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Forward camps

  • thedude33
    thedude33
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    JamilaRaj wrote: »
    red_emu wrote: »
    Because you love to ride for 15 minutes to get back into the battle? Like it or not, forward camps are more about QOL thing than strategy. Cyrodiil is big enough with huge empty spaces (how many of us actually explored anything apart from riding in straight line from keep to keep?). Taking the camps away would hinder the flow of gameplay. Personally, if I have to horse ride more than one keep distance to get back into the battle I usually just don't. By the time you get back to the keep, it's flipped.

    And that is exactly how it should be; players fight, those who die are out and those who do not win, either flip a keep or repair.
    red_emu wrote: »
    Camps also have cooldowns and can be easily destroyed. I'd actually buff them a bit in terms of range and placement.

    And also easily replaced. The moment camps come into play, a siege becomes plain war of attrition.

    PS: you only ride 15 minutes back into the battle in case you ride from e.g. Rayles to Drakelowe; time to travel from one keep to the next closest is less than 2 minutes.

    Funny, that's exactly what a siege is, and was.
  • Shardaxx
    Shardaxx
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    First thing you do after breaching outer wall/door is seek out and destroy enemy camps.
    IF your group is not doing that you deserve what you get.
    True and its usually me who finds them but that involves scouting around inside the keep and checking just outside all of the walls, which is about as boring as riding between keeps which is one of the complaints here about removing them. One boring activity has just been replaced by another.

    But the real problem with camps is not the defenders using them, which as you say are easily found and burned, its the attackers using them to continually recycle their troops charging through the breach. Camps can and often are placed out of view from the walls, so finding them is both hazardous and time consuming. Meanwhile the attackers have a huge advantage, being able to attack continuously until they take the keep. Assuming they can breach the outer wall, which is pretty easy, the camps swing battles hugely in favour of the attackers.
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  • VaranisArano
    VaranisArano
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    Shardaxx wrote: »
    First thing you do after breaching outer wall/door is seek out and destroy enemy camps.
    IF your group is not doing that you deserve what you get.
    True and its usually me who finds them but that involves scouting around inside the keep and checking just outside all of the walls, which is about as boring as riding between keeps which is one of the complaints here about removing them. One boring activity has just been replaced by another.

    But the real problem with camps is not the defenders using them, which as you say are easily found and burned, its the attackers using them to continually recycle their troops charging through the breach. Camps can and often are placed out of view from the walls, so finding them is both hazardous and time consuming. Meanwhile the attackers have a huge advantage, being able to attack continuously until they take the keep. Assuming they can breach the outer wall, which is pretty easy, the camps swing battles hugely in favour of the attackers.

    Edited: Never mind, I misread.

    I agree that the attackers benefit from camps just as much as the defenders.
    Edited by VaranisArano on 3 March 2018 20:35
  • Sandman929
    Sandman929
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    The battle between people who want a little more realism to attack/defend mechanics versus the people who want constant action-rpg fighting rages on.
  • BaylorCorvette
    BaylorCorvette
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    Keep camps. They do have a cool down timer after all. It's not like you can keep respawning instantly. From playing in Cyrodiil for two years, it's easier to take a keep than to defend it, IMO.
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