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Suggestion: Forward Camp Fix

mechengr7
mechengr7
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Limit the distance a player can travel to a forward camp after death (i.e. those nice circles you have, those are perfect). No instant travel completely across the map (this absolutely kills all strategy and planning).

OR, remove teleporting completely in PvP. you die, you walk.

Option 2 please Zenimax. Thanks in advance.
  • frwinters_ESO
    frwinters_ESO
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    This doesnt make sense. Forward camp mechanics are fine, just fix them.

    Last night i went to res at the camp and my body moved but i was still dead. Couldnt do anything. I had to alt-F4 out, relog then poof im alive on the camp.

    Fix that.
  • mechengr7
    mechengr7
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    Porting an entire zerg across a map makes no sense for PvP like this. As stated, it kills any planning and strategy and especially kills this for smaller groups. The large group just camps 1 player at each keep. If the enemy starts to attack, they just drop a froward camp and the zerg rushes NPCs to send them to the forward camp. Once they kill off the attackers, they wait for the next signal and go to the next spot.

    My second option makes living much more important as it puts you out of the game for a few minutes as you return. And puts a lot more emphasis on in-combat revives. Think of the dynamic fights this would lead to. Now it's just zerg rush from the forward camp and last one out drops a new one. <-- this sh** is lame.
  • badmojo
    badmojo
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    I agree, if we can't revive to a far away(unconnected) keep, why can we do it with camps?

    Last night we were attacking the most northern keep, and our group leader ran off and setup a camp way down by the AD gate, where they had one of our scrolls. After we died attacking the north keep, the whole group of us revived at the scroll keep and we stole it and had it half way home before any AD showed up.

    Moving a large force across the map shouldn't be a simple as clicking on the map.(Unless you're using the shrines)
    [DC/NA]
  • Dleatherus
    Dleatherus
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    agreed - forward camp rez's should be limited to if you die within the circle

    why? because the transitus shrine mechanics are there for a purpose, as is the strategic purpose in breaking transitus travel

    we have also proposed to the dev that a similar circle be in effect around all keeps

    currently we (AD) own most of the map and for me to be able to die at a resource at black boot in the very southand rez at dragonclaw (which can NEVER be travelled to by us via transitus) all the way up north because i see a resource is under attack is ridiculous

    suicide travel to forward camps/keeps under the current system has been in large part responsible for the lack of awesome fights and struggles that used to occur at the inter-alliance gates and bridges - now you just get a scout to go ahead, pop a camp, suicide and voila - you are at your destination

    D.
    Stands in Puddles VR12 NB
    Dleatherus VR10 Templar

    Emperor Farmers, cheaters and exploiters - just like cockroaches in real life, Tamriel will never be rid of them
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