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Tower fights and resources

Tigor
Tigor
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Many fights in Cyrodiil are happening in towers at resources, especially when populations are low. Wall hugging and back and forward fighting can take a lot of time and are therefore often a hold up when the objective is somewhere else.

Some ideas to make the resources a bit more attractive:
  • Resources don't need the current towers
  • Go automatically in first person when entering these kind of confined spaces
  • Replace towers for walls or palisades or have a mix
Edited by ZOS_Kevin on November 7, 2024 12:36PM
GM - Decimation Elite - Ebonheart Pact - Cyrodiil - aka Tigor (AR50), Leopard Tank (AR50) , Captain-Caveman (AR50), Tigors Claw (AR50), -Bud Spencer (AR47+)
  • Jierdanit
    Jierdanit
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    Or you know just stop chasing people through towers if you dont want to waste your time?
    PC/EU, StamSorc Main
  • Tigor
    Tigor
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    Jierdanit wrote: »
    Or you know just stop chasing people through towers if you dont want to waste your time?

    Every fight at a resource should not end in a tower run around. Once in combat the target has to die first. And that is holding up when the target constantly is dodging damage and running in towers. Towers in the past had doors and could be damaged. Changing that was not needed.
    Edited by Tigor on September 16, 2024 2:53PM
    GM - Decimation Elite - Ebonheart Pact - Cyrodiil - aka Tigor (AR50), Leopard Tank (AR50) , Captain-Caveman (AR50), Tigors Claw (AR50), -Bud Spencer (AR47+)
  • Tommy_The_Gun
    Tommy_The_Gun
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    Fun fact: Resource Towers used to be destructible. You could siege them & destroy them. It was a very good method of getting rid of farm troll groups. In some keeps it was even possible to siege them from the keep walls. Idk why ZOS removed this feature.
  • Delphinia
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    Agreed. If players are allowed to siege from the towers, then those towers should also be allowed to be sieged.

    There also have been “special” towers that allow players to silent siege a keep. There is no sound effect, so it becomes even more of an advantage for the attacker. I do not believe zos intended this, but some players have been abusing it for years.
  • darvaria
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    Sieging the towers will NOT work because the players on the ground will hold the tower. Do you not remember countless yelling at ppl to STOP capping so we could siege down towers.

    They got rid of the doors on towers (years ago) to try and stop some of this. Just leaving the towers, allow the towers to be immediately recapped. We don't need the towers. And the offending players circle around the towers, with one or 2 being killed only to have someone sneak out the back and drop a camp. Or sneak back in to rez. I've noticed a lot jump and die to fall damage only to be rezzed by someone that sneaks away.

    Just get rid of towers. And outposts wp, *** & ca. These might have been useful back when we had 200 players in game. We just don't need these now. Low pop is still a problem. You need several players just recapping towers. Removing towers would give them less of a chance to get away and stop endless hours of tower humping. IF you don't get rid of the offending players, they are back within minutes. WHO wants to stand around resources all day? I want to defend and cap forts.
  • Delphinia
    Delphinia
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    darvaria wrote: »
    Sieging the towers will NOT work because the players on the ground will hold the tower. Do you not remember countless yelling at ppl to STOP capping so we could siege down towers.

    They got rid of the doors on towers (years ago) to try and stop some of this. Just leaving the towers, allow the towers to be immediately recapped. We don't need the towers. And the offending players circle around the towers, with one or 2 being killed only to have someone sneak out the back and drop a camp. Or sneak back in to rez. I've noticed a lot jump and die to fall damage only to be rezzed by someone that sneaks away.

    Just get rid of towers. And outposts wp, *** & ca. These might have been useful back when we had 200 players in game. We just don't need these now. Low pop is still a problem. You need several players just recapping towers. Removing towers would give them less of a chance to get away and stop endless hours of tower humping. IF you don't get rid of the offending players, they are back within minutes. WHO wants to stand around resources all day? I want to defend and cap forts.

    Yes, I do remember. I am not suggesting we keep the towers; I am not a proponent of resource towers by any stretch of the imagination. I am saying that if they insist on keeping the towers in the game, then we should be able to at least have the opportunity to destroy them. In addition, they should "fix" the "silent sieging".
  • yourhpgod
    yourhpgod
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    They used to have destructive towers. The tower humpers most likely complained enough because they change this back years ago. It was a nice counter to 5 man tower farmers.
    https://tiktok.com/@yourhpgod/video/7412553639924944159?is_from_webapp=1&sender_device=pc&web_id=7405052762109806122

    "Health tanking in Cyrodiil isn’t about glory—it’s about stepping up when no one else will. Someone has to stand their ground, and if it's going to be anyone, it might as well be me."
  • darvaria
    darvaria
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    Yeah the towers had doors back then. The only problem was that if you capped the resource you could not siege the tower. You could never get some players not to cap. Maybe it would work.

    But I don't see the purpose of the towers now? Just remove them.
  • WaywardArgonian
    WaywardArgonian
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    Had some of my best fights in and around towers.
    PC/EU altaholic | Smallscale & ballgroup healer | Former Empanada of Ravenwatch | @ degonyte in-game | Nibani Ilath-Pal (AD Nightblade) - AvA rank 50 | Jehanne Teymour (AD Sorcerer) - AvA rank 50 | Niria Ilath-Pal (AD Templar) - AvA rank 50
  • Syrusthevirus187
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    If the player runs into the tower it means you are trying to 10v1 them. Just chill.
  • darvaria
    darvaria
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    If the player runs into the tower it means you are trying to 10v1 them. Just chill.

    NO. It's usually 3-5 picking off weaklings. Seasoned players don't run in solo. And at the end someone jumps off back and stealth away and put up a camp. The cycle goes on for hours. I don't see the tower humpers getting that many kills. It's a complete waste of time.

    REMOVE towers please.
  • Tigor
    Tigor
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    darvaria wrote: »
    If the player runs into the tower it means you are trying to 10v1 them. Just chill.

    NO. It's usually 3-5 picking off weaklings. Seasoned players don't run in solo. And at the end someone jumps off back and stealth away and put up a camp. The cycle goes on for hours. I don't see the tower humpers getting that many kills. It's a complete waste of time.

    REMOVE towers please.

    That change would bring something new to the current game. Fights for the flag and not a tower. Otherwise flags have to be on top of towers. Watch then how tower runners would leave them.

    skeletor-until-we-meet-again.gif




    GM - Decimation Elite - Ebonheart Pact - Cyrodiil - aka Tigor (AR50), Leopard Tank (AR50) , Captain-Caveman (AR50), Tigors Claw (AR50), -Bud Spencer (AR47+)
  • argonian37
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    Wow didnt know that you could siege and destroy towers. My dream is to siege and demolish a tower with the trolls that go around in chase carrousel endless fights inside it. Every structure should be possible to be destroyed, that would be a great counter to trolling
    Edited by argonian37 on September 22, 2024 6:43AM
  • Vaqual
    Vaqual
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    argonian37 wrote: »
    Wow didnt know that you could siege and destroy towers. My dream is to siege and demolish a tower with the trolls that go around in chase carrousel endless fights inside it. Every structure should be possible to be destroyed, that would be a great counter to trolling

    Skim reading resulted in: We need Siege Trolls.
  • argonian37
    argonian37
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    Vaqual wrote: »
    argonian37 wrote: »
    Wow didnt know that you could siege and destroy towers. My dream is to siege and demolish a tower with the trolls that go around in chase carrousel endless fights inside it. Every structure should be possible to be destroyed, that would be a great counter to trolling

    Skim reading resulted in: We need Siege Trolls.

    Lol… a new trolling meta

  • Tigor
    Tigor
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    ZoS Introduce this new mechanic.

    Put the flags on resource towers with the possibility to siege the towers down. After collapsing, the flags would be on the ground and the resource could then also be turned. When towers are repaired the flags are on top again.

    This would safe a lot of time as tower runners would be forced outside of towers to fight siegers.

    Much more fun for everyone and no other changes in the base game required for some time.
    GM - Decimation Elite - Ebonheart Pact - Cyrodiil - aka Tigor (AR50), Leopard Tank (AR50) , Captain-Caveman (AR50), Tigors Claw (AR50), -Bud Spencer (AR47+)
  • yourhpgod
    yourhpgod
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    they used to have destructible towers again, someone complained so they changed them back to not having hp bars.
    https://tiktok.com/@yourhpgod/video/7412553639924944159?is_from_webapp=1&sender_device=pc&web_id=7405052762109806122

    "Health tanking in Cyrodiil isn’t about glory—it’s about stepping up when no one else will. Someone has to stand their ground, and if it's going to be anyone, it might as well be me."
  • Delphinia
    Delphinia
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    I’m not partial to them and would be happy to see them go. However, if they are to remain, I would ask that they be destructible. In addition , the color of the flag should not dictate whether the structure can be destroyed. It should just be vulnerable to siege regardless of who owns the resource. It still would impact the health of the keep and guards, but have nothing to do with the towers.
  • Tigor
    Tigor
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    Delphinia wrote: »
    I’m not partial to them and would be happy to see them go. However, if they are to remain, I would ask that they be destructible. In addition , the color of the flag should not dictate whether the structure can be destroyed. It should just be vulnerable to siege regardless of who owns the resource. It still would impact the health of the keep and guards, but have nothing to do with the towers.

    As the bridges can be destroyed by everyone
    GM - Decimation Elite - Ebonheart Pact - Cyrodiil - aka Tigor (AR50), Leopard Tank (AR50) , Captain-Caveman (AR50), Tigors Claw (AR50), -Bud Spencer (AR47+)
  • baguette_poolish
    If the player runs into the tower it means you are trying to 10v1 them. Just chill.

    Isn't that what players want when they capture resources? To get outnumbered fights? or do they want 1v1's one at a time? or would they be content killing the same players over and over?
  • darvaria
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    With the populations we have, we don't need towers. Even if players don't chase in the players will come back out and recap. IF they do chase in someone always goes out the back and drops a camp.

    We are wasting way too much time on resources because of the towers. ZOS: you got rid of the doors, NOW get rid of towers. For that matter, we don't need those extra out posts now either.
  • Dojohoda
    Dojohoda
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    Tower fighting is what some players like to do in Cyrodiil. Not me but, that's their game.
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • xylena_lazarow
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    If the player runs into the tower it means you are trying to 10v1 them. Just chill.
    You'd be surprised how many players run into towers to avoid a 1v1.
    PC/NA || CP/Cyro || RIP soft caps
  • smee_z
    smee_z
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    Removing tower doors and at the same time making them indestructible (cannot be sieged),
    WERE REALLY EFFECTIVE SOLUTION to encourage more TOWER FARMING 🤣

    THANK YOU ZOS.
    GOOD JOB!
    PC NA

    Games are meant to be played.

    Back in Auriel's Bow 1.0, I have thought that the best way to handicap a faction with the HUGE pop advantage is to temporarily disable their grouping functionality and their ability to fight in 3rd person point of view! Let's see if these do not even up the odds.
  • ZOS_Hadeostry
    Greetings,

    After removing some unnecessary back and forth from this thread, we would like everyone to keep posts on the subject at hand, civil, and constructive.

    If there may be any questions in regards to the rules, please feel free to review them here
    Staff Post
  • xylena_lazarow
    xylena_lazarow
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    As a tower lover myself, countering the strat is pretty simple. If you have a massive zerg, then you all run in mashing buttons and zerg us down. If you don't, then you ignore us. Make us take the outer wall down, it's boring and exhausting having to siege 410k hp walls just for a fight, and then we still gotta do the inner. Invite us inside, it'll be extremely hard for the 4 of us to flip flags vs 20+ zergers with siege and tankhealbots. We can run around but we do die unlike ball groups.

    I wouldn't shed a tear if all the towers vanished, I prefer rocks anyway.
    PC/NA || CP/Cyro || RIP soft caps
  • Tigor
    Tigor
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    As a tower lover myself, countering the strat is pretty simple. If you have a massive zerg, then you all run in mashing buttons and zerg us down. If you don't, then you ignore us. Make us take the outer wall down, it's boring and exhausting having to siege 410k hp walls just for a fight, and then we still gotta do the inner. Invite us inside, it'll be extremely hard for the 4 of us to flip flags vs 20+ zergers with siege and tankhealbots. We can run around but we do die unlike ball groups.

    I wouldn't shed a tear if all the towers vanished, I prefer rocks anyway.

    Can you explain to us why the rocks?
    GM - Decimation Elite - Ebonheart Pact - Cyrodiil - aka Tigor (AR50), Leopard Tank (AR50) , Captain-Caveman (AR50), Tigors Claw (AR50), -Bud Spencer (AR47+)
  • Aggrovious
    Aggrovious
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    Players use towers because of ball groups. I think the tower should be destructible, but that is why fights always end there.
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • xylena_lazarow
    xylena_lazarow
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    Tigor wrote: »
    Can you explain to us why the rocks?
    Harder to mechanically navigate, less familiar to the opponent than a tower, better for me to create distance between myself and the zerg so I can either turn and burn a few chasers, or outrun them all in the open. Myself and my groups are better at kiting than stacking. The variety of tactics and terrain is subjectively more fun for me.
    PC/NA || CP/Cyro || RIP soft caps
  • Tigor
    Tigor
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    Tigor wrote: »
    Can you explain to us why the rocks?
    Harder to mechanically navigate, less familiar to the opponent than a tower, better for me to create distance between myself and the zerg so I can either turn and burn a few chasers, or outrun them all in the open. Myself and my groups are better at kiting than stacking. The variety of tactics and terrain is subjectively more fun for me.

    You could be more of an acrobat if grappling points and obstacle courses (e.g. flexible labirints) would be introduced in Cyrodiil. As a start would it not be nice to have Harlun's, Winters Peak and Carmala outposts in places that could only be reached by these kinds of mechanisms. There are legio possibilities to make cyrodiil more attractive for dare devils. Then it would also be a free choice to fight those. The current situation with tower fights is too lame.
    GM - Decimation Elite - Ebonheart Pact - Cyrodiil - aka Tigor (AR50), Leopard Tank (AR50) , Captain-Caveman (AR50), Tigors Claw (AR50), -Bud Spencer (AR47+)
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