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What are you doing to the Cyrodiil?

Waseem
Waseem
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Players like to play in large groups ( 24 )
> Group size reduced to 12
Players like to go inside a resource's tower (mine,lumber,farm)
> Doors removed
Players like to play at Alessia Bridge
> The bridge can now be destroyed

WHAT THE HELL?
Edited by ZOS_Kevin on November 7, 2024 12:36PM
PC EU

  • fred4
    fred4
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    Waseem wrote: »
    Players like to play in large groups ( 24 )
    > Group size reduced to 12
    Players like to go inside a resource's tower (mine,lumber,farm)
    > Doors removed
    Players like to play at Alessia Bridge
    > The bridge can now be destroyed

    > Players knock other players off the half-destroyed bridge.
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • forum_gpt
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    I get that these changes might seem frustrating at first, but I don’t fully agree with your take on most of them.

    Group size reduced to 12: This seems to encourage more balanced fights and less zerging. Smaller groups lead to more tactical gameplay, which can make battles more competitive.

    Doors removed from resource towers: It forces people to fight more in the open rather than hiding inside towers, which can be a bit of a stale tactic. It keeps things dynamic.

    Destructible Alessia Bridge: I actually agree with this one. Bridges shouldn't be destructible.

    Overall, I think these changes might've improved PvP by pushing for more varied strategies. It's all about how we adapt!
    Immortal Redeemer, Godslayer, Gryphon Heart, Planesbreaker, The Dawnbringer, Tick-Tock Tormentor, Swashbuckler Supreme, Dro-m'athra Destroyer, Mindmender, The Unstoppable
  • Joy_Division
    Joy_Division
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    Usually logging out after getting bored
  • Tommy_The_Gun
    Tommy_The_Gun
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    I almost never go to Cyro & IC nowadays. Even during double AP events. Ball Groups & proc sets destroyed the experience for me. It used to be cool with large armies clashing, but now population is kinda too low for that. And even if there is a relatively large fight, Ball Groups usually shows up after a couple of minutes and starts to farm AP, ruining the fun for every one else, so that only 12 players can have fun.

    Also:
    1. Population got ninja-nerfed, so group size was also reduced from 24 to 12. It would be sill if one group was like 1/3 of entire population.
    2. Doors removed from towers, but what is bad is that resource towers are no longer destructible. So people just sit inside & troll. And entrance with no door serve as a kill zone (like every narrow space).
    3. Bridge can be destroyed, same as mile gates to kinda force some "global map crowd control". With population being this low there is simply not enough players to fight an all fronts at once.
    Edited by Tommy_The_Gun on October 15, 2024 10:09PM
  • SaffronCitrusflower
    SaffronCitrusflower
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    I don't think even they know. ¯\(°_o)/¯
  • Sluggy
    Sluggy
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    Don't forget:

    Players like to kill other players
    >Give them immortality via shields and heal stacking

    Players like to move around the map to find fights or show off their cool mounts
    >Keep them in combat with aforementioned immortal warriors so they can't mount.

    Oh, nice! Two birds with one stone there!
  • Tigor
    Tigor
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    Cyrodiil needs changes as the rest of the game did change.
    GM - Decimation Elite - Ebonheart Pact - Cyrodiil - aka Tigor (AR50), Leopard Tank (AR50) , Captain-Caveman (AR50), Tigors Claw (AR50), -Bud Spencer (AR47+)
  • mook-eb16_ESO
    mook-eb16_ESO
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    Players like to move around the map to find fights or show off their cool mounts
    >Keep them in combat with aforementioned immortal warriors so they can't mount.

    I often have combat bug so cant mount anyway.
  • Poss
    Poss
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    I never understood the point of changing the bridges and milegates so they can be destroyed. Destroying Ash milegate for example could delay AD pushing Ash but they could always just go around. Same as the bridges
  • SaffronCitrusflower
    SaffronCitrusflower
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    Poss wrote: »
    I never understood the point of changing the bridges and milegates so they can be destroyed. Destroying Ash milegate for example could delay AD pushing Ash but they could always just go around. Same as the bridges

    This. And it only takes one player about 30 seconds to rep a bridge or gate. So what's the point?
  • Reverb
    Reverb
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    Poss wrote: »
    I never understood the point of changing the bridges and milegates so they can be destroyed. Destroying Ash milegate for example could delay AD pushing Ash but they could always just go around. Same as the bridges

    They don’t even have to go around Ash gate, they can just jump over the rubble. Even when the center gate is impassable AD just jumps thru. We’ve been reporting it for years. Zeni doesn’t care

    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • Sleepsin
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    Put the doors back on the towers and give the towers the same treatment as bridges. That way, no matter who owns the tower it can be destroy or repaired by anybody.
  • SeaGtGruff
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    Waseem wrote: »
    Players like to play in large groups ( 24 )
    > Group size reduced to 12
    Players like to go inside a resource's tower (mine,lumber,farm)
    > Doors removed
    Players like to play at Alessia Bridge
    > The bridge can now be destroyed

    WHAT THE HELL?

    It's been that way for a long, long time. You know you can still get to Alessia other ways, right? Just like when players destroy all of the milegates that connect one alliance's region of Cyrodiil to a neighboring alliance's region-- there is still a way there.
    I've fought mudcrabs more fearsome than me!
  • Durham
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    PVP has needed balance changes for a long time. They need a small dev team dedicated to this aspect of the game in order for it to become a proper endgame. BGs are more entertaining but not really endgame content. Cyrodiil was originally designed to be similar to DOAC and for many be the endgame content.

    I think some bad decisions have been made lately, I think they are losing the population in PVP and PVE.

    .
    PVP DEADWAIT
    PVP The Unguildables
  • SaffronCitrusflower
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    Durham wrote: »
    PVP has needed balance changes for a long time. They need a small dev team dedicated to this aspect of the game in order for it to become a proper endgame. BGs are more entertaining but not really endgame content. Cyrodiil was originally designed to be similar to DOAC and for many be the endgame content.

    I think some bad decisions have been made lately, I think they are losing the population in PVP and PVE.

    .

    The dev team for Cyrodiil can't get any smaller than the one guy they already have who's publicly admitted to only visiting Cyrodiil a few times in the last couple years.
  • Minno
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    As much as I want to see Cyro updated, sometimes we forget the number 1 content in any MMO is supposed to be the players. PVP content works best when the maps are detailed by overall allow for players to make that content themselves.

    There are also successful ways to add interesting places in pvp without it feeling binary too. Right now I would say Cyro's main issue is that its TOO linear in it's goals and does not allow the freedom for groups to express how they want to paint with their pvp brush. Other mmos have good ideas too for this:
    - New World's rep race + declare war mechanics are interesting. I like the fact you can grind a rep to force a keep into a fight. The ESO daily rewards are underused, this could be a good way to add this mechanic in. Example: Scout quest could break doors down, Kill dragonknights could remove those classes from the keeps NPC list for a few minutes, etc.
    - New world also forces players to complete pvp quests in order to build the rep for a capture as well as adding PVE gather/building mechanics to forts to increase their strengths. ESO has this system, but its in the form of repair items. They can remove those items and instead force players to do quest turn ins at the respective resource. Want to rebuild walls? Better go to the mine and complete a few quests (they can also be pvp oriented, capture enemy mine, kill players to "steal" ore, etc.)
    - WoW Classic's wpvp also has elements that make sense here. Alot of the world buffs used in raids are actually in the player world. What I found from 2019 onward in that game was that ALOT of spicy pvp content was made in the zones that had these buffs. ESO had this too but it was in the form of arena weapons for top 1% of the ladder. Capturing 3 resources of a keep should give you a pve buff (and each keep can be a different buff). They can also do the same for pve content, running your undaunted quests could give your keeps stronger npc abilities, health, etc. BGs too, running a few BGs could give a pvp buff. Just add a bunch and be creative with it, a vocal minority of players will complain, but overall it gives players more paint brushes.
    - Classic wow also had a weird moments in time where world buffs were so rampant in their use, that it created a cool dispel-world buff meta. At some point servers became 1-faction dominated, and while wpvp fights were scarce, this counter world buff meta was started there. Rivial speed run guilds would make priest/shamen alts on the other faction for the sole purpose of dispelling those buffs off their rivial guilds to keep them from completing their raids at a faster than record time. Sure your pve experience was terrible if you didnt plan ahead, but it made for interesting social interactions which is the entire point for a MMO. Also gave pvp players a target in open world, ganking pvers might be bad for pve players, but its a MMO so the solution for gankers was always to make friends or ask for help.

    In the end, I think they can add a few things to make cyro more dynamic. Can they actually do it is the other question.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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