Cyrodiil Improvement Suggestion: Increase Keep Durability (Includes Specific ESO Examples)

Though I really enjoy Cyrodiil, I feel that sieges are currently far too short. Often a keep will get attacked, I’ll start riding there posthaste, but before I’m even halfway there it’s already been conquered. The political map of Cyrodiil is almost epilepsy inducing.

I suggest the following changes to siege warfare:

Cyrodiil Improvement Suggestion: Increase Keep Durability (Includes Specific Examples)

– Increase Wall/Gate Hit Points

Without anyone repairing them, they should resist a full barrage for at least ten minutes. Augment repair mechanics to a point where that time can be increased to 20 minutes. Keeping in mind that a successful sally, hindering the attacker’s efforts by destroying their siege equipment, will allow the walls to survive longer.

– Allow Travel to Besieged Keeps

It seems unfair that the attacker can spawn and respawn very close to the keep by the use of forward camps, but the defenders have a five minute ride ahead of them, which might very well end in being picked off before they reach the keep again. Forward camps do not work as well for defenders because “Too close to an existing graveyard”.

I suggest making travel to besieged keeps possible as long as there is no breach yet. Maybe not to the keep itself, but to the entrance of a tunnel that takes one minute to run through and leads to the keep’s interior.

– Allow Resurrection Within Besieged Keeps

For the same reasons stated above, as long as there is not yet a breach, allow defenders to resurrect within their keep. Maybe add a resurrection timer or a short term debuff that gets worse every time you die and resurrect within that keep.

– Make Freshly Conquered Keeps Invulnerable for a Short Period

To allow the new owners to enjoy their victory and reorganize themselves, make keeps invulnerable for 30 minutes after they’ve been conquered.

– Introduce Purchasable Upgrades

All Improvements listed above could be introduced in the form of keep upgrades, purchasable by use of Alliance Points. This is the main reason for the invulnerability period suggestion. They could be cheaper if all three resources are held by the keep’s owner.

Cyrodiil Improvement Suggestion: Increase Keep Durability (Includes Specific Examples)
It is my perception that stronger, more durable keeps will lead to the following improvements to the Cyrodiil experience:

– The incentive for guilds to conquer, own and defend a keep increases
– Sieges will become rarer and require more planning, but will feel more special
– With stable front lines, open world skirmishes and battles for outposts and resources will become more meaningful
– A general improvement to ambiance

Yes, fixing current issues should come first. I’m thinking in terms of upcoming content patches, maybe the next but one.

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The Elder Scrolls Online’s First DLC in 2016 Lets You Join the Thieves Guild

The long awaited Thieves Guild is finally going to open its door to adventurers in The Elder Scrolls Online. The Thieves Guild is being hunted by a mercenary guard force known as the Iron Wheel, and it needs your assistance. You’ll sneak along rooftops, steal from the shadows, and recover lost treasures to help to restore the guild’s reputation. Members of the Thieves Guild can pick up new passive skill line while all players can expect to obtain costumes, motifs, and item sets inspired by the Guild.

The Elder Scrolls Online’s First DLC in 2016 Lets You Join the Thieves Guild

In addition to the ability to join the Guild, you, regardless of the character level, can explore a new zone as well as the HQ of the Guild. A new 12-player raid Maw of Lorkhaj will be available for veteran players along with formidable new group bosses. Read more about the DLC at the official site.

This is a plea in Elder Scrolls Online on behalf of every console gamer

This is a plea on behalf of every console gamer in ESO. We need help, and need it now. DLC after DLC we get bug after bug, with little or no fixes or temporary work arounds that occasionally work. Sadly, it looks like we’re going to get more next week based on our sneak peak from pc. It’s like a damage over time effect that just keeps stacking and stacking.

Orsinium DLC:
Guild Roster UI resets to top every time someone logins of logs out. Utterly impossible to use and manage a guild. This is where the roster went from pages to a scrolling list. No response what so ever from Zenimax.

Wrothgar crashes. Expect to be dashboarded when trying to get to this area and a few more times wherever your going within.

TG DLC: no fixes to the above and my memory slips me as to which bug came where.

Dark brotherhood: The straw that broke the camels back for a lot of console gamers. Load screen central. Invisible enemy’s, broken COH, and my personal favorite the crash loop. With responses from Zenimax like “don’t go to that area” “if your stuck in wrothgar, we can move you.. Only once” “try deleting all your quests”. The crash loop was somewhat fixed but the load prioritization is still broken.

Incremental patch: nothing above fixed, the birth of the audio bug. All chats including XBL party are broken. Every load screen to every leisurely stroll down the streets of wayrest, comms drop. To fix it you have to begin the tiresome process of unplugging your headset and then plugging it back in over and over, usually during the heat of battle. The latest zenimax response “link to Xbox sound troubleshoot page”. What’s the purpose of an mmo if you can’t communicate?

These are ongoing issues that imo are game breaking for consoles. It does not even include the countless skill, pvp, art, or mechanic bugs that each dlc brought, things we can over look.

Being outside the master race when it comes to gaming, we are not used to this. We demand quality performance because it’s all we’ve ever known from games.

I urge zenimax to take a hard look at the state of the game on consoles for the fear that it’s player base will disappear entirely from repeatably being passed off and ignored… which will ultimately lead the to end of this game.