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About keeps design

Alagras
Alagras
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I don t think keeps have evoluted at all since game was launched... are you happy with their design? Do you have alternate design ideas to make sieges more fun?

I won t claim to be competent about that but I always found weired that both objectives are on the first floor, and the roof just a place where we slaughter the survivors at the end. That could be me not understanding tactics right though.

Also they re all almost the same, of course it's for equity but... would a little more diversity really screw equity that much? Couldn t each faction have a few different keeps?

What do you people think, how would you re-design them if you could?
  • Nestor
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    The roofs are so you can pour oil on the attackers. Also, it is easier to do an attack, then find cover when on the roof. Now I will say we always have to go up to the roof to mop up the last defenders. But that is probably more a plus than a minus to the overall battle.

    Now, should they have different layouts and floorplans? Probably. But the Military mind does like similarity in buildings to make for easier and faster construction and consistent planning. However, this is a game and different keeps would make a better game. And, could keep the tactics fresh.
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  • Irylia
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    At the very least each keep should be as grand as the Home keeps and unique terrain layout..
    I envision something like faction a sieging mournhold while faction b defends.
    A keep to that scale would be far more
    Epic in scale and then have the flags be in different locations so you have to spread out to capture and risk being ambushed in an alleyway or running through open buildings to skirt between from flag to flag.

    Remove outposts and push the keeps further out into the unused terrain of cyro to increase each keeps size and awe factor.
  • Potenza
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    Flags in different locations is a good idea - maybe put the second one on the second floor or a third one up there.
  • Biro123
    Biro123
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    I just don't get why so many of them are surrounded by high ground rather than on the high ground..
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  • DeadlyRecluse
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    Biro123 wrote: »
    I just don't get why so many of them are surrounded by high ground rather than on the high ground..

    They mined the stone from the top and rolled it down. Learn2Serf.
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  • dodgehopper_ESO
    dodgehopper_ESO
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    I'm curious are we talking about realism here? Realism would probably not be very fun. For example the Gate house would be a much more dangerous place than it currently is, with nice murder holes above to pour the boiling oil (which it does have to some extent) but it would likely have the front gate and two sets of portcullis to trap the enemy in. Often the main gate entry point would also corral the enemy within a self contained portion of the castle where those defending can safely fire arrows and hot boiling oil on their enemy. I personally think it was made to make the interaction between defender and attacker more equitable since they did not place a lot of common defenses. On lowlands many castles had moats to make it hard to put siege right up against the walls. In our cases there's a little mud but otherwise you can plant that siege right up to the wall and hammer the hell out of the Keep. The walls don't tend to have machicolations, they don't have defensive corbelling or crenellations (inner and outer) to make it easier for archers to fire on the enemy without being hit back.

    In my view are the castles realistic? answer: No. They were designed to make the game more peppy.
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  • Nermy
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    I remember this being brought up ages ago and ZoS saying about how long it had taken them to design the keeps so that they had siegable walls that would collapse properly and that to change anything regarding the keeps would just be unrealistic due to manhours and the complexity of each keep.

    So we will be stuck with keeps as they are for now, anyway, some have a slightly different design and I think they were essentially designed for easy gameplay.
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  • Alagras
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    @Nestor

    Yes, I was unfair with roofs, we pour oil from them. But as someone said above it would make sense to give them a capture point, so they become the place defenders make their last stand.
    Nestor wrote: »
    different keeps would make a better game. And, could keep the tactics fresh.

    Exactly. Tactics and keeps weren t bad designed at all imo, but it s been a while and out of town captures there has been zero evolution.
    Irylia wrote: »
    I envision something like faction a sieging mournhold while faction b defends.

    This is very ambitious. Could be epic indeed. With a magic wand I could see the two home keeps, gates and scroll shrines replaced by one big walled town.
    With as you say multiple capture points and the chaos inherent to urban fights (especially tri-faction fights)
    Potenza wrote: »
    Flags in different locations is a good idea - maybe put the second one on the second floor or a third one up there.

    Definitely agree with a capture point on roof. Could even be a sort a donjon like in real castles of old. I don t care for realism but gameplay-wise keeping the stronger for last would make sense. (not OP either ofc)


    Biro123 wrote: »
    I just don't get why so many of them are surrounded by high ground rather than on the high ground..

    I'd say so we can bombard from surrounding heights. Not realistic but real fortresses were often so strong you couldn t break in no matter what, only starve defenders to death. Bad gameplay... (unless you speed up the starvation process a lot)

    I'm curious are we talking about realism here?

    To each his own but initially, really not. Just about refreshing and diversifying tactics.

    And not making keeps stronger either, in my quite humble opinion theif strenght is fine.
    So I agree (if I get you right wich I m not suret) that stuff like machicolations would be OP and frustrating, as it would mean risk-free shooting.

    Portcullis and self contained portions sound great. Question: who controls the portcullis? If the answer is "any defender" one can log an alt and screw the defenders. But it could be great, it should also be risky and a gamble imo. Not sure how to get the best from it.

    Nermy wrote: »
    I remember this being brought up ages ago and ZoS saying about how long it had taken them to design the keeps so that they had siegable walls that would collapse properly and that to change anything regarding the keeps would just be unrealistic due to manhours and the complexity of each keep.

    I'm not surprised to hear that but honestly it drives me mad. Not your fault but I need to rant a bit.

    This game has no physical substance. An elevator that we see elevating? Can't be. A boat moving by an inch? Nope. Shapable, constructible/destructible houses? Hell no, just decorate your doll house. Sit arse on chairs? Took 3 years. Grab some decor elements? Nah, the world would collapse.

    Interaction with stuff out of combat is a no-no. Other games have walls that it you spit on them it sticks! I'm not asking for a quarter of that, but hearing that having walls collapse properly takes millions in manhours drives me nuts. Noy saying it's X or Y's fault, but why is this game's world such ghostly lifeless eye candy for God's sake? And bugging!!

    Ahhh feelin better..
  • Dreyloch
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    Biro123 wrote: »
    I just don't get why so many of them are surrounded by high ground rather than on the high ground..

    They mined the stone from the top and rolled it down. Learn2Serf.

    I know it's fantasy and all, but no one in their right mind throughout history has ever made a keep down in a valley like some are in this game. They are almost ALWAYS higher than the surrounding terrain to spot invading armies. I have no clue what the designers were thinking when they made this map. It's beyond comprehension. Firing off shots from Aleswell farm onto the keep wall and not being able to return fire up those stairs and hit the invading siege? Really? C'mon...

    Edit: YES! I am for a revamp of all the Keeps, or even the whole dang map!
    Edited by Dreyloch on August 3, 2018 3:52PM
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  • Xsorus
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    I still want to know why damn near every DC keep has a mountain range next to it that allows you to fire directly into the damn thing at multiple spots.

  • Enkil
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    Xsorus wrote: »
    I still want to know why damn near every DC keep has a mountain range next to it that allows you to fire directly into the damn thing at multiple spots.

    But DC has Ash, the most defensible inner keep which has an impassable mountain range blocking such advantage on both the south and west, same thing kinda on east side, in addition to a gate choke-point directly south of the front door.

    I would love to see some variation in keep design, and it would be amazing to see some of the controllable keeps in other architectural styles like Dunmer, Khajiit etc. as some assets already exist in the safe hold starting areas. It would require much testing and bug elimination to be done correctly. Cyro needs love.

    Edited by Enkil on August 4, 2018 8:24PM
  • idk
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    Irylia wrote: »
    At the very least each keep should be as grand as the Home keeps and unique terrain layout..
    I envision something like faction a sieging mournhold while faction b defends.
    A keep to that scale would be far more
    Epic in scale and then have the flags be in different locations so you have to spread out to capture and risk being ambushed in an alleyway or running through open buildings to skirt between from flag to flag.

    Remove outposts and push the keeps further out into the unused terrain of cyro to increase each keeps size and awe factor.

    Making keeps significantly larger as this post suggest, and merely for the sake of making them larger, does not really add anything to what occurs in Cyrodiil. .

    In other words, change for the sake of change does not make sense.
  • Alagras
    Alagras
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    idk wrote: »
    Irylia wrote: »
    At the very least each keep should be as grand as the Home keeps and unique terrain layout..
    I envision something like faction a sieging mournhold while faction b defends.
    A keep to that scale would be far more
    Epic in scale and then have the flags be in different locations so you have to spread out to capture and risk being ambushed in an alleyway or running through open buildings to skirt between from flag to flag.

    Remove outposts and push the keeps further out into the unused terrain of cyro to increase each keeps size and awe factor.

    Making keeps significantly larger as this post suggest, and merely for the sake of making them larger, does not really add anything to what occurs in Cyrodiil. .

    In other words, change for the sake of change does not make sense.

    If it's for the sake of "awe" I agree with you but he also talks about alleyways and flags in different locations, it's interesting. But it s maybe more IC than keeps he wants to revamp.

    In fact what I dream of is a pvp dlc in a city shaped as a maze with chokepoints, passages, catwalks between roofs and multiple minor capture points.
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