I disagree. FCs are just another strategic element of the game. You don't have to use them, but if you do, and you use them right, they give you a good strategic advantage. This is no different IRL with forward bases of operation for modern military. It's logistics, dummy.
And please now with camps solving the issue of stale maps. Is this a joke? Camps literally enable stale maps. That's the whole point of asking for the removal camps. To enable fights outside of a couple of keeps that are being sieged for hours cause every can constantly rez at camps.
My solution to your problem would be to make it so you can only use forward camps offensively (as where their name comes from) and defenders should only be able to place a camp outside of a tick range of any objective. As a result, people defending would have to be very careful. No more stealth camp deploy to rez 12 players that ignore all kind of enemies and run straight inside the inner postern like if the doors could only be opened for defenders.
IMHO, a change that would make "sense" (at least for me) and solve many of the issues I have with camps myself is:
People that died BEFORE the camp was placed cannot use it... you would have to have died within the range of the camp, while the camp was already placed in order to be ablet to use it.
That would make them a strategic tool to use and not a rescue device.
And I'm completely aware that such a change will negatively impact me too, since I sometimes use them as a rescue crutch too... but I'd prefer not to have that option, so less mindful play is more difficult to pull off... that's my preference, though.
EDIT: Clarification... and I mean, by "less mindful" to something that you do just to see how it goes... "hey, lets go hit the back keeps and if we die, we'll then go take rss!" you would be able to still do it, but you just can't forget to pre place the camp before attempting it, as sometimes happens... No more "Hey, player that lived, run awat and place a camp for us! so we can keep doing this thing that is destined not to work''
IMHO, a change that would make "sense" (at least for me) and solve many of the issues I have with camps myself is:
People that died BEFORE the camp was placed cannot use it... you would have to have died within the range of the camp, while the camp was already placed in order to be ablet to use it.
That would make them a strategic tool to use and not a rescue device.
And I'm completely aware that such a change will negatively impact me too, since I sometimes use them as a rescue crutch too... but I'd prefer not to have that option, so less mindful play is more difficult to pull off... that's my preference, though.
EDIT: Clarification... and I mean, by "less mindful" to something that you do just to see how it goes... "hey, lets go hit the back keeps and if we die, we'll then go take rss!" you would be able to still do it, but you just can't forget to pre place the camp before attempting it, as sometimes happens... No more "Hey, player that lived, run awat and place a camp for us! so we can keep doing this thing that is destined not to work''
And please now with camps solving the issue of stale maps. Is this a joke? Camps literally enable stale maps. That's the whole point of asking for the removal camps. To enable fights outside of a couple of keeps that are being sieged for hours cause every can constantly rez at camps.
My solution to this problem was already mentioned in one of my post in this thread. The one you quoted. I suggest that you read carefuly a post before addressing it with a point I already gave a solution to. Here it is again.My solution to your problem would be to make it so you can only use forward camps offensively (as where their name comes from) and defenders should only be able to place a camp outside of a tick range of any objective. As a result, people defending would have to be very careful. No more stealth camp deploy to rez 12 players that ignore all kind of enemies and run straight inside the inner postern like if the doors could only be opened for defenders.
As a result, both sides would have to be careful and get only one chance when pushing out or pushing in the inner.
And please now with camps solving the issue of stale maps. Is this a joke? Camps literally enable stale maps. That's the whole point of asking for the removal camps. To enable fights outside of a couple of keeps that are being sieged for hours cause every can constantly rez at camps.
My solution to this problem was already mentioned in one of my post in this thread. The one you quoted. I suggest that you read carefuly a post before addressing it with a point I already gave a solution to. Here it is again.My solution to your problem would be to make it so you can only use forward camps offensively (as where their name comes from) and defenders should only be able to place a camp outside of a tick range of any objective. As a result, people defending would have to be very careful. No more stealth camp deploy to rez 12 players that ignore all kind of enemies and run straight inside the inner postern like if the doors could only be opened for defenders.
As a result, both sides would have to be careful and get only one chance when pushing out or pushing in the inner.
Your solution is extremely biased. You are literally taking shots at the defenders with that stealth camp to rez people thing as if attackers don't do that. In fact they actually don't. No need for stealth camps or whatever. They can just freely surround the keep with camps for everyone to rez. If anything the whole stealth camp thing is actually more balanced. At least they have to be careful where they put it which is how the whole concept of stealth camps exists in the first place.
I understand that it can look impossible to take a keep some times because of the stupid meatbags and scattershot death zones. But that's an issue with those specific siege weapons. Putting defenders in a severe disadvantage by crippling their ability to place camps while attackers can still use them freely and justifying it with "hey now u can fight people outside of the keep" isn't a solution. It's just another band aid fix "solving" one issue and creating multiple others cause the actual root of the problem still exists. And I'm not even sure about what exactly do u solve with this. You just want to give people the ability to only interrupt defence reinforcements while attackers get a free pass.
And please now with camps solving the issue of stale maps. Is this a joke? Camps literally enable stale maps. That's the whole point of asking for the removal camps. To enable fights outside of a couple of keeps that are being sieged for hours cause every can constantly rez at camps.
My solution to this problem was already mentioned in one of my post in this thread. The one you quoted. I suggest that you read carefuly a post before addressing it with a point I already gave a solution to. Here it is again.My solution to your problem would be to make it so you can only use forward camps offensively (as where their name comes from) and defenders should only be able to place a camp outside of a tick range of any objective. As a result, people defending would have to be very careful. No more stealth camp deploy to rez 12 players that ignore all kind of enemies and run straight inside the inner postern like if the doors could only be opened for defenders.
As a result, both sides would have to be careful and get only one chance when pushing out or pushing in the inner.
Your solution is extremely biased. You are literally taking shots at the defenders with that stealth camp to rez people thing as if attackers don't do that. In fact they actually don't. No need for stealth camps or whatever. They can just freely surround the keep with camps for everyone to rez. If anything the whole stealth camp thing is actually more balanced. At least they have to be careful where they put it which is how the whole concept of stealth camps exists in the first place.
I understand that it can look impossible to take a keep some times because of the stupid meatbags and scattershot death zones. But that's an issue with those specific siege weapons. Putting defenders in a severe disadvantage by crippling their ability to place camps while attackers can still use them freely and justifying it with "hey now u can fight people outside of the keep" isn't a solution. It's just another band aid fix "solving" one issue and creating multiple others cause the actual root of the problem still exists. And I'm not even sure about what exactly do u solve with this. You just want to give people the ability to only interrupt defence reinforcements while attackers get a free pass.
Ok I give up this argumentation with you.. What you say simply does not make any sense to me.
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 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 can't agree more.
I absolutely HATE camps outside of keeps defenses. I think they are fine when defending a keep, but outside of that you are spot on.
Folks on AD absolutely refuse to camp bodies or hunt that one guy from a ball zerg that got away and BAM! Zerg is back and up.
I wholeheartedly wish they would have stayed gone.
That Xv1/zerged me down whining is just the salty-about-dying MMO equivalent of virtue signalling anyway.VaranisArano wrote: »That last is why I laugh when people complain about the zerg chasing for days after one person.
Like, did they just meet you in a field and decide to chase for days?
Because if my raid is chasing one person near an objective, we're making sure you aren't getting away to set up that camp.