Joy_Division wrote: »Forward Camps are one of the few things ZOS actually improved and got right.
I remember the original camps... Could spawn from anywhere.
Anyway, what about the new recall stones? I suppose you don't approve of those either?
VaranisArano wrote: »
They allow people to Insta-port to any keep that's not flagged, like a blood port without dying. If you PVP a lot, yeah, they're pretty easy to acquire.
I know, there are going to be some people who come in here and say "Without them this is Horse simulator online!!!" ...Which i say false, without them..This is Large Scale PvP online...and in that game if you die...You might have to ride back to the fight if you can't get a res..Which is how its suppose to work...you want to instantly get back into the fight...play BGs or run around in IC.
Forward Camps themselves are basically an instant aoe rez...available to everyone every 5 minutes. You fight a Zerg Guild and you kill 23 out of 24 people..Guess what..They all get Rezzed to full health and no penalty what so ever.
You have things like this that were added to previous games like DAOC (there ya go Joy) and quickly removed because they learned the same thing...that AOE rez is powerful..and you shouldn't give it to everyone in a Zerg.
leepalmer95 wrote: »I know, there are going to be some people who come in here and say "Without them this is Horse simulator online!!!" ...Which i say false, without them..This is Large Scale PvP online...and in that game if you die...You might have to ride back to the fight if you can't get a res..Which is how its suppose to work...you want to instantly get back into the fight...play BGs or run around in IC.
Forward Camps themselves are basically an instant aoe rez...available to everyone every 5 minutes. You fight a Zerg Guild and you kill 23 out of 24 people..Guess what..They all get Rezzed to full health and no penalty what so ever.
You have things like this that were added to previous games like DAOC (there ya go Joy) and quickly removed because they learned the same thing...that AOE rez is powerful..and you shouldn't give it to everyone in a Zerg.
I agree they kind of negate the point of killing a group.
Previously you used to flag keeps and if anyone of the defending made a mistake and died in enemy lines they had to ride back which actually have attackers number advantage etc..
Now everyone just respawns.
You wipe a group? Someone will put a camp up and it's pointless.
Camps is just another tool that removes consequences from the game.
There are probably a lot of current players who didn't play during the period when Forward Camps were removed.
Forward Camps were part of the game at launch and removed during 1.5 until 2.3 -- approximately 15 months off the top of my head.
The removal of camps changed gameplay in countless ways. In particular, players were forced to make intelligent choices about engagements. Objective fights didn't drag on and victories were decisive.
In today's game, groups aren't punished for bad decisions like they were then. Running deep in enemy territory took much more skill and focus. There was less of an 'omglol' mentality when making mistakes. Groups couldn't just kite indefinitely by dropping camps gratuitously. Good groups couldn't afford to carry bad players as easily.
IMO, players were less concentrated without FCs for multiple reasons. A defeated player or group was forced to respawn at the nearest unflagged friendly objective. From there, they may have chosen to fight somewhere else.
Tick quagmires were rare. In today's game, objective fights drag on for so long that very large dticks often accumulate. Tick quagmires feed themselves by drawing players from across the map, increasing lag for everyone. Some groups simply can't resist joining an already painfully laggy fight because of this.
The best part of the game without FCs were the lanes connecting a flagged objective to the closest respawn objectives because they were always alive with activity. These were ideal locations for solo players and small groups to fight.
thankyourat wrote: »Players would die and have to run back to the keep meaning there were a lot more small scrimmages in open fields and that's what's missing from eso right now. It's basically just 60v60 keep fights right now. And even though forward camps are popular I feel this won't change until they are removed
There are probably a lot of current players who didn't play during the period when Forward Camps were removed.
In today's game, groups aren't punished for bad decisions like they were then. Running deep in enemy territory took much more skill and focus. There was less of an 'omglol' mentality when making mistakes. Groups couldn't just kite indefinitely by dropping camps gratuitously. Good groups couldn't afford to carry bad players as easily.
thankyourat wrote: »Players would die and have to run back to the keep meaning there were a lot more small scrimmages in open fields and that's what's missing from eso right now. It's basically just 60v60 keep fights right now. And even though forward camps are popular I feel this won't change until they are removed
Have you played when forward camps were removed? The most typical scenario happening on a daily basis would be a huge crossword on top of Alessia Bridge, Chal milegate and sometimes Nikel milegate. Stale fights happening for hours with a side winning from time to time and pushing to the next objective until they get wiped for being too far away from the spawn.
I am not sure exactly where the removal of forward camps is supposed to favor small scrimmages in open fields. Unless what you mean by that is to gank people riding back to the bridge or milegates? Could you elaborate more?There are probably a lot of current players who didn't play during the period when Forward Camps were removed.
In today's game, groups aren't punished for bad decisions like they were then. Running deep in enemy territory took much more skill and focus. There was less of an 'omglol' mentality when making mistakes. Groups couldn't just kite indefinitely by dropping camps gratuitously. Good groups couldn't afford to carry bad players as easily.
Without forward camps, we would barely see anybody taking the decision to push deep in enemy territory to spread out the fight. Only on super rare occasions and from very specific groups we would see such events happening.
With offensive camps, it allows and encourages people to fight at different places, out of the emp ring.
I disagree entirely about groups not being punished enough when they do an effort to fight by themselves far away from their faction and any spawn point other than a camp. The problem is when people are able sneak camps while defending a keep, avoiding all kind of fights and running straight inside the inner postern to reinforce. A "Forward camp" used defensively. This tactic allows the fight to last forever and does not punish anybody resing at the camp. Those people can just safely wait inside with a massive amount of sieges until they are off cooldown to try another mindless push outside.
Without forward camps, we would barely see anybody taking the decision to push deep in enemy territory to spread out the fight. Only on super rare occasions and from very specific groups we would see such events happening.
Without forward camps, we would barely see anybody taking the decision to push deep in enemy territory to spread out the fight. Only on super rare occasions and from very specific groups we would see such events happening.
We know that's not true because we played without Forward Camps for more than a year and groups of all sizes pushed as deep as they do today. Except then, they did so for a fight rather than an otick. 2.2 had a far more active map than 4.1 does.