steven.brandon.garciaub17_ESO wrote: »This is an issue of you being bad or not having enough support to take the keep. Keeps are supposed to be hard to take even if there are only a moderate number of defenders. They have walls, npc support, and if the keep isn't flagged they can spawn there.
Having resources up = Defenders always win = one happy alliance killing the fleeing defenders.
Infraction wrote: »I fail to see how forward camps are the problem inside the keep when 9 times out of 10 nobody looks at the opposite postern where the camp is placed. There are enough people standing around that can take down a forward camp.
Infraction wrote: »I fail to see how forward camps are the problem inside the keep when 9 times out of 10 nobody looks at the opposite postern where the camp is placed. There are enough people standing around that can take down a forward camp.
^ This
You're not sending people around the outer walls of the keep to check for forward camps....but you complain about people placing them inside keeps? Use your brain. You can take the things down. Can't reach it because of NPCs? Put up a fire ballista and start shooting it. Problem solved.
People are saying "Oh, don't allow them to be placed in Keeps...that will solve it." But you people aren't smart enough to run around the outer edges of the keep to check inside for foward camps...but apparently you'll be smart enough to have people in your team posted on each side of the keep waiting for incoming enemies? I doubt it.
Sick of people crying out for nerfs because they're stuck in a zerg mentality. Keeps are supposed to be hard to take. You shouldn't be able to face roll it. The camps are fine the way they are.
dbetterton_ESO wrote: »So as folks know, they fixed the forward camp bugs. I haven't seen any issues with them not working since the patch last week.
However, that has created a new problem...spamming of forward camps makes it close to impossible to take a keep that is even moderately defended. Most people have a ton of AP to spend, and so it is not an issue to just put a new camp down whenever the old one is used up.
With no timers on placement or rezzing, the result is that keeps have all but unlimited numbers of defenders. Personally, I've been on both sides of this. About 15 of us defended Faregyl from 100+ AD. And both DC AND EP on NA Wabba know the frustration of trying to take the last inner keep from AD.
Obviously, the counter is to completely control the inner courtyard to prevent new camps. But, camps go down almost instantly and people can spawn even if there is fighting nearby. We generally try and get ballistas hitting the camps as soon as we see them, but even so enough people spawn that the defense can continue.
I'd like to see some combination of (ie, not necessarily all of these):
(1) Making camp placement a longer channeled ability so that it can be interrupted more easily.
(2) Timer on replacing a used or burned camp. Even a minute or two would balance things between defenders and attackers.
(3) Timer on individual players rezzing at a camp. The merry-go-round of die, rez, die, rez makes defending a keep too easy. With the bugged camps, people had to carefully consider when to counter-attack the sieging force. Now, you can simply attack at will, knowing you'll be able to immediately rez.
(4) Limiting rezzing to those who died within the radius of the camp. As things stand now (and we all do it), groups will routinely suicide to transport to a keep under attack.
Thoughts, suggestions, insults?
Infraction wrote: »I fail to see how forward camps are the problem inside the keep when 9 times out of 10 nobody looks at the opposite postern where the camp is placed. There are enough people standing around that can take down a forward camp.
themizario wrote: »Insult. Whaa you big baby! Never good enough is it. They will fix the fps and you will come on here and say it's too fast and gives other people an advantage and they should cap fps at 32. Just try to enjoy the game dude.
dbetterton_ESO wrote: »(4) Limiting rezzing to those who died within the radius of the camp. As things stand now (and we all do it), groups will routinely suicide to transport to a keep under attack.
Thoughts, suggestions, insults?
dbetterton_ESO wrote: »Infraction wrote: »I fail to see how forward camps are the problem inside the keep when 9 times out of 10 nobody looks at the opposite postern where the camp is placed. There are enough people standing around that can take down a forward camp.
But even when you do send a a group to kill the camps, it doesn't help with a defended keep. All they have to do is push that group back for a few seconds while the next camp is placed. By the time that new camp is burned 10-20 people have spawned. You are fighting a losing battle. It's like digging a hole in the sand while the tide is rising.
This may not be an issue on low population servers, but it is on Wabba.
dbetterton_ESO wrote: »So as folks know, they fixed the forward camp bugs. I haven't seen any issues with them not working since the patch last week.
However, that has created a new problem...spamming of forward camps makes it close to impossible to take a keep that is even moderately defended. Most people have a ton of AP to spend, and so it is not an issue to just put a new camp down whenever the old one is used up.
With no timers on placement or rezzing, the result is that keeps have all but unlimited numbers of defenders. Personally, I've been on both sides of this. About 15 of us defended Faregyl from 100+ AD. And both DC AND EP on NA Wabba know the frustration of trying to take the last inner keep from AD.
Obviously, the counter is to completely control the inner courtyard to prevent new camps. But, camps go down almost instantly and people can spawn even if there is fighting nearby. We generally try and get ballistas hitting the camps as soon as we see them, but even so enough people spawn that the defense can continue.
I'd like to see some combination of (ie, not necessarily all of these):
(1) Making camp placement a longer channeled ability so that it can be interrupted more easily.
(2) Timer on replacing a used or burned camp. Even a minute or two would balance things between defenders and attackers.
(3) Timer on individual players rezzing at a camp. The merry-go-round of die, rez, die, rez makes defending a keep too easy. With the bugged camps, people had to carefully consider when to counter-attack the sieging force. Now, you can simply attack at will, knowing you'll be able to immediately rez.
(4) Limiting rezzing to those who died within the radius of the camp. As things stand now (and we all do it), groups will routinely suicide to transport to a keep under attack.
Thoughts, suggestions, insults?
DaedricCheese wrote: »
IcyDeadPeople wrote: »dbetterton_ESO wrote: »So as folks know, they fixed the forward camp bugs. I haven't seen any issues with them not working since the patch last week.
However, that has created a new problem...spamming of forward camps makes it close to impossible to take a keep that is even moderately defended. Most people have a ton of AP to spend, and so it is not an issue to just put a new camp down whenever the old one is used up.
With no timers on placement or rezzing, the result is that keeps have all but unlimited numbers of defenders. Personally, I've been on both sides of this. About 15 of us defended Faregyl from 100+ AD. And both DC AND EP on NA Wabba know the frustration of trying to take the last inner keep from AD.
Obviously, the counter is to completely control the inner courtyard to prevent new camps. But, camps go down almost instantly and people can spawn even if there is fighting nearby. We generally try and get ballistas hitting the camps as soon as we see them, but even so enough people spawn that the defense can continue.
I'd like to see some combination of (ie, not necessarily all of these):
(1) Making camp placement a longer channeled ability so that it can be interrupted more easily.
(2) Timer on replacing a used or burned camp. Even a minute or two would balance things between defenders and attackers.
(3) Timer on individual players rezzing at a camp. The merry-go-round of die, rez, die, rez makes defending a keep too easy. With the bugged camps, people had to carefully consider when to counter-attack the sieging force. Now, you can simply attack at will, knowing you'll be able to immediately rez.
(4) Limiting rezzing to those who died within the radius of the camp. As things stand now (and we all do it), groups will routinely suicide to transport to a keep under attack.
Thoughts, suggestions, insults?
I disagree. The usefulness of forward camps hasn't changed with the fix. The only difference is now you no longer need to log out and log back in to see the camp on your map.
Taking a defended keep is intended to be a challenging, epic battle. In my view, the issue is not forward camps, but low population campaigns where you don't have enough strong players on your side to take a keep that is heavily defended.
Camps are as useful for those assaulting the keep as those defending. In my view, the changes you are requesting would make it harder to assault a keep, not easier. You would lose a lot of momentum in your assault if you had to rez at some distant keep, and you would lose the interest of some of the attacking players if you had to keep riding back from some distance away.
The developers have indicated they are working on a fix for the frame rate issue, which will get more people into Cyrodiil. When we have only 5 campaigns instead of 11, and guesting becomes more expensive, ideally the remaining campaigns will be more populated.
As soon as we have playable frame rates and 4 or 5 campaigns with decent population instead of just one, I believe the user experience for both assaulting and defending keeps will be significantly improved.
If there's 100 people attacking a keep there's nothing whatsoever preventing them from pounding every single wall and door to dust with siege weapons.
dbetterton_ESO wrote: »To all those telling us how easy it is to take a keep...please come over to NA Wabba and show us at Alessia (assuming you're EP or DC).