Dleatherus wrote: »I want forward camps with the following criteria:
- you can only rez at a forward camp if you died within its radius (prevents fast travel abuse)
- forward camps should come in two varieties:
- 'alliance' forward camps visible and usable by all alliance members
- 'guild' and 'group' forward camps that can only be viewed and used by guild/group members and would cost more than the alliance forward camps
a placement mechanic would need to be put in place that guild/group camps could be set up within 'alliance' camp radius to prevent abuse
D.
Agrippa_Invisus wrote: »IMO, the following caveats should be added to camps (and respawn in general) --
General -
1. Respawns in Cyrodiil should come with a 30s rez timer - you die, you're on the ground for half a minute. Only soul gem rezzes should be immediate (since there's a cost involved). You could also add an increasing timer to this to discourage spawn rushing.
2. Rez Sickness - Another 30s to 1m of weakened stats. Make it 10s in case of a soul gem rez (again, because of it costing finite resources instead of unlimited).
Forward Camps -
1. You should only be able to use it if in its radius, as others have suggested. This prevents the instant teleportation without transit.
2. A "cooldown" on using them or placing them. Destroying a forward camp should be a major part of a fight. Once its down, there should be a respite of enemies spawning right in your face. This cooldown should be between 1 to 5 minutes, inclusive.
3. Versions of the camps (with differing costs) that can be group or guild locked. I'm tired of my camps being burned up by randoms.
Dleatherus wrote: »I want forward camps with the following criteria:
- you can only rez at a forward camp if you died within its radius (prevents fast travel abuse)
- forward camps should come in two varieties:
- 'alliance' forward camps visible and usable by all alliance members
- 'guild' and 'group' forward camps that can only be viewed and used by guild/group members and would cost more than the alliance forward camps
a placement mechanic would need to be put in place that guild/group camps could be set up within 'alliance' camp radius to prevent abuse
D.
I like your ideas mate!
Currently, you get no warning of an attack until the keep is bursted and then you can't travel to it. Sure you can leave scouts everywhere but who wants to be the guy stuck in the keep being a look out?
... thats why supply lines are important, its intended that you take keeps to support your advance into their territory... if you can suicide to anywhere on the map, then supply lines mean nothing.
madangrypally wrote: »Change how FCs work.
1: Forward camps have a cooldown before a player can use them again. IE: I spawn at a forward camp then I cant use them again for short amount of time. 5 mins is short enough imo.
2: Make using a forward camp cost AP for the who uses it. IE: I die and spawn at a forward camp. I get a message it will cost 1400 AP and if I accept I rezz at it.
3: Upgrade the Roads in Cyrodil to increase movement speed by 25% while on them. That will allow players to travel from keep to keep faster and will add in some nice ambush spots.
Dleatherus wrote: »I want forward camps with the following criteria:
- you can only rez at a forward camp if you died within its radius (prevents fast travel abuse)
- forward camps should come in two varieties:
- 'alliance' forward camps visible and usable by all alliance members
- 'guild' and 'group' forward camps that can only be viewed and used by guild/group members and would cost more than the alliance forward camps
a placement mechanic would need to be put in place that guild/group camps could be set up within 'alliance' camp radius to prevent abuse
D.
ShiftControl wrote: »Dleatherus wrote: »I want forward camps with the following criteria:
- you can only rez at a forward camp if you died within its radius (prevents fast travel abuse)
- forward camps should come in two varieties:
- 'alliance' forward camps visible and usable by all alliance members
- 'guild' and 'group' forward camps that can only be viewed and used by guild/group members and would cost more than the alliance forward camps
a placement mechanic would need to be put in place that guild/group camps could be set up within 'alliance' camp radius to prevent abuse
D.
So one blue, red and yellow will rez at the camp @ the same time, it will be no running back to the keep to defend or attack its genius idea.
Then I show up and burn it, screwing up my ppl and all my enemies as well awesome.
Or maybe not, because we didn't need that camp anyway, none of you came back from that camp to attack either to defend anyway.
Oh I forget we will announce seize fire for the time being you ppl rez and run back to attack or defend, I never thought about it, this is awesome.
In addition simple any1 should be able to re spawn @ any alliance starting zone as well if you die within its range.
It feels like this folks being outsmarted by some camps in Cyrodill, and they want revenge.
Riding game simulator? It's hardly any time at all to go from two connecting keeps. Let's be real it's all about how instant it can be.
There would be no calls of FCs are a must if there were no FCs to begin with.
If they need to buff horse speed to make people happier then do that instead.
Riding game simulator? It's hardly any time at all to go from two connecting keeps. Let's be real it's all about how instant it can be.
There would be no calls of FCs are a must if there were no FCs to begin with.
If they need to buff horse speed to make people happier then do that instead.
No, you be real...
Or have you already forgotten what is was like when you where noob?
It take ages for a new player to move around without Rapid Manoeuvre and apple feed mounts. Than you always get ambushed and killed before reaching the keep. It's a 50/50 risk. So respawn and do it all over again when you have a 16 speed mount, much fun.
I would probably stop PvP'ing all together if they removed forward camps. That's how much I like riding simulators and getting murdered while mounted.
Riding game simulator? It's hardly any time at all to go from two connecting keeps. Let's be real it's all about how instant it can be.
There would be no calls of FCs are a must if there were no FCs to begin with.
If they need to buff horse speed to make people happier then do that instead.
No, you be real...
Or have you already forgotten what is was like when you where noob?
It take ages for a new player to move around without Rapid Manoeuvre and apple feed mounts. Than you always get ambushed and killed before reaching the keep. It's a 50/50 risk. So respawn and do it all over again when you have a 16 speed mount, much fun.
I would probably stop PvP'ing all together if they removed forward camps. That's how much I like riding simulators and getting murdered while mounted.
I do remember what it was like earlier on before this FC madness. A much better game (especially when you factor in the server lag/crashes and fps issues weren't existent yet)!
Heaven forbid players be forced to learn and adapt to any conditions outside of:
Step 1: Suicide on closest enemy guards
Step 2: Teleport to forward camp at friendly zerg
Step 3: Follow zerg into death
Step 4: Return to step 2.
shanersimms_ESO wrote: »Riding game simulator? It's hardly any time at all to go from two connecting keeps. Let's be real it's all about how instant it can be.
There would be no calls of FCs are a must if there were no FCs to begin with.
If they need to buff horse speed to make people happier then do that instead.
No, you be real...
Or have you already forgotten what is was like when you where noob?
It take ages for a new player to move around without Rapid Manoeuvre and apple feed mounts. Than you always get ambushed and killed before reaching the keep. It's a 50/50 risk. So respawn and do it all over again when you have a 16 speed mount, much fun.
I would probably stop PvP'ing all together if they removed forward camps. That's how much I like riding simulators and getting murdered while mounted.
I do remember what it was like earlier on before this FC madness. A much better game (especially when you factor in the server lag/crashes and fps issues weren't existent yet)!
Heaven forbid players be forced to learn and adapt to any conditions outside of:
Step 1: Suicide on closest enemy guards
Step 2: Teleport to forward camp at friendly zerg
Step 3: Follow zerg into death
Step 4: Return to step 2.
This doesn't address any of that guy's fine rebuttals....
Edit: typo
Dleatherus wrote: »I want forward camps with the following criteria:
- you can only rez at a forward camp if you died within its radius (prevents fast travel abuse)
- forward camps should come in two varieties:
- 'alliance' forward camps visible and usable by all alliance members
- 'guild' and 'group' forward camps that can only be viewed and used by guild/group members and would cost more than the alliance forward camps
a placement mechanic would need to be put in place that guild/group camps could be set up within 'alliance' camp radius to prevent abuse
D.
rez sickness would remove the effectiveness of freshly respawned toons, fixing the forward camp issue imo
What? I assumed that was already the case... why else do Forward Camps have a range/radius at all?Dleatherus wrote: »D.
- you can only rez at a forward camp if you died within its radius (prevents fast travel abuse)
They are necessary and they help you get back to the keep faster so your alliance doesn't lose it, or if they do lose it then at least you're team put up more of a fight.
You can't defend or take a keep from the other side of the map.