AvalonRanger 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.
AvalonRanger wrote: »Because of that battle UI indicator, stealth tactics is almost meaningless.
AvalonRanger 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.
Araneae6537 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.
AvalonRanger wrote: »AvalonRanger 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.
AvalonRanger wrote: »Araneae6537 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".

AvalonRanger 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.
AvalonRanger wrote: »Araneae6537 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".
AvalonRanger wrote: »AvalonRanger 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?
AvalonRanger wrote: »AvalonRanger wrote: »Araneae6537 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".AvalonRanger wrote: »AvalonRanger 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.
AvalonRanger wrote: »AvalonRanger wrote: »Araneae6537 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".AvalonRanger wrote: »AvalonRanger 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.
AvalonRanger wrote: »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?AvalonRanger wrote: »AvalonRanger wrote: »Araneae6537 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".AvalonRanger wrote: »AvalonRanger 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.
|
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 |
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?AvalonRanger wrote: »AvalonRanger wrote: »Araneae6537 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".AvalonRanger wrote: »AvalonRanger 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.