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'empty' Cyrodiil

XreeonXreeon Member UncommonPosts: 40

Just have to throw this out there because I have read a few opinions that Cyrodiil needs to be packed with more stuff.  

 I like it just the way they made it. 

What do you think? 

Comments

  • BeadmanBeadman Member UncommonPosts: 156
    I like empty space in between things but more importantly I like downtime between fighting. I enjoy the process of getting together and moving to a keep. If it takes only a few minutes then it starts to enter FPS territory where it loses its impact. I worry that battles will be sped up i the future.
  • MMOExposedMMOExposed Member RarePosts: 7,407
    Originally posted by Xreeon

    Just have to throw this out there because I have read a few opinions that Cyrodiil needs to be packed with more stuff.  

     I like it just the way they made it. 

    What do you think? 

    I too agree.

     

    More stuff to do between keeps. That iisnt purely PvE related and has some impact on the war.

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  • bcbullybcbully Member EpicPosts: 11,843

    I love the space and the down time, it gives it a real world feel. I don't think it needs to be "filled up" with stuff, but anything to make it feel even more worldly is welcomed.  I'm mostly thinking of the area near each factions 3 main keeps. Make it inviting to the entire population.

  • DistopiaDistopia Member EpicPosts: 21,183

    I feel it's wide open nature feels more natural, as well as the sparse existence of mobs, it also makes the general act of walking around a bit more unsettling in that there's so much empty space. I think more mobs would kill that feeling as seeing all the danger would counteract the feeling from the danger I don't see, I prefer the later.

    One of my main complaints about the base game world (PVE) is the general over population of mobs, it kills the excitement of adventure for me to have to fight every 2 minutes. It also takes away some of the ESO feeling IMO.

    I like Cyrodil how it stands now.

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  • Syphin_BSyphin_B Member UncommonPosts: 340

    Keep it the way it is... i love to see open vistas of just wilderness.

     

    So tired of having every square inch cluttered with stuff...gimme the oldschool feel of DAoC RvR of sprawling hills and tree's. Sometimes i just like to see a old catacomb in the distance and travel over there. 

     

    Traveling through Cyrodril takes me back to the days of DAoC so im all for it... don't change a thing! Keep the long traveling distances also! Last thing i want to see is people just graveyard zerging and throwing themselves into the fight without thinking, it'll let people make better calculated moves next time he wants to run into a crowd of another alliance like a idiot.

     

    And on the plus side it let's those who don't like participating in the large battles to sit on top of that tall rock crouched away from enemy sight waiting for a straggler to pass by and pouncing on top of him from the air and killing him. Next time travel in pairs :) 

     

    DAGGERFALL FTW!

     

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    The only thing they need to add is more mobs.....    

     

    Which makes those people that dont know their way around intoo MObs, and allows experienced players to pull other playres intoo camps of mobs...

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  • ZyxxZyxx Member UncommonPosts: 49
    It would be awesome to have some guards walking down the roads from each faction, moving to a keep or some sort. Or some merchants walking from keep to keep.. I mean some more interacting between the keeps and npc's.. So it feels more alive, and not a fixed spot of nothing..
  • evilastroevilastro Member Posts: 4,270
    Originally posted by Lord.Bachus

    The only thing they need to add is more mobs.....    

     

    Which makes those people that dont know their way around intoo MObs, and allows experienced players to pull other playres intoo camps of mobs...

     

    The mobs that currently exist in Cyrodiil basically fall over and die if you so much as look at them.  Unless they get seriously beefed up, getting pulled into mobs wouldn't really impact the fight at all.

  • SovrathSovrath Member LegendaryPosts: 33,123

    I don't like game worlds where every 20 feet there is "something" to attack you or some encounter.

    Hated it in Lord of the Rings Online as I could never travel the world without either getting off my horse and battling some mob every few feet or avoiding what was literally a mine field of mobs.

    It's fine the way it is.

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  • evilastroevilastro Member Posts: 4,270
    Originally posted by Sovrath

    I don't like game worlds where every 20 feet there is "something" to attack you or some encounter.

    Hated it in Lord of the Rings Online as I could never travel the world without either getting off my horse and battling some mob every few feet or avoiding what was literally a mine field of mobs.

    It's fine the way it is.

    While I agree that it doesn't need more things to kill (you are there to PvP after all), I think it could do with some critters and ambient wildlife running around.

    A few roaming powerful creatures could be fun to implement too. Make it a bit more random.

  • tom_goretom_gore Member UncommonPosts: 2,001

    I love it.

    It makes small gang roaming possible, and generally more playstyles besides just zerging. There are chokepoints that can be used for nasty ambushes, where a small dedicated group can hold off reinforcements to the big battles, etc.

    I really hope they never make it smaller and/or add more fast travel options. I actually feel the forward camps are already too much. Once people have enough points to use them all the time half the strategy is gone with the wind, as everyone can jump back to battle pretty much immediately.

  • DEAD.lineDEAD.line Member Posts: 424

    The problem isn't that there is not enough content in Cyrodiil.

    The problem is that there aren't enough objectives besides sieging keeps. No supply camps, no special weapon cache, scrolls are deep behind enemy lines, nothing. Cyrodiil is filled wiht quests, dungeons, villages, skyshards and more. Too bad one then realizes none of it gets your faction points or has any advantage in the battle. 

  • time007time007 Member UncommonPosts: 1,062
    I don't mind there being nothing. I think it would be cool to have some mobs though for grinding if you get bored during rvr. but did someone say there was other stuff to do? like what? (and don't say scouting quests cuz I know about that already)

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  • spizzspizz Member UncommonPosts: 1,971
    Originally posted by time007
    I don't mind there being nothing. I think it would be cool to have some mobs though for grinding if you get bored during rvr. but did someone say there was other stuff to do? like what? (and don't say scouting quests cuz I know about that already)

     

    You will find quest areas in cyrodiil with mobs/npc i.e. several grey ruins on the map. There are allegedly dungeons aswell.

  • spizzspizz Member UncommonPosts: 1,971
    Originally posted by tom_gore

    I love it.

    It makes small gang roaming possible, and generally more playstyles besides just zerging. There are chokepoints that can be used for nasty ambushes, where a small dedicated group can hold off reinforcements to the big battles, etc.

    I really hope they never make it smaller and/or add more fast travel options. I actually feel the forward camps are already too much. Once people have enough points to use them all the time half the strategy is gone with the wind, as everyone can jump back to battle pretty much immediately.

     

    It would be annoying if you do small scale pvp with lots of mobs around getting aggro from it. I think the quest areas are fine and add to the gameplay content but too many would probably disturb pvp.

    Btw last beta I was riding with a horse from one castle to the next and suddenly I was in a camp with red colored NPC´s. I was downed from my horse in some seconds and was very lucky that I could escape.

  • AeonbladesAeonblades Member Posts: 2,083
    I love it personally, the little villages, the extra quests, it really reminds me of the DAoC's RvR zones in that regard. It's almost exactly like them actually with camps of mobs, (supposedly) dungeons, small villages that really make the area feel like there is more than just a war between factions going on here. It just feels real to me.

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  • SovrathSovrath Member LegendaryPosts: 33,123
    Originally posted by evilastro
    Originally posted by Sovrath

    I don't like game worlds where every 20 feet there is "something" to attack you or some encounter.

    Hated it in Lord of the Rings Online as I could never travel the world without either getting off my horse and battling some mob every few feet or avoiding what was literally a mine field of mobs.

    It's fine the way it is.

    While I agree that it doesn't need more things to kill (you are there to PvP after all), I think it could do with some critters and ambient wildlife running around.

    A few roaming powerful creatures could be fun to implement too. Make it a bit more random.

    Sure, that would work and make a nice addition.

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    Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo 
  • PoisondwarfPoisondwarf Member UncommonPosts: 33

    LEAVE IT AS IT IS!!!!

    Isn't there already enough PVE to do in this game.

    I don't want to be fighting mobs every 10 feet. I go to Cyrodiil to PVP I do not go to PVE.

     

  • PyatraPyatra Member Posts: 644
    Originally posted by Sovrath
    Originally posted by evilastro
    Originally posted by Sovrath

    I don't like game worlds where every 20 feet there is "something" to attack you or some encounter.

    Hated it in Lord of the Rings Online as I could never travel the world without either getting off my horse and battling some mob every few feet or avoiding what was literally a mine field of mobs.

    It's fine the way it is.

    While I agree that it doesn't need more things to kill (you are there to PvP after all), I think it could do with some critters and ambient wildlife running around.

    A few roaming powerful creatures could be fun to implement too. Make it a bit more random.

    Sure, that would work and make a nice addition.

     Yeah, a few more ambient creatures would be good.  Especially the ones that drop meat for cooking at certain levels, not many... just enough where you occasionally run across a 3-5 more in an hours time of traveling.  Makes the world away from keeps feel more alive without any large scale changes or forcing combat on solo people.  Needs to be far away from keeps and the roads though.

  • IselinIselin Member LegendaryPosts: 18,719

    I think they've done a great job the way it is--it has a realistic feel to it.

     

    If I were to add something it would be mounted tough (elite?) guards patrolling farther out around keeps to serve both as an additional layer of keep defense and an early warning system that enemies are near... maybe even a few stealthed guard scouts.

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  • MardukkMardukk Member RarePosts: 2,222
    Originally posted by Poisondwarf

    LEAVE IT AS IT IS!!!!

    Isn't there already enough PVE to do in this game.

    I don't want to be fighting mobs every 10 feet. I go to Cyrodiil to PVP I do not go to PVE.

     

    I hoped they would put more difficult PvE mobs in Cyro that drop unique loot that can only be found in Cyro.  It would make the PvE 100% more challenging, interesting and give it a purpose.

  • brett7018brett7018 Member UncommonPosts: 181

    Cyrodiil is HUGE, but there are not enough mobs/NPCs to fight out there in the less populated areas away from the keeps.  

    I loved it when I found the little Imperial base camps, but they just need more of those out there.  They should offer more experience and better loot/more money than in standard PvE areas (just like DAoC) due to the higher risk related to being in an open PvP zone.

    I am not saying that it needs to be incredibly difficult to navigate around, but it just seems, as you say in the title, "empty".  

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