest of the map.

    I think this would also incentivize people/groups to go different places depending on their character's build or group composition. A blazing shield templar might want to make sure he has the health buff. A squishy magicka character might want to make sure he has the 1000 armor buff to make sure he's not burned by a stamina class. Conversely, stam might want a 1000 spell resistance buff. Things like that

    I like the idea to a point..but what happens when a faction gates the others?now they are all super buffed, could make progression towards retaking the map tough af

    Small buffs. I'm not suggesting buffs too far above and beyond what emperor already gives, but obviously there would have to be some new ones added.

    Also - you need to be tactical. Don't fight at the gate. Leave the other gate, sneak around, take an objective covertly, and start stealing their buffs piecemeal.

    I am well aware of what it takes to be tactical.....I was not referencing fighting at the gates..I mean battling for your home keeps against an emp buff, enemy keeps buff, enemy scrolls buff, offensive scrolls buff, defensive scrolls buff, home keep buff and whatever new buffs you propose...could be daunting..how about making winning the campaign a bit more worthwhile..make the ancillary keeps worth more to the final goal...

    But every time you are gated you are facing that anyways? What is the difference? This way you could go take Bruma and take away some of the buffs that the gating faction has, they have to send at least some people from the gate to go defend or take it back. Then you could send another group to somewhere else, they have to devote more people to go take Bruma back and defend whatever else, or they lose even more buffs. Each time you relieve more and more pressure on the gate. If they want to keep gating people in a big zerg then fine, but there should be some penalty and that penalty is the loss of their emp buffs.

    You still have the scroll buffs, but you could easily do away with the home and enemy keep, and the emp faction buffs and distribute them across all keeps. Heck make the two home keeps of each faction give them same buff, then go from there.

    There is no loss with this proposal, only gains.
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • skiptomyluau
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    Great idea just make it so emp buff negates the others
  • socivL
    socivL
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    what i hear is - make Cyrodiil lag again - or MCLA
    technically not again though, since it hasn't stopped lagging.

    -when i'm at work - i imagine all day about how i could just be sitting in front of my cyrodiil loading screen and that haunting message about (un)usually long loading time
    2 templars - 1 cup
  • SwaminoNowlino
    SwaminoNowlino
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    Great idea just make it so emp buff negates the others

    If I understand this correctly, under this proposal there are no faction wide emp buffs, which don't make sense in the first place. The faction wide emp buffs would be provided by the keeps. If you're playing with the emp and want to keep those buffs, you have to go out and defend the map. You can't just zerg one location with your buffs and rely on your numbers. The emp him/herself keep the individual buffs, but the faction wide ones are distributed to the keeps and towns.

    It adds unique strategy that is currently lacking from the game, would be fairly easy to implement, and discourages everyone from being at the same keep all the freaking time. Would greatly reduce lag and improve overall performance, and actually encourages alliance wide cooperation without coming at the cost of giant zerg balls.
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • AlwaysOnFire
    AlwaysOnFire
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    My concern would be that this would somehow characterize the factions themselves and lead to some kind of environment where people spec just to kill EP, just to kill DC, etc. based on that most of the time people hold their closest home keeps, and so will always have those "unique" buffs.

    It might also lead to metagame nonsense where a rich guild or something strategically holds a certain keep to bestow their members that are geared specifically to do something broken with the buff from that keep.
    Edited by AlwaysOnFire on January 12, 2017 4:42PM
  • bowmanz607
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    Hmm interesting idea. As others have pointed out it could cause problems with gate camping and all that, but there is some merit to this idea if implmented properlly. Maybe not even direct combat buffs. Maybe a keep gives additional ap to your alliance much like the dev ap buff. Maybe extra seige damage. Or maybe there is a timer on the buff like when you take a keep or resource. Long enough duration to make it worth while and maybe stack another buff or 2, but not long enough to where people just gate camp.
  • SwaminoNowlino
    SwaminoNowlino
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    I'm not sure you all understand how buffs work in Cyrodiil. You get more powerful based on the number of keeps your faction owns. You get increase spell and weapon crit. You get increased resistances.

    You get more health, damage, and healing if your faction holds emp. You get weapon and spell power and weapon and spell resist from scrolls. All of this is already in the game.

    The suggestion here is that Instead of granting all of these buffs for simply being the dominating faction, they broken up and given to specific keeps, outposts, and towns. The dominating faction will have to split their resources to remain in control of these buffs. They can't sit in a single keep with 100 people with all of these buffs and wait for everyone to sign off for the night. They have to actively go out and defend places of strategic importance to their group comp. It also allows factions that aren't dominant to whittle away at these buffs and fight on more fair footing as they are pushing. Most importantly, it keeps people spread out and makes the other 70% of the Cyrodiil map of strategic importance at all times.
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • BigES
    BigES
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    My concern would be that this would somehow characterize the factions themselves and lead to some kind of environment where people spec just to kill EP, just to kill DC, etc. based on that most of the time people hold their closest home keeps, and so will always have those "unique" buffs.

    It might also lead to metagame nonsense where a rich guild or something strategically holds a certain keep to bestow their members that are geared specifically to do something broken with the buff from that keep.

    You understand what emperor buffs are, right? Your faction gets extra health, extra damage, etc. Even if you hold a single interior keep - same amount of buff.

    Again - I'm suggesting small buffs that already exist. I'm not sure what game breaking exploitable buff you're envisioning.

    The rest are here:

    http://elderscrollsonline.wiki.fextralife.com/The+Alliance+War

    Suggestion is to streamline buffs and ping them to each major objective.
  • SwaminoNowlino
    SwaminoNowlino
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    BigES wrote: »
    My concern would be that this would somehow characterize the factions themselves and lead to some kind of environment where people spec just to kill EP, just to kill DC, etc. based on that most of the time people hold their closest home keeps, and so will always have those "unique" buffs.

    It might also lead to metagame nonsense where a rich guild or something strategically holds a certain keep to bestow their members that are geared specifically to do something broken with the buff from that keep.

    You understand what emperor buffs are, right? Your faction gets extra health, extra damage, etc. Even if you hold a single interior keep - same amount of buff.

    Again - I'm suggesting small buffs that already exist. I'm not sure what game breaking exploitable buff you're envisioning.

    The rest are here:

    http://elderscrollsonline.wiki.fextralife.com/The+Alliance+War

    Suggestion is to streamline buffs and ping them to each major objective.

    To supplement this, does anyone have a nice list of all the faction buffs provided by your faction holding emp?
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • AlwaysOnFire
    AlwaysOnFire
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    Maybe I wasn't clear. Say that each keep has a unique buff, right? At any given time, we can say that it's most likely that you'll own your three triangle keeps that aren't required to take emp, right

    That means that AD would be characterized by whatever buffs BB, BM, and Fare give,

    that EP would be characterized by whatever buffs Kingscrest, Farragut, and Arrius give,

    and that DC would be characterized by whatever buffs Warden, Rayles, and GM give,

    and that these would all be different buffs, giving each faction some kind of profile that would (unless someone is going for scrolls) define what their soldiers are stronger against and weaker against. I don't think anybody wants to be the "weaker against magic than the other factions" faction, or the "doesn't have as much armor or health as the other factions" faction.

    It sort of goes against that all three sides begin with equal resources and opportunity when everyone is in their starting positions and that various field buffs are earned and not innate. I worry that in the scenario you describe, eventually due to gear balancing, metagaming, and other factors one faction's mix of buffs would become, I think not tactically coveted on an equal stage as you predict but instead exploited or outperformed by others.

    Guild politics already dominate cyrodiil in many cases, so as soon as somebody figures out the hot new armor set/weapon combo that combined with such a new buff would result in an exploit, guild resources would immediately go into it and things would get even uglier than they are.
    Edited by AlwaysOnFire on January 12, 2017 6:18PM
  • skiptomyluau
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    Perhaps each faction would have the same set of buffs to start among their 3 keeps - health stam and mag. Capture the opp health keep your faction gets double buff. Etc.
  • AlwaysOnFire
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    I mean like, it's a neat idea-- I'd love more tactical action in cyrodiil over games like "who's got pop cap?" and "old mac donald had a farm" but I am not sure how easy or hard this would be to implement in a balanced way that would help equalize rather than lead to more exploits, or at the very least not give the PvP metagame more grist to grind.
  • skiptomyluau
    skiptomyluau
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    So say AD has your health buff you could go after AP stam keep and use that extra damage to counter AD health advantage
  • UrQuan
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    This seems like it could be a great idea if implemented properly. To keep it from the potentially problematic and unbalanced "EP typically has ___, AD typically has ___, DC typically has ___" scenario, either this idea could be used:
    Perhaps each faction would have the same set of buffs to start among their 3 keeps - health stam and mag. Capture the opp health keep your faction gets double buff. Etc.

    Or a system where each keep gives unique buffs, but the specific buffs change on a rotation. Maybe it shifts once a day, maybe it stays the same for a campaign and then changes, I don't know. Or maybe the suggestion I quoted above is a better way to do it.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • wazzz56
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    How about a system that locks gates besides the ones to the scrolls....you want to take ash, you better own nickle, vlas and brindle etc....would make an emp run encompass the entirety of the map..flagging an certain enemy keep opens a bridge or gate etc...just a thought..
    GM Tig Ole Critties ps5 NA small scale PvP guild


    "After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
  • BigES
    BigES
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    These are all good thoughts. Making sure the buffs are balanced (type) would be important, and making sure they aren't overpowered is important. That's for ZoS to figure out - I'm not being paid to think of this stuff. Just wanted to give the basic idea and let the community weigh in.
  • socivL
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    i am going to drop a counter proposal right here:
    can we/they/them take out a majority or all the content of the PVP zone and hope that it fixes the loading/lagging/glitching
    2 templars - 1 cup
  • BigES
    BigES
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    Another point - the buffs at each objective need to be explicit. Currently, I think probably 50% of players probably don't even realize they are receiving these buffs, since its not really stated anywhere in the game.

    Each keep/objective should clearly state the buff it grants so people will want to take them.
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