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Should Zenimax re-examine keeps/sieges in ESO?

  • badmojo
    badmojo
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    Just show me the results
    I think the interiors of the keep & castle buildings, & also the NPC placement need a complete overhaul. Currently, smashing down the postern and rushing upstairs is a giant easy button for taking a keep. The NPC guards can't deal with that strategy at all, and as a result they offer no help whatsoever to defending forces. They literally just stand there and die to oil & projectiles while doing nothing.

    Historically, castles and keeps are designed for easy defending, not easy assaulting. People attacking a keep should have to fight hard for every inch of it. And alternatively, defending forces should have an easy time of defending.

    Assaulting players shouldn't be able to just bust down an outer keep wall and easily setup siege inside the court yard, with no resistance from any NPC guards. Furthermore, you shouldn't be able to then bust down the side door of a keep and make your way upstairs without dealing with an army of NPCs.

    I just hate the situations where a few of us are trying hard to defend a keep against a slightly larger group, but because of the design of the keep and placement of NPCs, we are left feeling helpless. All we can really do is watch the guards die slowly and then die a glorious death after the NPCs have all been cleaned up and the enemy players come down to the flags.

    Don't get me wrong, I don't want taking keeps to become impossible, but don't make it so damn easy & safe, it's boring for both sides when nobody is forced to take any risks in their assaults.
    [DC/NA]
  • badmojo
    badmojo
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    Just show me the results
    Also, it would be cool if the farms, mines, & lumber mills had a bunch of resource nodes at them, encouraging them to be farmed by players who aren't really interested in PVP'ing 24/7, but are willing to help defend their farm when it comes down to it.
    [DC/NA]
  • Sublime
    Sublime
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    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    badmojo wrote: »
    Also, it would be cool if the farms, mines, & lumber mills had a bunch of resource nodes at them, encouraging them to be farmed by players who aren't really interested in PVP'ing 24/7, but are willing to help defend their farm when it comes down to it.

    I really like this idea, it would also be really easy to allocate them:

    Mine: Blacksmithing & Enchanting
    Lumbermill: Woodworking
    Farm: Clothing & Alchemy
    And distribute Provisioning over all three, because miners, farmers and lumberjacks all need food.

    I basically like Cyrodiil how it is like now, you really baited me with those pictures and a bit more unique keeps would be nice. There are already two different keeps, why not expand on this?

    Additionally the idea of introducing gatehouses on bridges and closing the Ash gate if certain objectives are controled, is great in my opinion.
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • Itoq
    Itoq
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    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    badmojo wrote: »
    Also, it would be cool if the farms, mines, & lumber mills had a bunch of resource nodes at them, encouraging them to be farmed by players who aren't really interested in PVP'ing 24/7, but are willing to help defend their farm when it comes down to it.

    A field of (especially tri-pot) reagents please.

    It seems that some reagents are headed for the 500g mark. Especially now that, without forward camps, pvp rewards and hence pvp gold income have slowed down. At the same time I would wager that potion use is up as players get more experience and the penalty of death is a bit higher.

    Edited by Itoq on December 2, 2014 10:35AM
  • Rune_Relic
    Rune_Relic
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    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    The most important thing I could suggest is intercepting caravans,nobles and scouts to be part of PVP.
    1. Escort caravans to allow supply of goods and materials to the keeps.
    2. Scouts to gain intel for their alliance should be eliminated.
    3. Escort nobles from a-b.

    Scouts gain AP by completing missions. Those missions should fail if caught.
    Caravans need to supply keeps. Keep resources (or AP) should be lost or gained by intercepting caravans on the roads. Protection detail missions should be possible for escorting caravans or nobles to gain AP.

    But I am 100% for unique keeps.
    Anything that can be exploited will be exploited
  • kijima
    kijima
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    My Kingdom for a moat.

    349098.jpg
    Edited by kijima on December 2, 2014 9:53PM
    Been here since Feb 2014 - You'd think I'd be half reasonable at this game by now...

    A'marta - AD Sorc Tank
    Kijima - AD DK Derps
    Annure - AD NB Derps
    Boom Crash Opera - AD Sorc DPS

  • ToRelax
    ToRelax
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    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    Sublime wrote: »
    badmojo wrote: »
    Also, it would be cool if the farms, mines, & lumber mills had a bunch of resource nodes at them, encouraging them to be farmed by players who aren't really interested in PVP'ing 24/7, but are willing to help defend their farm when it comes down to it.

    I really like this idea, it would also be really easy to allocate them:

    Mine: Blacksmithing & Enchanting
    Lumbermill: Woodworking
    Farm: Clothing & Alchemy
    And distribute Provisioning over all three, because miners, farmers and lumberjacks all need food.

    I basically like Cyrodiil how it is like now, you really baited me with those pictures and a bit more unique keeps would be nice. There are already two different keeps, why not expand on this?

    Additionally the idea of introducing gatehouses on bridges and closing the Ash gate if certain objectives are controled, is great in my opinion.

    Nah put provisioning to farm and alchemy to lumber, think that fit's better.
    Also that would mean every resource has materials for gear and another craft.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Sublime
    Sublime
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    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    ToRelax wrote: »
    Sublime wrote: »
    badmojo wrote: »
    Also, it would be cool if the farms, mines, & lumber mills had a bunch of resource nodes at them, encouraging them to be farmed by players who aren't really interested in PVP'ing 24/7, but are willing to help defend their farm when it comes down to it.

    I really like this idea, it would also be really easy to allocate them:

    Mine: Blacksmithing & Enchanting
    Lumbermill: Woodworking
    Farm: Clothing & Alchemy
    And distribute Provisioning over all three, because miners, farmers and lumberjacks all need food.

    I basically like Cyrodiil how it is like now, you really baited me with those pictures and a bit more unique keeps would be nice. There are already two different keeps, why not expand on this?

    Additionally the idea of introducing gatehouses on bridges and closing the Ash gate if certain objectives are controled, is great in my opinion.

    Nah put provisioning to farm and alchemy to lumber, think that fit's better.
    Also that would mean every resource has materials for gear and another craft.

    I don't really understand how alchemy fits to lumber, but having one for equipment and one for consumables at each ressource sounds great.
    Edited by Sublime on December 4, 2014 3:16PM
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • Aoife32001
    Aoife32001
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    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    @ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom‌

    If not mine, which I know would require more extensive work, there nevertheless seem to be some insightful ideas here on ways small and large to improve Cyrodiil. Particularly those of @Rune_Relic @Badmojo @itoq @Sublime (among others). As @Lukeh Shadyvale said, there is no immersion, no life, no detail... A common complain seems to be a lack of an immersive, dynamic experience in AvA. It is far too simplistic and repetitive in my experience, and that of many others.

    Whether incorporating some of the ideas on here, or ideas of your own, I think many of us would love a bit more complexity and detail in Cyrodiil.
  • Rune_Relic
    Rune_Relic
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    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    In summary...
    Re-usable = good.
    Replication = bad.
    .. :D

    Buildings can be reused by various occupants at various times.
    Buildings shouldnt be replicated though
    Edited by Rune_Relic on December 4, 2014 3:51PM
    Anything that can be exploited will be exploited
  • Pyatra
    Pyatra
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    Itoq wrote: »
    badmojo wrote: »
    Also, it would be cool if the farms, mines, & lumber mills had a bunch of resource nodes at them, encouraging them to be farmed by players who aren't really interested in PVP'ing 24/7, but are willing to help defend their farm when it comes down to it.

    A field of (especially tri-pot) reagents please.

    It seems that some reagents are headed for the 500g mark. Especially now that, without forward camps, pvp rewards and hence pvp gold income have slowed down. At the same time I would wager that potion use is up as players get more experience and the penalty of death is a bit higher.

    A field of tri-pot reagents would be a 24/7 warzone, that would be hilarious.
  • Sublime
    Sublime
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    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    Pyatra wrote: »
    Itoq wrote: »
    badmojo wrote: »
    Also, it would be cool if the farms, mines, & lumber mills had a bunch of resource nodes at them, encouraging them to be farmed by players who aren't really interested in PVP'ing 24/7, but are willing to help defend their farm when it comes down to it.

    A field of (especially tri-pot) reagents please.

    It seems that some reagents are headed for the 500g mark. Especially now that, without forward camps, pvp rewards and hence pvp gold income have slowed down. At the same time I would wager that potion use is up as players get more experience and the penalty of death is a bit higher.

    A field of tri-pot reagents would be a 24/7 warzone, that would be hilarious.

    This is actually a very good idea in my eyes, why now make parts of Cyrodiil good harvesting areas (similar to the ones from the writs)? It would give People a new reason to PvP.
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • mb10
    mb10
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    Excuse my forum necromancy but the keeps look the exact same in 2018.

    This thread was made in 2014 with some great cool suggestions. Kinda sad tbh..
  • OneWarlord001
    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    I would be happy if they just put a door on the towers at the resouces. Make a zerg stop and take time to kill me.
  • gepe87
    gepe87
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    Make each keep unique in its appearance, layout, difficulty, and/or reward for ownership
    And more towns. That could lead them to be oriented to small scale pvp and keeps stays to large scale as well bring more diversity (just copy paste existing towns :D). I'm thinking about those black dagger/bandits/imperial settlements across Cyrodill, some seen in Oblivion.
    Edited by gepe87 on July 18, 2018 6:24PM
    Gepe, Dunmer MagSorc Pact Grand Overlord | Gaepe, Bosmer MagSorc Dominion General

    If you see edits on my replies: typos. English isn't my main language
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