Travelling in Cyrodil (PvP)

Post » Wed Apr 24, 2013 11:18 pm

I'm not sure if anyone has mentioned this in a previous thread but I simply wanted to talk about Travelling in Cyrodil / Alliance Wars. I'm wondering how fast players will be able to travel from Keep to Keep in Alliance Wars. While I realize that we don't want the travelling to take too long when going from one point of interest to the next, having a significant travel time would still be a good thing.

In Guild Wars 2 for example, the travelling from Keep to Keep is so fast that there is little to no point in splitting up your forces. Rather than splitting up, its much more beneficial to simply run as a big zerg together since the Keeps are only about 1 minute run from each other. The fact that everything is so close and that players can freely teleport to nearby friendly Keeps also contributes to this zerging mentality, as there really is no "need" to separate your forces.

In GW2, if players need to go Defend or Attack a Keep that is really far on the other side of the map, they simply order the entire zerg to teleport to the nearest Friendly Keep and run the remaining distance within a minute or so.

While huge massive zergs can be fun, it removes much of the strategy aspect and after a few weeks of doing WvW in GW2 where all you do is run around with a massive zerg, it can start to get quite boring and repetitive.

I remember watching an interview with Zenimax in which it was stated that players can teleport to friendly Keeps in Cyrodil. I just hope that despite this fast travelling method, that there will be something in place to discourage this "One big zerg" mentality and play style. From experience (playing GW2) I can tell you that this takes most of the fun out of the game since no matter how far one of our Keeps / Towers under siege is.. we know that the entire zerg can just teleport nearby and make it there before the first gate goes down. No one ever stays behind to defend Keeps or Towers since that's also rendered pointless due to how fast every single player on the map can get from point A to point B.
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Jason Wolf
 
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Post » Wed Apr 24, 2013 1:53 pm

You can't port to keeps that are under attack. Pretty sure it works that way in GW2 as well.
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remi lasisi
 
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Post » Wed Apr 24, 2013 8:07 pm

I'm not sure if anyone has mentioned this in a previous thread but I simply wanted to talk about Travelling in Cyrodil / Alliance Wars. I'm wondering how fast players will be able to travel from Keep to Keep in Alliance Wars. While I realize that we don't want the travelling to take too long when going from one point of interest to the next, having a significant travel time would still be a good thing.

In Guild Wars 2 for example, the travelling from Keep to Keep is so fast that there is little to no point in splitting up your forces. Rather than splitting up, its much more beneficial to simply run as a big zerg together since the Keeps are only about 1 minute run from each other. The fact that everything is so close and that players can freely teleport to nearby friendly Keeps also contributes to this zerging mentality, as there really is no "need" to separate your forces.

In GW2, if players need to go Defend or Attack a Keep that is really far on the other side of the map, they simply order the entire zerg to teleport to the nearest Friendly Keep and run the remaining distance within a minute or so.

While huge massive zergs can be fun, it removes much of the strategy aspect and after a few weeks of doing WvW in GW2 where all you do is run around with a massive zerg, it can start to get quite boring and repetitive.

I remember watching an interview with Zenimax in which it was stated that players can teleport to friendly Keeps in Cyrodil. I just hope that despite this fast travelling method, that there will be something in place to discourage this "One big zerg" mentality and play style. From experience (playing GW2) I can tell you that this takes most of the fun out of the game since no matter how far one of our Keeps / Towers under siege is.. we know that the entire zerg can just teleport nearby and make it there before the first gate goes down. No one ever stays behind to defend Keeps or Towers since that's also rendered pointless due to how fast every single player on the map can get from point A to point B.

A keep can't be ported to while under attack. Another thing is they work as if they are in a chain. If you own 3 keeps/towers in a row and take out the middle the 2 sides can no longer port to one another.
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Rachel Cafferty
 
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Post » Wed Apr 24, 2013 3:19 pm

I know that you can't port to Keeps that are under attack.. but this doesn't remove the fact that you can port to your nearest keep and run there within a minute. My point being that the distance between Keeps is too short in GW2.
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Nick Jase Mason
 
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Post » Wed Apr 24, 2013 6:49 pm

I know that you can't port to Keeps that are under attack.. but this doesn't remove the fact that you can port to your nearest keep and run there within a minute. My point being that the distance between Keeps is too short in GW2.

Well in GW2 the map size of the WvW areas is about the size of a shoebox, and one didn't even need ti port to be at any point on the map with a matter of minutes.

Something tells me ESO will be more akin to DAoC in its AvA (Cyrodill) setting meaning its gonna take at least 10-15 minutes to run from the nearest keep to the keep being under attack. Again this is what Scout Groups are for.
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Joie Perez
 
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Post » Wed Apr 24, 2013 11:20 am

I know that you can't port to Keeps that are under attack.. but this doesn't remove the fact that you can port to your nearest keep and run there within a minute. My point being that the distance between Keeps is too short in GW2.
If you ever played Oblivion then you realize how big Cyrodiil is suppose to be. They actually said that it might be 1.1x bigger than the original map. It took quite awhile to run from one end of Cyrodiil to another. And we are suppose to have around 20 keeps spread throughout all of it. So I suspect that it would take you a good 10 minutes to travel between keep to keep.
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Timara White
 
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