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).
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.
I simply cannot fathom what you could be doing with all those people - just standing around angrily while the defenders blow kisses over the crenelations?
Halrloprillalar wrote: »It's only a serious issue in highly pop-imbalanced campaigns, which are screwed anyhow
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.
IcyDeadPeople wrote: »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.
Prior to the patch that fixed this issue, forward camps would sometimes disappear from the map, which required logging out and logging back in so they would become visible again. Now we no longer need to do go through this annoying step.I'm not sure to understand why the "usefulness of forward camps hasn't changed with the fix". Before, we could not spawn on them because they would not appear on the map after bugging out and now we can. This is a big issue and it allows people to spawn on them repeatedly making them more useful than they used to be.
During the past week, many have been taking a break from Cyrodiil, and those who remain are often struggling to play effectively at 2-4 fps. On a high pop campaign, it's more challenging to defend keeps regardless of whether the active emperor is defending or not. Once the frame rate issue is fixed, and we have fewer campaigns, I'm hoping all five of them will be relatively high pop.Also, I understand that taking a keep is intended to be a difficult and epic process. I invite you to participate to our pvp events and see by yourself. The coordination is there and we have done the impossible to try to take Alessia during the past 7days without success. I take that the emperor is designed to be the most powerful player who can wipe entire groups. I have absolutely nothing against it.
It's true that this provides some advantage to the defenders. I think the intention here is that a larger force is required to take a defended keep.The problem is that the defenders can spawn directly next to their inner postern and run straight inside to defend their flag in a matter of seconds. Unlike the attackers who have to run from a ressource outside.
In my view, this would make it more difficult to assault keeps. You would want a 2-minute delay when your entire team has just wiped, waiting to respawn on the floor of the keep you are trying to cap?I believe that a cooldown of 2 minutes AFTER the despawn of the forward camp could help alot to fix the problem we are experiencing right now.
Great point. I agree, it seems wall repairs can be made a bit too soon after siege damage stops.Also, I would slightly increase the cooldown to repair a flagged keep &/or attribute a maximum of players who can repair at the same time.
xsorusb14_ESO wrote: »they're going up on top of the outter walls towers now.
I posted this somewhere else, but camps need an option when you place them, group, guild or open. Some people don't want the whole server to show up when they drop a camp.
IcyDeadPeople wrote: »xsorusb14_ESO wrote: »they're going up on top of the outter walls towers now.
People have been placing camps on these towers since last year on the PTS. Not a particularly great spot because it's easy to see from a distance.
jparrillab16_ESO wrote: »The biggest problem of the fowards camps is they are destroying completly the roam and the fight lines concentrating the battles arround the keeps always.
I think the foward camps need a nerf soon, to promote the roam ganks and strategy in Cyrodiil, this map is soo big to fight always close to keeps.
I dont mind the Forward Camps the way they are. However, Blood Porting should not be part of this game. If you die up North it should not be a free port to the bottom of the map or the controlled Keep of your choosing.
When you die you should be able to rez at either of your home bases or at a forward camp within one click of the death spot. Period. Death is so meaningless it is a viable form of transportation in Cyrodill.
Dbetterton (above me) says "We have spent the last 24 hours defending keeps and then suiciding to the next keep that needs help."
Suiciding (we call it bloodporting) to the next keep... What kind of *** up mechanic is that lol.
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: »Which is why I again want to salute whatever drug combination kept Luvboard's group up and functioning for 8 days.
By now I would expect you should KNOW to go look for them instantly and burn them. You have to sweep the Keep and make sure they are down and stay down. You should expect them and be countering them already. One of the first things we do when the first wall comes down is to look for the FC and burn them. If they are outside defending them and we kill them and burn there camp well then they ain't inside defending the flag.
madangrypally wrote: »Now that FCs are fixed they need to be balanced for the purpose they were intended.
madangrypally wrote: »Now that FCs are fixed they need to be balanced for the purpose they were intended.
Which is fast travel. Seriously do you want the defenders to also have to serve you cake and ice cream just before you murder them? Taking a Keep is supposed to be hard and in my opinion it's not hard enough at times.
madangrypally wrote: »madangrypally wrote: »Now that FCs are fixed they need to be balanced for the purpose they were intended.
Which is fast travel. Seriously do you want the defenders to also have to serve you cake and ice cream just before you murder them? Taking a Keep is supposed to be hard and in my opinion it's not hard enough at times.
I disagree that their purpose was fast travel.
Someone running into an enemy resource in order to rezz at a forward camp across the zone was not the design purpose of the camps.
I do agree that keeps currently need to be reworked to make them harder to take, but I dont feel forward camps are the solution. Forward camps are an issue for attackers and defenders. Its making death something to not fear since a player can be back in the battle within seconds.
Death should be something a player actively tries to avoid and in PvP the only serious consequence of a death was maybe a semi long run back. That has been taken away and there is no issue with dying since there is most likely a Forward camp close by.
Forward camps should not be allowed *inside* keeps.
That way, people have to get back through enemy lines and a good attacking force should always have people checking the resupply lines of the enemy.
It's a tactic that is being used, not an exploit and not a cheat.