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Bridges vs Milegates in Cyrodiil. What's the logic?

Savos_Saren
Savos_Saren
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I don't understand why the milegates between DC and AD can be knocked down- yet can be crossed over the top by DC. AD cannot knock down any of the bridges between AD and EP and "hop" over the top of the bridges. AD is limited to goat paths while DC can use the goat paths AND cross over the top of the milegates. What's the logic behind this?

It seems that DC has the clear advantage to travel into AD territory.
Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

PC NA AD
Savos Saren
  • idk
    idk
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    By now you should understand Zos logic. I do not mean understand what they think but that Zos logic never makes sense.
  • BigBragg
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  • oxygen_thief
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    dc needs some help i guess. they lose too much
  • Karm1cOne
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    Even worse on the ep side of ad territory. The goat path bridge cannot be blocked. Doesn't even require a dismount.
    Edited by Karm1cOne on June 30, 2019 1:37PM
  • Vlad9425
    Vlad9425
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    I mean on paper it was a great idea to have destructible bridges and milegates but in practice all this does is slow down gameplay, lets zergs pile up causing massive lag and frustrates people when they see a destroyed bridge or milegate. In my opinion they should have destructible parts of bridges and milegates but the main area where you cross over the bridge or travel under a milegate should not be destructible.
  • TequilaFire
    TequilaFire
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    Makes you have to use some strategy. :p
    Edited by TequilaFire on June 30, 2019 2:05PM
  • Reverb
    Reverb
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    The milegates cannot be passed when all 3 sections are down. If you want to stop people from using the gates, be more effective at destroying them.

    DC faces the same thing as all the gates between us and EP have stairs on the EP side. We are blocked with only the center down but have to destroy all 3 parts to keep EP from crossing.
    Karm1cOne wrote: »
    Even worse on the ep side of ad territory. The goat path bridge cannot be blocked. Doesn't even require a dismount.

    None of the goat paths can be blocked. The goat paths exist at an alternative to the gates and bridges. They are useable at all times.

    Vlad9425 wrote: »
    In my opinion they should have destructible parts of bridges and milegates but the main area where you cross over the bridge or travel under a milegate should not be destructible.

    Then what would be the point? Siege practice? It would be terrible design to implement bridges and gates that could be damaged but would always be functional regardless. That makes no sense.

    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • Savos_Saren
    Savos_Saren
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    Reverb wrote: »
    The milegates cannot be passed when all 3 sections are down. If you want to stop people from using the gates, be more effective at destroying them.

    DC faces the same thing as all the gates between us and EP have stairs on the EP side. We are blocked with only the center down but have to destroy all 3 parts to keep EP from crossing.
    Karm1cOne wrote: »
    Even worse on the ep side of ad territory. The goat path bridge cannot be blocked. Doesn't even require a dismount.

    None of the goat paths can be blocked. The goat paths exist at an alternative to the gates and bridges. They are useable at all times.

    Vlad9425 wrote: »
    In my opinion they should have destructible parts of bridges and milegates but the main area where you cross over the bridge or travel under a milegate should not be destructible.

    Then what would be the point? Siege practice? It would be terrible design to implement bridges and gates that could be damaged but would always be functional regardless. That makes no sense.

    @Reverb

    AD cannot pass over the bridges if they're not completely down, though. There's a distinct advantage to limiting one side's ability to pass versus the opposing faction. If the bridge is down- no one can pass. It should be the same with milegates.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • CP5
    CP5
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    This and the fact that while the milegates support the home faction more the bridges support whoever got there first. Both of those combined do make the bridges a pain.
  • jcm2606
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    Vlad9425 wrote: »
    I mean on paper it was a great idea to have destructible bridges and milegates but in practice all this does is slow down gameplay, lets zergs pile up causing massive lag and frustrates people when they see a destroyed bridge or milegate. In my opinion they should have destructible parts of bridges and milegates but the main area where you cross over the bridge or travel under a milegate should not be destructible.

    I think the intention was to force players towards bottlenecks to get around destroyed bridges/milegates (there are paths around the milegates if you ride far enough, and they added new footbridges across smaller rivers), and so forcing everybody to spread out. They seem to have missed their mark, lol.
  • Vlad9425
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    Vlad9425 wrote: »
    In my opinion they should have destructible parts of bridges and milegates but the main area where you cross over the bridge or travel under a milegate should not be destructible.

    Then what would be the point? Siege practice? It would be terrible design to implement bridges and gates that could be damaged but would always be functional regardless. That makes no sense.

    [/quote]

    They could still make everything on the bridges destructible but the last little walkway that gets left should be indestructible then at least there could be some tactical play involved with knocking people off the bridges etc. In terms of milegates I'm not even sure what to do maybe just make them indestructible again cos they are a massive failure right now.
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