Youre kidding right.NorthernFury wrote: »
No they're not, lol.
You would still have the problem of people infinity respawing when defending/attacking a keep. Just need 1 guy to continually place forward camps while 20 other people just rush in/out to whittle down the enemy. It would also not fix the problem of people placing them in the middle of an open field balltle or off to the side.Lava_Croft wrote: »
You would still have the problem of people infinity respawing when defending/attacking a keep. Just need 1 guy to continually place forward camps while 20 other people just rush in/out to whittle down the enemy. It would also not fix the problem of people placing them in the middle of an open field balltle or off to the side.Lava_Croft wrote: »
I know Brian and them are/were looking at a way to balance them but they have gotten out of hand. Please remove them from the game forever or atleast till you find a balanced solution to them. Currently they are ruining pvp. Also makes trans lines,small groups, big groups and ganking pointless. It reduces all pvp to zerging hardcore then "hard switching with camps"
They don't need to be removed, it just needs to be set so that you can only resurrect there if you die within their radius. Thereby, no suicide-porting.
mike.gaziotisb16_ESO wrote: »They don't need to be removed, it just needs to be set so that you can only resurrect there if you die within their radius. Thereby, no suicide-porting.
I don't personally like this idea. It will lead to too much steatlh (ninja) sieging and taking of keeps. Too much PvWall by avoiding defended keeps and attacking empty ones.
Say AD try to take Drakelowe Keep, 20 of them ride there. It so happens that there are 2 EP in the keep at the time. They shout in the zone for help but if they put down a forward camp the only people who can spawn there is...them 2? The others have to ride for 5+ minutes by which time the keep will be lost.
And that doesn't apply only to the faraway keeps of Brindle, Drakelowe and Dragonclaw. It also applies to your home keeps. Can you imagine two coordinated groups attacking your base keeps to open a scroll gate and the rest of your faction which is fighting around the Imperial City keeps come to help in time?
Agrippa_Invisus wrote: »mike.gaziotisb16_ESO wrote: »They don't need to be removed, it just needs to be set so that you can only resurrect there if you die within their radius. Thereby, no suicide-porting.
I don't personally like this idea. It will lead to too much steatlh (ninja) sieging and taking of keeps. Too much PvWall by avoiding defended keeps and attacking empty ones.
Say AD try to take Drakelowe Keep, 20 of them ride there. It so happens that there are 2 EP in the keep at the time. They shout in the zone for help but if they put down a forward camp the only people who can spawn there is...them 2? The others have to ride for 5+ minutes by which time the keep will be lost.
And that doesn't apply only to the faraway keeps of Brindle, Drakelowe and Dragonclaw. It also applies to your home keeps. Can you imagine two coordinated groups attacking your base keeps to open a scroll gate and the rest of your faction which is fighting around the Imperial City keeps come to help in time?
In the Drake/Brindle/Dragon scenario you posit -- If there are 2 EP at Drake shouting a warning, shouldn't the rest of EP be able to suicide to a Gate/Keep and then use the transit system? One would assume that the two EP would have noticed the siege before the wall reached 50%.
At the same time, Zenimax may want to make it so transit doesn't cut until the outer wall falls entirely.
Agrippa_Invisus wrote: »mike.gaziotisb16_ESO wrote: »They don't need to be removed, it just needs to be set so that you can only resurrect there if you die within their radius. Thereby, no suicide-porting.
I don't personally like this idea. It will lead to too much steatlh (ninja) sieging and taking of keeps. Too much PvWall by avoiding defended keeps and attacking empty ones.
Say AD try to take Drakelowe Keep, 20 of them ride there. It so happens that there are 2 EP in the keep at the time. They shout in the zone for help but if they put down a forward camp the only people who can spawn there is...them 2? The others have to ride for 5+ minutes by which time the keep will be lost.
And that doesn't apply only to the faraway keeps of Brindle, Drakelowe and Dragonclaw. It also applies to your home keeps. Can you imagine two coordinated groups attacking your base keeps to open a scroll gate and the rest of your faction which is fighting around the Imperial City keeps come to help in time?
In the Drake/Brindle/Dragon scenario you posit -- If there are 2 EP at Drake shouting a warning, shouldn't the rest of EP be able to suicide to a Gate/Keep and then use the transit system? One would assume that the two EP would have noticed the siege before the wall reached 50%.
At the same time, Zenimax may want to make it so transit doesn't cut until the outer wall falls entirely.
Example (large swings to illustrate - obviously could be tuned down a bit):
3 resources - keep under attack at 90%, transit in stops at 0%
2 resources - keep under attack at 90%, transit in stops at 30%
1 resource - keep under attack at 70%, transit in stops at 50%
0 resources - keep under attack at 70%, transit in unavailable (as all resources are taken)
I know Brian and them are/were looking at a way to balance them but they have gotten out of hand. Please remove them from the game forever or atleast till you find a balanced solution to them. Currently they are ruining pvp. Also makes trans lines,small groups, big groups and ganking pointless. It reduces all pvp to zerging hardcore then "hard switching with camps"
Kewljag_66_ESO wrote: »I know Brian and them are/were looking at a way to balance them but they have gotten out of hand. Please remove them from the game forever or atleast till you find a balanced solution to them. Currently they are ruining pvp. Also makes trans lines,small groups, big groups and ganking pointless. It reduces all pvp to zerging hardcore then "hard switching with camps"
I didnt see this thread and made my own but i think you would really like what i say and my ideas to fix it.
http://forums.elderscrollsonline.com/discussion/126567/forward-camp-changes-ideas-to-improve-siege-warfare#latest
mike.gaziotisb16_ESO wrote: »Agrippa_Invisus wrote: »mike.gaziotisb16_ESO wrote: »They don't need to be removed, it just needs to be set so that you can only resurrect there if you die within their radius. Thereby, no suicide-porting.
I don't personally like this idea. It will lead to too much steatlh (ninja) sieging and taking of keeps. Too much PvWall by avoiding defended keeps and attacking empty ones.
Say AD try to take Drakelowe Keep, 20 of them ride there. It so happens that there are 2 EP in the keep at the time. They shout in the zone for help but if they put down a forward camp the only people who can spawn there is...them 2? The others have to ride for 5+ minutes by which time the keep will be lost.
And that doesn't apply only to the faraway keeps of Brindle, Drakelowe and Dragonclaw. It also applies to your home keeps. Can you imagine two coordinated groups attacking your base keeps to open a scroll gate and the rest of your faction which is fighting around the Imperial City keeps come to help in time?
In the Drake/Brindle/Dragon scenario you posit -- If there are 2 EP at Drake shouting a warning, shouldn't the rest of EP be able to suicide to a Gate/Keep and then use the transit system? One would assume that the two EP would have noticed the siege before the wall reached 50%.
At the same time, Zenimax may want to make it so transit doesn't cut until the outer wall falls entirely.
Evidence shows that what you propose doesn't work.
With 20 dominion/pact/covenant ballistas up before you start firing, you can take the outer walls from 100% to 0% in under 60 secs. Or below the 50% teleport threshold in under 30 secs. That leaves no reaction time as the other faction players have to
a) notice the siege
b) type something in the zone chat
c) the others have to notice it in the zone chat
d) they have to get to a wayshrine to teleport
All that takes way more than 30 secs and even with forward camps keeps are sometimes lost completely before you even have time to react. That's not healthy
If you suggest that players can TP until the outer wall is completely down or the inner wall is below 50% then all the gankers will be up in uproar as that will give them even less opportunity to cut supply lines.
The fact remains that the map is too big. If you cut the ability to teleport or use camps, people won't even bother going to defend as they will invariably arrive too late. That will lead to the PvWall scenario I described
Youre kidding right.NorthernFury wrote: »
No they're not, lol.
Forward camps are a essential part of Cyrodiil.. Removing them would be the imbalance to the game.
There really needs to be a cooldown. Say, for example, no new Forward Camp within the radius of a used-up Forward Camp for 60 seconds. No new Forward Camp within the radius of a burned-down Forward Camp for 3 minutes.