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.
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.
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.
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.
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.
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.