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The Elder Scrolls Online team has taken to the official site with this week's wrap up of the Question of the Week. In this installment, the team answers players' burning questions about PvP.
It has been mentioned multiple times that players can invade areas surrounding enemy keeps in order to starve them of resources. What kinds of resources are these, and how will they affect gameplay? – By Eric Duey
The three resources around a keep (lumber mills, farms, and mines) fuel its upgrade process. Lumber mills help make keep doors stronger and allow them to repair themselves automatically. Farms make keep guards tougher and stronger, and mines help reinforce the walls, making them harder to destroy and allowing them to repair themselves over time as well. Taking control of resources around keeps also shuts off various patrols in the vicinity, so it’s always advantageous to take resources before laying siege to the keep itself.
Read more on the Elder Scrolls Online site.
Comments
Always nice to get more info but games make my head hurt sometimes trying to work out their design logic.
I mean, to starve an enemy out of their keep you can take control of their farms...but not to actually starve them out by preventing food reach the keep but because it makes the guards weaker...
of all the things I could imagine when thinking out siege mechanics could work I always wonder why not keep it simple...a keep stores food, the number of defenders reduces the store depending, if the store is reduced to zero the gates open automatically. The strategy is to try and keep food out or to try and get it in.
Other then that obvious head scratcher some nice info.
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer
I do as well.
However, it's a shame that siege engines are "bought" with points. It would have been so much nicer to have dedicated crafters create them. Maybe even get different quality levels depending on the crafter who made it.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
ESO devs are trying to stop AvA zergs. Making defense needed just as much as offence taking a keep. Its really smart design.
I like anyone being able to get a siege wespon IMO but what I would like to see is crafters being able to make them more poweful.
Well, I like the idea but it would be better to have it so the "store are empty" and then the players fight at a disadvantage.
A simliar thing could be done with attackers by cutting off their supply line. It would be interesting to have more rts elements in siege defense/offense.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Very skeptical about this game. Because 90% of it reminds me of Gw2. The other 10% is just them trying to differentiate.
Only thing alluring is the ability to train up all your skills and abilities and wear any armor you want. Otherwise, yeah.
Hope they pull if off.
There's only 1 quality... even if you have 10 scales.. nobody will use the lesser ones.. just look at DAoC. 10 types of rams, get laughed at if you don't put down a fortified one.
My main concern though is how this guesting in a "friends" campaign will work though.
It hasn't yet...still 9 days to go for KS pledges, but pledges have slowed down to the point it's not looking like they will make the $2 Mil mark they set... And no, I'm not a backer but I've been keeping an eye on it.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Q: As a serious roleplayer from multiple games and guilds/communities, I find it essential for immersion to have places to chat and roleplay with my friends and strangers such as taverns and unique open-spaced and furnished buildings. Will there be open-spaced buildings in the major cities and outside them? – By Ryan Houghton
A: There are lots of taverns in the game, and many places for large gatherings of people.
Idk about this answer. The trend in western development has been to have plenty of painted boxes with very few open doors.
Until you realize the side that zergs will inevitably always lose because unlike GW2 where the zerg can cover any point on the map within a matter of minutes in ESO the zerg will be losing terretory faster then they take it due to sheer size. Eventually that zerg mentality will realize the more ground you cover with smaller groups is more beneficial. Not to mention that unlike GW2 and like DAoC there will be PvE going on out i nthe Cyrodill and if you think theres gonna be huge zergs of people running PvE quests then LOL.
Obvious tactics are obvious IMO.
SUP
Lets also not forget the inclusion of Darkness Falls style open world Dungeons in the AvA areas as well.
SUP
Only daoc and planetside 1 got it truly right.
Many mmos have tried woolly, cheap loose ways of doing it and ended up with terrible pvp e.g. tsw
Gw2 is just decidedly average at it.
When I saw people give 5k and 10k I thought it would make it for sure. Ooo well, no skin off anyones noses really. No money lost if it fails now.
How is it not an Elder Scrolls MMO? It has TES lore, TES story, TES art and lands, TES combat as close as they could it being a MMO, TES freedom in classes. Heck you can make a Mage Tank. Or a Assassin healer. As a long time TES fan, you are way off the mark!
In PS2 the Zerg doesn't care if the rest of the map falls because there is way more rewards to be gained by rushing one undefended base to anouther rather than holding onto territory. Hopefully ESO can avoid that kind of narrow minded rewards systems and reward people for taking and holding terriroty rather than just taking it.
Right, it doesn't matter if your side is losing as long as your zerg is winning. That's a difficult issue to deal with. Actually, I'd argue that because the distance is further between capture points (according to ZedTheRock), people will be less likely to move away from the zerg because staying with the zerg guarantees consistant gains and veering very far away from it hurts the potential gains.