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https://forums.elderscrollsonline.com/en/discussion/668861

Forward camp and open field battles.

Gisgo
Gisgo
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I will be cut it short, the less i speak the better is, since my english is half broken.
Imho lowering the cost of forward camps would draw (at least some of) the battles away from the keeps and the usual keep to keep routes.
Hunting down enemy camps would become a fun activity for many soloers/smallgroups, much like hunting down AMSs (spawn points) in Planetside.
Obviously there need to be a strong limit on how many camps you can have up at one time (infinite spawn points is not what im asking for).

Discuss?
Why is the cost of camps so high anyway? Most players are buying gear instead, understandably.
  • LadyChaos
    LadyChaos
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    Right now its driving me nuts when i know team has put up camps but half of us are unable to spawn at them... even when we can see it from our death spot.

    Camp prices are a bit rich for many taste ATM... perhaps as player normalize (more max lvls with nothing else to spend AP on) even more it wont feel that way.
    VR2 Ataxia - [NA] Veteran Dominion Sorcerer [Auriel's Bow]
    PvP, PvE, Crafting, and General Shenanigans
    >:) Sorcery and Mayhem online since 1999 >:)
    Current PvP Class/Supernatural Census
  • Shadrail
    Shadrail
    AP points are not hard to get rolling in if you run with a group that listens to directions. The real problem with tents is when they bug out and don't disappear so you cannot put down a new tent.
  • dusticusub17_ESO
    The real real problem is when you put down a camp for your raid to use, and it gets expended by others not in the raid. I want a group lock on camps.
  • Shadrail
    Shadrail
    I would pay more for a group only tent
  • Azarul
    Azarul
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    The real real problem is when you put down a camp for your raid to use, and it gets expended by others not in the raid. I want a group lock on camps.

    This. I get that its a "alliance" war however, I have put so many of these down for my guild just to see 5 people instantly rez there and run off in the opposite direction. People die anywhere on the map they automatically use the camp if its there.

    I would like to see a little "fee" charged to use the camp if your not in my raid. Something small 200AP or so. This would happen automatically.
    Edited by Azarul on 7 May 2014 12:35
  • LadyChaos
    LadyChaos
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    Azarul wrote: »
    The real real problem is when you put down a camp for your raid to use, and it gets expended by others not in the raid. I want a group lock on camps.

    This. I get that its a "alliance" war however, I have put so many of these down for my guild just to see 5 people instantly rez there and run off in the opposite direction. People die anywhere on the map they automatically use the camp if its there.

    I would like to see a little "fee" charged to use the camp if your not in my raid. Something small 200AP or so. This would happen automatically.

    I don't think that's a bad idea to be honest... or at very least you get partial AP reimbursements per use.. like how u get AP back (small amount) for using a repair kit...
    VR2 Ataxia - [NA] Veteran Dominion Sorcerer [Auriel's Bow]
    PvP, PvE, Crafting, and General Shenanigans
    >:) Sorcery and Mayhem online since 1999 >:)
    Current PvP Class/Supernatural Census
  • dahl.lucas_ESO
    Shadrail wrote: »
    I would pay more for a group only tent

    holy cow, I would too. A team only camp is a great idea! Another thought I had is I wish they would have some how have a tent talent some where in the skill lines. I don't know, maybe a free tents every 4 hours or perhaps higher limit to the amount that can spawn...just some thoughts!
  • Starshadw
    Starshadw
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    The forward camp prices are FAR too high for something that is so easily destroyed. The price needs to drop by at least 50%. I'd much rather see a 2,000AP pricetag on them. Either that, or they need to be much more difficult to destroy (spawn with several nasty mage NPCs, have more health, whatever). And - much like all PvP resources - they should not degrade in health just for being deployed. Health of things like forward camps, siege engines, etc. should only degrade as they are actually used.
  • Tarwin
    Tarwin
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    Maybe they should award experience to the person that purchased the tent for everyone that pops up there? I'm not too up on how they work (except they allow you to not take 10 minutes to get back into the fight), but is there an actual limit to the number of re-spawns at the camp?
  • Starshadw
    Starshadw
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    Awarding AP for every person that uses it would be a good idea - it would allow the person making the purchase to recoup at least some of the pricetag.
  • Gisgo
    Gisgo
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    Starshadw wrote: »
    The forward camp prices are FAR too high for something that is so easily destroyed. The price needs to drop by at least 50%. I'd much rather see a 2,000AP pricetag on them. Either that, or they need to be much more difficult to destroy (spawn with several nasty mage NPCs, have more health, whatever). And - much like all PvP resources - they should not degrade in health just for being deployed. Health of things like forward camps, siege engines, etc. should only degrade as they are actually used.

    I dont even think they should degrade.
    They should either be found and destroyed or keep spawning people.

    Edited by Gisgo on 7 May 2014 16:18
  • Starshadw
    Starshadw
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    Gisgo wrote: »
    I dont even think they should degrade.
    They should either be found and destroyed or keep spawning people.

    I don't mind them putting a "max number of players that can respawn here" on them, but yes, there is nothing more frustrating than mousing over and watching the health percentage slowly tick away just because the camp (or siege engine) is deployed.

  • Gisgo
    Gisgo
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    Just look at PS2 and sunderers (basically mobile armored spawn points).
    You either hunt them down or they keep spawning enemies... this is actively taking part of the fight outside of the base (keep in our case) adding a new layer of strategy.
    The risk is having too many spawn points (that leads to chaos instead of strategy) but its easy to avoid by limiting the numbers of forward camps deployable in the radius of an enemy keep.

    TLDR why the heck are spawn points degrading over time?
    Maybe there is something i am missing.
    Edited by Gisgo on 7 May 2014 16:31
  • BADEVIL
    BADEVIL
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    @Zenimax - When this bug will be fixed?
  • Halrloprillalar
    Halrloprillalar
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    Just fix the *** bugged camps, that is all I ask.
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