Maintenance for the week of December 22:
• [IN PROGRESS] NA megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• [IN PROGRESS] EU megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)

Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)

AvalonRanger
AvalonRanger
✭✭✭✭✭
Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)
This UI game design makes boring ESO PVP MORE BORING Contents....

Think about this. We have a "scout mission board" at the each of our faction starting area.
That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
or "summoned magic bird" kind of things.

Why we can notice which "resource location" or "Keep" being attacked instantly?

Because of that battle UI indicator, stealth tactics is almost meaningless.
My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
with [1Stam Blade].
But, I'm Tank main player. Recently I'm doing Healer.

2023/12/21
By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
Good-bye "King of Monster Eater".

2024/08/23
Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • Four_Fingers
    Four_Fingers
    ✭✭✭✭✭
    To give defenders a chance to respond.
    And keeps don't instantly flag, they flag under 50% or so health.
  • Aurielle
    Aurielle
    ✭✭✭✭✭
    ✭✭✭✭✭
    Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)
    This UI game design makes boring ESO PVP MORE BORING Contents....

    Think about this. We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things.

    Why we can notice which "resource location" or "Keep" being attacked instantly?

    Because of that battle UI indicator, stealth tactics is almost meaningless.

    Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated PvDoor fest.

    If you want to quickly and strategically take a keep without alerting the enemy, you can do two things:

    1. Attack the keep FIRST without mindlessly following the zerg to each resource one by one before the keep is flagged. When resources around a keep start flipping, the enemy knows there’s activity in the area and can head to the keep or the resources to defend. The enemy can’t port into a keep that is flagged, so if you set up max siege and get it flagged quickly before anyone notices that there’s siege up, they have to ride there to defend. If you capture resources one by one around a keep before sieging it, then the entire map knows you’re there.

    2. Isolate the keep you want to attack by cutting off transit to said keep. You can do this in a coordinated team by sending one group (split into three) to simultaneously flip each resource, while the other group sets up siege on the keep. If you have a large enough coordinated team, you could even cut off transit to a high value target if you wanted to by simultaneously flipping multiple resources in nearby keeps connected by transit to the target, forcing the enemy to ride for even longer. Just follow the transit lines on the map, and take note of which keeps connect transit to your intended target.

    Sneaky tactical game play in Cyrodiil isn’t hard. You just have to coordinate and understand the transitus system.
  • Hapexamendios
    Hapexamendios
    ✭✭✭✭✭
    ✭✭✭✭✭
    I like it. Tells me where to avoid.
  • katanagirl1
    katanagirl1
    ✭✭✭✭✭
    ✭✭✭✭✭
    Now that the crossed swords give you a number of kills and which faction, you can use it as a gauge to determine priority if there are multiples ones on the map. Handy for when lots of keeps are getting hit at the same time.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Necromancer
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • moo_2021
    moo_2021
    ✭✭✭✭✭
    Because of that battle UI indicator, stealth tactics is almost meaningless.

    The NPC soldiers could send out pigeons or light a fire.


    It'd be nice if there is actually something that does the reporting, and it may be stopped or killed.
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    Aurielle wrote: »
    Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)
    This UI game design makes boring ESO PVP MORE BORING Contents....

    Think about this. We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things.

    Why we can notice which "resource location" or "Keep" being attacked instantly?

    Because of that battle UI indicator, stealth tactics is almost meaningless.

    Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated PvDoor fest.

    If you want to quickly and strategically take a keep without alerting the enemy, you can do two things:

    1. Attack the keep FIRST without mindlessly following the zerg to each resource one by one before the keep is flagged. When resources around a keep start flipping, the enemy knows there’s activity in the area and can head to the keep or the resources to defend. The enemy can’t port into a keep that is flagged, so if you set up max siege and get it flagged quickly before anyone notices that there’s siege up, they have to ride there to defend. If you capture resources one by one around a keep before sieging it, then the entire map knows you’re there.

    2. Isolate the keep you want to attack by cutting off transit to said keep. You can do this in a coordinated team by sending one group (split into three) to simultaneously flip each resource, while the other group sets up siege on the keep. If you have a large enough coordinated team, you could even cut off transit to a high value target if you wanted to by simultaneously flipping multiple resources in nearby keeps connected by transit to the target, forcing the enemy to ride for even longer. Just follow the transit lines on the map, and take note of which keeps connect transit to your intended target.

    Sneaky tactical game play in Cyrodiil isn’t hard. You just have to coordinate and understand the transitus system.

    "Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated!.."

    Sorry, but 100% wrong opinion. Totally disagree.
    This is simply lack of game design function problem. ESO PVP is totally out of date in 2024.

    Once player poking keep or resource just like the bee hive, then other opponent team notice it instantly.
    It's totally unrealistic and nonsense game design.


    Edited by AvalonRanger on February 25, 2024 11:52PM
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    with [1Stam Blade].
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".

    2024/08/23
    Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • Araneae6537
    Araneae6537
    ✭✭✭✭✭
    ✭✭✭✭✭
    As has been pointed out, the opponent is NOT instantly alerted that their keep is under attack — not unless there is a player at the keep to alert their side. An objective does not get lit up from being “poked”, but only when it is well on it’s way to being taken, and by that point, defenders must ride to the keep instead of being able to transport there.
    Edited by Araneae6537 on February 26, 2024 12:41AM
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    As has been pointed out, the opponent is NOT instantly alerted that there keep is under attack — not unless there is a player at the keep to alert their side. An objective does not get lit up from being “poked”, but only when it is well on it’s way to being taken, and by that point, defenders must ride to the keep instead of being able to transport there.

    If it has 30min delaying duration until opponent team notice attacking, then I feel it as "natural".
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    with [1Stam Blade].
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".

    2024/08/23
    Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • Aurielle
    Aurielle
    ✭✭✭✭✭
    ✭✭✭✭✭
    Aurielle wrote: »
    Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)
    This UI game design makes boring ESO PVP MORE BORING Contents....

    Think about this. We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things.

    Why we can notice which "resource location" or "Keep" being attacked instantly?

    Because of that battle UI indicator, stealth tactics is almost meaningless.

    Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated PvDoor fest.

    If you want to quickly and strategically take a keep without alerting the enemy, you can do two things:

    1. Attack the keep FIRST without mindlessly following the zerg to each resource one by one before the keep is flagged. When resources around a keep start flipping, the enemy knows there’s activity in the area and can head to the keep or the resources to defend. The enemy can’t port into a keep that is flagged, so if you set up max siege and get it flagged quickly before anyone notices that there’s siege up, they have to ride there to defend. If you capture resources one by one around a keep before sieging it, then the entire map knows you’re there.

    2. Isolate the keep you want to attack by cutting off transit to said keep. You can do this in a coordinated team by sending one group (split into three) to simultaneously flip each resource, while the other group sets up siege on the keep. If you have a large enough coordinated team, you could even cut off transit to a high value target if you wanted to by simultaneously flipping multiple resources in nearby keeps connected by transit to the target, forcing the enemy to ride for even longer. Just follow the transit lines on the map, and take note of which keeps connect transit to your intended target.

    Sneaky tactical game play in Cyrodiil isn’t hard. You just have to coordinate and understand the transitus system.

    "Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated!.."

    Sorry, but 100% wrong opinion. Totally disagree.
    This is simply lack of game design function problem. ESO PVP is totally out of date in 2024.

    Once player poking keep or resource just like the bee hive, then other opponent team notice it instantly.
    It's totally unrealistic and nonsense game design.

    So what are you basically advocating for here? Guide us through your thinking. You don’t want the map to indicate when fighting is ongoing to… achieve what, exactly? Take keeps and resources without any opposition so you can move onto another keep? What would be the point, on a map as large as Cyrodiil, to have zero indication when a keep is currently under attack? Do you want half the players on the map to role play as scouts sitting at quiet keeps to limit the number of players rushing in to defend a keep?
  • Aurielle
    Aurielle
    ✭✭✭✭✭
    ✭✭✭✭✭
    As has been pointed out, the opponent is NOT instantly alerted that there keep is under attack — not unless there is a player at the keep to alert their side. An objective does not get lit up from being “poked”, but only when it is well on it’s way to being taken, and by that point, defenders must ride to the keep instead of being able to transport there.

    If it has 30min delaying duration until opponent team notice attacking, then I feel it as "natural".

    … what? LOL. After thirty minutes, the team that attacked the keep has long since flipped it and flipped several other keeps. PvDoor.
  • StihlReign
    StihlReign
    ✭✭✭✭✭
    Add-ons let players (who want to know) know, that a keep is under attack within seconds of a siege engine being set up at a keep.

    This includes how many seconds a keep has been under attack, the Alliance that's attacking, and how many siege engines they're using.

    The only 'secret' is which wall, postern, or door is being hit. Taking an RSS first matters not.

    8eatj8v1pb3q.jpg
    Edited by StihlReign on February 26, 2024 6:41AM
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • Aurielle
    Aurielle
    ✭✭✭✭✭
    ✭✭✭✭✭
    moo_2021 wrote: »
    Because of that battle UI indicator, stealth tactics is almost meaningless.

    It'd be nice if there is actually something that does the reporting, and it may be stopped or killed.

    This functionality already exists, to an extent. If you attack a keep that has been claimed by a guild, that guild is notified that a keep is under attack when you kill guards at the door before the keep is flagged. So if you don’t want to alert the guild, you should refrain from killing the guards until after the keep is flagged.
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    What is stealthy about siege? Ofc everyone should notice siege.
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    As has been pointed out, the opponent is NOT instantly alerted that there keep is under attack — not unless there is a player at the keep to alert their side. An objective does not get lit up from being “poked”, but only when it is well on it’s way to being taken, and by that point, defenders must ride to the keep instead of being able to transport there.

    If it has 30min delaying duration until opponent team notice attacking, then I feel it as "natural".

    Aurielle wrote: »
    Aurielle wrote: »
    Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)
    This UI game design makes boring ESO PVP MORE BORING Contents....

    Think about this. We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things.

    Why we can notice which "resource location" or "Keep" being attacked instantly?

    Because of that battle UI indicator, stealth tactics is almost meaningless.

    Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated PvDoor fest.

    If you want to quickly and strategically take a keep without alerting the enemy, you can do two things:

    1. Attack the keep FIRST without mindlessly following the zerg to each resource one by one before the keep is flagged. When resources around a keep start flipping, the enemy knows there’s activity in the area and can head to the keep or the resources to defend. The enemy can’t port into a keep that is flagged, so if you set up max siege and get it flagged quickly before anyone notices that there’s siege up, they have to ride there to defend. If you capture resources one by one around a keep before sieging it, then the entire map knows you’re there.

    2. Isolate the keep you want to attack by cutting off transit to said keep. You can do this in a coordinated team by sending one group (split into three) to simultaneously flip each resource, while the other group sets up siege on the keep. If you have a large enough coordinated team, you could even cut off transit to a high value target if you wanted to by simultaneously flipping multiple resources in nearby keeps connected by transit to the target, forcing the enemy to ride for even longer. Just follow the transit lines on the map, and take note of which keeps connect transit to your intended target.

    Sneaky tactical game play in Cyrodiil isn’t hard. You just have to coordinate and understand the transitus system.

    "Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated!.."

    Sorry, but 100% wrong opinion. Totally disagree.
    This is simply lack of game design function problem. ESO PVP is totally out of date in 2024.

    Once player poking keep or resource just like the bee hive, then other opponent team notice it instantly.
    It's totally unrealistic and nonsense game design.

    So what are you basically advocating for here? Guide us through your thinking. You don’t want the map to indicate when fighting is ongoing to… achieve what, exactly? Take keeps and resources without any opposition so you can move onto another keep? What would be the point, on a map as large as Cyrodiil, to have zero indication when a keep is currently under attack? Do you want half the players on the map to role play as scouts sitting at quiet keeps to limit the number of players rushing in to defend a keep?

    ”So what are you basically advocating for here? Guide us through your thinking.”

    Did you really read ”OP" precisely?

    "We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things."


    There's no alert smoking sign by NPC. Thus, player must send the message by own foot though the PVP situation.
    But there're no aspect such thing in the Cyrodiil game mech.

    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    with [1Stam Blade].
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".

    2024/08/23
    Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • Aurielle
    Aurielle
    ✭✭✭✭✭
    ✭✭✭✭✭
    As has been pointed out, the opponent is NOT instantly alerted that there keep is under attack — not unless there is a player at the keep to alert their side. An objective does not get lit up from being “poked”, but only when it is well on it’s way to being taken, and by that point, defenders must ride to the keep instead of being able to transport there.

    If it has 30min delaying duration until opponent team notice attacking, then I feel it as "natural".

    Aurielle wrote: »
    Aurielle wrote: »
    Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)
    This UI game design makes boring ESO PVP MORE BORING Contents....

    Think about this. We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things.

    Why we can notice which "resource location" or "Keep" being attacked instantly?

    Because of that battle UI indicator, stealth tactics is almost meaningless.

    Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated PvDoor fest.

    If you want to quickly and strategically take a keep without alerting the enemy, you can do two things:

    1. Attack the keep FIRST without mindlessly following the zerg to each resource one by one before the keep is flagged. When resources around a keep start flipping, the enemy knows there’s activity in the area and can head to the keep or the resources to defend. The enemy can’t port into a keep that is flagged, so if you set up max siege and get it flagged quickly before anyone notices that there’s siege up, they have to ride there to defend. If you capture resources one by one around a keep before sieging it, then the entire map knows you’re there.

    2. Isolate the keep you want to attack by cutting off transit to said keep. You can do this in a coordinated team by sending one group (split into three) to simultaneously flip each resource, while the other group sets up siege on the keep. If you have a large enough coordinated team, you could even cut off transit to a high value target if you wanted to by simultaneously flipping multiple resources in nearby keeps connected by transit to the target, forcing the enemy to ride for even longer. Just follow the transit lines on the map, and take note of which keeps connect transit to your intended target.

    Sneaky tactical game play in Cyrodiil isn’t hard. You just have to coordinate and understand the transitus system.

    "Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated!.."

    Sorry, but 100% wrong opinion. Totally disagree.
    This is simply lack of game design function problem. ESO PVP is totally out of date in 2024.

    Once player poking keep or resource just like the bee hive, then other opponent team notice it instantly.
    It's totally unrealistic and nonsense game design.

    So what are you basically advocating for here? Guide us through your thinking. You don’t want the map to indicate when fighting is ongoing to… achieve what, exactly? Take keeps and resources without any opposition so you can move onto another keep? What would be the point, on a map as large as Cyrodiil, to have zero indication when a keep is currently under attack? Do you want half the players on the map to role play as scouts sitting at quiet keeps to limit the number of players rushing in to defend a keep?

    ”So what are you basically advocating for here? Guide us through your thinking.”

    Did you really read ”OP" precisely?

    "We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things."


    There's no alert smoking sign by NPC. Thus, player must send the message by own foot though the PVP situation.
    But there're no aspect such thing in the Cyrodiil game mech.

    I read your OP, and I fail to see what your proposition achieves other than PvDoor.
  • Theist_VII
    Theist_VII
    ✭✭✭✭✭
    While I love the idea of this in theory, it’s application would be a mess.

    Removing battle indicators would only work with a complete roll-back of the Cyrodiil pop-caps.

    There are not enough people, nor incentive, to scout about and post findings in zone chat for the system to work properly, neither are there enough players in each campaign at 3-bar each to ensure players will find fights.
  • katanagirl1
    katanagirl1
    ✭✭✭✭✭
    ✭✭✭✭✭
    As has been pointed out, the opponent is NOT instantly alerted that there keep is under attack — not unless there is a player at the keep to alert their side. An objective does not get lit up from being “poked”, but only when it is well on it’s way to being taken, and by that point, defenders must ride to the keep instead of being able to transport there.

    If it has 30min delaying duration until opponent team notice attacking, then I feel it as "natural".

    Aurielle wrote: »
    Aurielle wrote: »
    Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)
    This UI game design makes boring ESO PVP MORE BORING Contents....

    Think about this. We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things.

    Why we can notice which "resource location" or "Keep" being attacked instantly?

    Because of that battle UI indicator, stealth tactics is almost meaningless.

    Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated PvDoor fest.

    If you want to quickly and strategically take a keep without alerting the enemy, you can do two things:

    1. Attack the keep FIRST without mindlessly following the zerg to each resource one by one before the keep is flagged. When resources around a keep start flipping, the enemy knows there’s activity in the area and can head to the keep or the resources to defend. The enemy can’t port into a keep that is flagged, so if you set up max siege and get it flagged quickly before anyone notices that there’s siege up, they have to ride there to defend. If you capture resources one by one around a keep before sieging it, then the entire map knows you’re there.

    2. Isolate the keep you want to attack by cutting off transit to said keep. You can do this in a coordinated team by sending one group (split into three) to simultaneously flip each resource, while the other group sets up siege on the keep. If you have a large enough coordinated team, you could even cut off transit to a high value target if you wanted to by simultaneously flipping multiple resources in nearby keeps connected by transit to the target, forcing the enemy to ride for even longer. Just follow the transit lines on the map, and take note of which keeps connect transit to your intended target.

    Sneaky tactical game play in Cyrodiil isn’t hard. You just have to coordinate and understand the transitus system.

    "Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated!.."

    Sorry, but 100% wrong opinion. Totally disagree.
    This is simply lack of game design function problem. ESO PVP is totally out of date in 2024.

    Once player poking keep or resource just like the bee hive, then other opponent team notice it instantly.
    It's totally unrealistic and nonsense game design.

    So what are you basically advocating for here? Guide us through your thinking. You don’t want the map to indicate when fighting is ongoing to… achieve what, exactly? Take keeps and resources without any opposition so you can move onto another keep? What would be the point, on a map as large as Cyrodiil, to have zero indication when a keep is currently under attack? Do you want half the players on the map to role play as scouts sitting at quiet keeps to limit the number of players rushing in to defend a keep?

    ”So what are you basically advocating for here? Guide us through your thinking.”

    Did you really read ”OP" precisely?

    "We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things."


    There's no alert smoking sign by NPC. Thus, player must send the message by own foot though the PVP situation.
    But there're no aspect such thing in the Cyrodiil game mech.

    The scouting board is just a randomly generated quest to earn XP, nothing more.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Necromancer
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Carcamongus
    Carcamongus
    ✭✭✭✭✭
    ✭✭
    There are mages at the transitus shrines. Mages do magical things. When a keep is under attack they use the Force to send a distress signal. Unfortunately, telepathic communications aren't yet encrypted, so all the alliances can see a keep is under attack. There, now it all makes sense again and we don't need to make Cyrodiil an even bigger mess.

    There's plenty of room for stealth in that neverending war, from ambushes to sneaking behind the enemy lines to capture a keep. But, as already pointed out above, there's nothing very stealthy about sieges. Unless they install silencers on trebuchets, which would be kind of cool.
    Imperial DK and Necro tank. PC/NA
    "Nothing is so bad that it can't get any worse." (Brazilian saying)
  • Oblivion_Protocol
    Oblivion_Protocol
    ✭✭✭✭✭
    There's no alert smoking sign by NPC. Thus, player must send the message by own foot though the PVP situation.
    But there're no aspect such thing in the Cyrodiil game mech.

    Wait. Let me get this straight. You want a system where players have to physically be at a keep when it’s attacked, or otherwise stumble onto a keep as it’s being sieged. Then, you want them to use some magical signal or run to a base or something to alert the rest of the faction so they can respond?

    My guy, most PvP players can’t be bothered to read zone chat when attacks do get called out. If you think your suggestion will lead to anything other than a giant pile of PvDoor shenanigans, then you clearly don’t play Cyrodiil PvP much.

    Edited by Oblivion_Protocol on February 26, 2024 8:17AM
  • colossalvoids
    colossalvoids
    ✭✭✭✭✭
    ✭✭✭✭✭
    If it's "immersion" argument about "how natural it is" it's too late on game's development cycle. PvP was neglected and the only active audience here is about gameplay first, and those marker additions made people getting more gameplay faster instead of endless roam around which is a huge qol.

    Surprise elements are here as before, experienced groups have zero issues with that as far as I'm aware.
  • KlauthWarthog
    KlauthWarthog
    ✭✭✭✭✭
    ✭✭
    I have to admit I was not expecting someone to ask for Cyrodiil to become even more of a PvDoor simulator than it already is.
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    Imagine wanting fights to be even harder to find in Cyrodiil.
  • UrQuan
    UrQuan
    ✭✭✭✭✭
    ✭✭✭✭✭
    As has been pointed out, the opponent is NOT instantly alerted that there keep is under attack — not unless there is a player at the keep to alert their side. An objective does not get lit up from being “poked”, but only when it is well on it’s way to being taken, and by that point, defenders must ride to the keep instead of being able to transport there.

    If it has 30min delaying duration until opponent team notice attacking, then I feel it as "natural".

    Aurielle wrote: »
    Aurielle wrote: »
    Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)
    This UI game design makes boring ESO PVP MORE BORING Contents....

    Think about this. We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things.

    Why we can notice which "resource location" or "Keep" being attacked instantly?

    Because of that battle UI indicator, stealth tactics is almost meaningless.

    Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated PvDoor fest.

    If you want to quickly and strategically take a keep without alerting the enemy, you can do two things:

    1. Attack the keep FIRST without mindlessly following the zerg to each resource one by one before the keep is flagged. When resources around a keep start flipping, the enemy knows there’s activity in the area and can head to the keep or the resources to defend. The enemy can’t port into a keep that is flagged, so if you set up max siege and get it flagged quickly before anyone notices that there’s siege up, they have to ride there to defend. If you capture resources one by one around a keep before sieging it, then the entire map knows you’re there.

    2. Isolate the keep you want to attack by cutting off transit to said keep. You can do this in a coordinated team by sending one group (split into three) to simultaneously flip each resource, while the other group sets up siege on the keep. If you have a large enough coordinated team, you could even cut off transit to a high value target if you wanted to by simultaneously flipping multiple resources in nearby keeps connected by transit to the target, forcing the enemy to ride for even longer. Just follow the transit lines on the map, and take note of which keeps connect transit to your intended target.

    Sneaky tactical game play in Cyrodiil isn’t hard. You just have to coordinate and understand the transitus system.

    "Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated!.."

    Sorry, but 100% wrong opinion. Totally disagree.
    This is simply lack of game design function problem. ESO PVP is totally out of date in 2024.

    Once player poking keep or resource just like the bee hive, then other opponent team notice it instantly.
    It's totally unrealistic and nonsense game design.

    So what are you basically advocating for here? Guide us through your thinking. You don’t want the map to indicate when fighting is ongoing to… achieve what, exactly? Take keeps and resources without any opposition so you can move onto another keep? What would be the point, on a map as large as Cyrodiil, to have zero indication when a keep is currently under attack? Do you want half the players on the map to role play as scouts sitting at quiet keeps to limit the number of players rushing in to defend a keep?

    ”So what are you basically advocating for here? Guide us through your thinking.”

    Did you really read ”OP" precisely?

    "We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things."


    There's no alert smoking sign by NPC. Thus, player must send the message by own foot though the PVP situation.
    But there're no aspect such thing in the Cyrodiil game mech.
    In a game where we're constantly seeing people use magic to communicate over vast distances, you think that out of all the mages defending keeps and resources and keeping the transitus networks going, none of them can use magic to send a quick alert out when they're under attack?
    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
  • Dagoth_Rac
    Dagoth_Rac
    ✭✭✭✭✭
    ✭✭✭✭✭
    UrQuan wrote: »
    As has been pointed out, the opponent is NOT instantly alerted that there keep is under attack — not unless there is a player at the keep to alert their side. An objective does not get lit up from being “poked”, but only when it is well on it’s way to being taken, and by that point, defenders must ride to the keep instead of being able to transport there.

    If it has 30min delaying duration until opponent team notice attacking, then I feel it as "natural".

    Aurielle wrote: »
    Aurielle wrote: »
    Combat indicator of Cyrodiil map= super ridicuous game design (/._.\)
    This UI game design makes boring ESO PVP MORE BORING Contents....

    Think about this. We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things.

    Why we can notice which "resource location" or "Keep" being attacked instantly?

    Because of that battle UI indicator, stealth tactics is almost meaningless.

    Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated PvDoor fest.

    If you want to quickly and strategically take a keep without alerting the enemy, you can do two things:

    1. Attack the keep FIRST without mindlessly following the zerg to each resource one by one before the keep is flagged. When resources around a keep start flipping, the enemy knows there’s activity in the area and can head to the keep or the resources to defend. The enemy can’t port into a keep that is flagged, so if you set up max siege and get it flagged quickly before anyone notices that there’s siege up, they have to ride there to defend. If you capture resources one by one around a keep before sieging it, then the entire map knows you’re there.

    2. Isolate the keep you want to attack by cutting off transit to said keep. You can do this in a coordinated team by sending one group (split into three) to simultaneously flip each resource, while the other group sets up siege on the keep. If you have a large enough coordinated team, you could even cut off transit to a high value target if you wanted to by simultaneously flipping multiple resources in nearby keeps connected by transit to the target, forcing the enemy to ride for even longer. Just follow the transit lines on the map, and take note of which keeps connect transit to your intended target.

    Sneaky tactical game play in Cyrodiil isn’t hard. You just have to coordinate and understand the transitus system.

    "Without these UI indicators, Cyrodiil would just be a constant, boring uncoordinated!.."

    Sorry, but 100% wrong opinion. Totally disagree.
    This is simply lack of game design function problem. ESO PVP is totally out of date in 2024.

    Once player poking keep or resource just like the bee hive, then other opponent team notice it instantly.
    It's totally unrealistic and nonsense game design.

    So what are you basically advocating for here? Guide us through your thinking. You don’t want the map to indicate when fighting is ongoing to… achieve what, exactly? Take keeps and resources without any opposition so you can move onto another keep? What would be the point, on a map as large as Cyrodiil, to have zero indication when a keep is currently under attack? Do you want half the players on the map to role play as scouts sitting at quiet keeps to limit the number of players rushing in to defend a keep?

    ”So what are you basically advocating for here? Guide us through your thinking.”

    Did you really read ”OP" precisely?

    "We have a "scout mission board" at the each of our faction starting area.
    That means each alliance team doesn't have "automatic surveillance skill" like the "Unmanned air craft"
    or "summoned magic bird" kind of things."


    There's no alert smoking sign by NPC. Thus, player must send the message by own foot though the PVP situation.
    But there're no aspect such thing in the Cyrodiil game mech.
    In a game where we're constantly seeing people use magic to communicate over vast distances, you think that out of all the mages defending keeps and resources and keeping the transitus networks going, none of them can use magic to send a quick alert out when they're under attack?

    It is not about verisimilitude. They want to accomplish PvP objectives without engaging in PvP. The "realism" angle is because, "Make it so PvP stops interrupting my Cyrodiil game play!" will not go over well. :p
Sign In or Register to comment.