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.
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.
While i am not a fan of forward camps, they are a neccessary evil as long as the game suffers from what i call 'cardboard keeps' syndrome.
Basically, when a sizable force arrives at an undefended keep and starts sieging it, by the time the keep shows as under attack, it will be too late to save it unless there is a camp nearby.
Currently the time to take down a keep wall from 50%(when the keep announces it is under attack on map) to zero is measured in seconds.
If there were no forward camps, there would be no castle sieges - only castle trading of undefended structures.
It can't be right though that you can go die anywhere* and res in the middle of a battle all the way across the map that you were not previously part of. I hesitate to call it such, but to me, that is an exploit of death, and something that is therefore not working. There should be no benefits gained from dying, and fast-travel to a battle you want to join is a benefit.andrewb14_ESO45 wrote: »Not every player has time to spend their entire life in Cyrodil riding across the map on horse through teams of gankers. The gank groups are the only people removing this benefits.
Some of us only have a few nights per hour to play and just want to hop into pvp and get straight to the action. The restrictions on porting in cyrodil are enough as is.
Fix the zone crashes, bugged perma root, bugged skills and leave the stuff that is working alone.
@bigzz03 so are you saying that the bug by which you can port to any forward camp, anywhere, on death, rather than just one you are in range of (which I believe is why FCs have ranges), shoud not be fixed?
@bigzz03 so are you saying that the bug by which you can port to any forward camp, anywhere, on death, rather than just one you are in range of (which I believe is why FCs have ranges), shoud not be fixed?
The "bug"? Again, why is it that every single time something doesn't work the way you want it to, it's a bug or an exploit or some other <insert random complaint here>?
@bigzz03 so are you saying that the bug by which you can port to any forward camp, anywhere, on death, rather than just one you are in range of (which I believe is why FCs have ranges), shoud not be fixed?
The "bug"? Again, why is it that every single time something doesn't work the way you want it to, it's a bug or an exploit or some other <insert random complaint here>?
As I say above,
It can't be intended that you can go die anywhere* and res in the middle of a battle all the way across the map that you were not previously part of. I hesitate to call it such, but to me, that is an exploit of death, and something that is therefore not working. There should be no benefits gained from dying, and fast-travel to a battle you want to join is a benefit.
* As long as you die to a player
@bigzz03 so are you saying that the bug by which you can port to any forward camp, anywhere, on death, rather than just one you are in range of (which I believe is why FCs have ranges), shoud not be fixed?
The "bug"? Again, why is it that every single time something doesn't work the way you want it to, it's a bug or an exploit or some other <insert random complaint here>?
As I say above,
It can't be intended that you can go die anywhere* and res in the middle of a battle all the way across the map that you were not previously part of. I hesitate to call it such, but to me, that is an exploit of death, and something that is therefore not working. There should be no benefits gained from dying, and fast-travel to a battle you want to join is a benefit.
* As long as you die to a player
Sounds to me like PvP'ing in this game is not for you.
For failing? lol have you played this game? do you not understand the fact that the dmg output vs the health/armor in this game is way unbalanced?
For failing? lol have you played this game? do you not understand the fact that the dmg output vs the health/armor in this game is way unbalanced?
Agrippa_Invisus wrote: »For failing? lol have you played this game? do you not understand the fact that the dmg output vs the health/armor in this game is way unbalanced?
How does that have anything to do with someone intentionally suiciding to a player or guards and then getting a free teleport out of it?
frosth.darkomenb16_ESO wrote: »For failing? lol have you played this game? do you not understand the fact that the dmg output vs the health/armor in this game is way unbalanced?
Have you?
The time to kill in this game is extremely long even compared to other mmos.
The only way you'd get killed quickly is if you were not paying attention at all.
And even if this wasn't the case, losing is still a failure.
Whether PvP is for me or not is irrelevant. Forward camps were advertised as a way to get back into a battle when you die in that battle, not to join a battle from the other side of the map. That's what the Transitus Network is for.@bigzz03 so are you saying that the bug by which you can port to any forward camp, anywhere, on death, rather than just one you are in range of (which I believe is why FCs have ranges), shoud not be fixed?
The "bug"? Again, why is it that every single time something doesn't work the way you want it to, it's a bug or an exploit or some other <insert random complaint here>?
As I say above,
It can't be intended that you can go die anywhere* and res in the middle of a battle all the way across the map that you were not previously part of. I hesitate to call it such, but to me, that is an exploit of death, and something that is therefore not working. There should be no benefits gained from dying, and fast-travel to a battle you want to join is a benefit.
* As long as you die to a player
Sounds to me like PvP'ing in this game is not for you.
Whether PvP is for me or not is irrelevant. Forward camps were advertised as a way to get back into a battle when you die in that battle, not to join a battle from the other side of the map. That's what the Transitus Network is for.@bigzz03 so are you saying that the bug by which you can port to any forward camp, anywhere, on death, rather than just one you are in range of (which I believe is why FCs have ranges), shoud not be fixed?
The "bug"? Again, why is it that every single time something doesn't work the way you want it to, it's a bug or an exploit or some other <insert random complaint here>?
As I say above,
It can't be intended that you can go die anywhere* and res in the middle of a battle all the way across the map that you were not previously part of. I hesitate to call it such, but to me, that is an exploit of death, and something that is therefore not working. There should be no benefits gained from dying, and fast-travel to a battle you want to join is a benefit.
* As long as you die to a player
Sounds to me like PvP'ing in this game is not for you.
DontBeAfraid wrote: »Whether PvP is for me or not is irrelevant. Forward camps were advertised as a way to get back into a battle when you die in that battle, not to join a battle from the other side of the map. That's what the Transitus Network is for.@bigzz03 so are you saying that the bug by which you can port to any forward camp, anywhere, on death, rather than just one you are in range of (which I believe is why FCs have ranges), shoud not be fixed?
The "bug"? Again, why is it that every single time something doesn't work the way you want it to, it's a bug or an exploit or some other <insert random complaint here>?
As I say above,
It can't be intended that you can go die anywhere* and res in the middle of a battle all the way across the map that you were not previously part of. I hesitate to call it such, but to me, that is an exploit of death, and something that is therefore not working. There should be no benefits gained from dying, and fast-travel to a battle you want to join is a benefit.
* As long as you die to a player
Sounds to me like PvP'ing in this game is not for you.
atleast someone understands it.. u got my agree vote!
ya know. With as long as some of these things have been going on you would think ZoS would at least comment on some of these big issues to let us know if in fact they are as intended or not, and if they are working/looking at different options. Anything spoke on the forums like this is all hearsay and doesn't mean anything until ZoS speaks up or makes a change.
I can tell you though, if FC are changed to where you can't use them as they currently stand, pvp is going to slow way down.
If there are going to be changes to FC there are a lot of other mechanics in pvp that will need to change with it not after it.
As i mentioned before, the only change that should happen is guild/group FC at a higher cost. I could get into all the other changes that could happen with them and other changes that would effect that, but im already gettin behind on my work and need to get back to it :P
DontBeAfraid wrote: »ya know. With as long as some of these things have been going on you would think ZoS would at least comment on some of these big issues to let us know if in fact they are as intended or not, and if they are working/looking at different options. Anything spoke on the forums like this is all hearsay and doesn't mean anything until ZoS speaks up or makes a change.
I can tell you though, if FC are changed to where you can't use them as they currently stand, pvp is going to slow way down.
If there are going to be changes to FC there are a lot of other mechanics in pvp that will need to change with it not after it.
As i mentioned before, the only change that should happen is guild/group FC at a higher cost. I could get into all the other changes that could happen with them and other changes that would effect that, but im already gettin behind on my work and need to get back to it :P
just to say it simple:
when the FCs were bugged (from beta till .. 4-5 weeks ago?) PvP in Cyrodiil was working fine and all tactics you know today were already existent.
only difference is - pvp was way more fun compared to todays zerg-only-fest.
frosth.darkomenb16_ESO wrote: »For failing? lol have you played this game? do you not understand the fact that the dmg output vs the health/armor in this game is way unbalanced?
Have you?
The time to kill in this game is extremely long even compared to other mmos.
The only way you'd get killed quickly is if you were not paying attention at all.
And even if this wasn't the case, losing is still a failure.
The time to kill in this game is extremely long?...Sir, if you would please enlighten me with your class and build I can give you some pointers to help you kill people faster. I play a dk, nb, and sorc and each of these classes can take down most people I run into within 10 seconds.
If you are referring to zerg on zerg, then yes...it is long and this is because of camps. If camps did not exist those fights would be way too fast to even be considered fun.
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »For failing? lol have you played this game? do you not understand the fact that the dmg output vs the health/armor in this game is way unbalanced?
Have you?
The time to kill in this game is extremely long even compared to other mmos.
The only way you'd get killed quickly is if you were not paying attention at all.
And even if this wasn't the case, losing is still a failure.
The time to kill in this game is extremely long?...Sir, if you would please enlighten me with your class and build I can give you some pointers to help you kill people faster. I play a dk, nb, and sorc and each of these classes can take down most people I run into within 10 seconds.
If you are referring to zerg on zerg, then yes...it is long and this is because of camps. If camps did not exist those fights would be way too fast to even be considered fun.
I guess it's a matter of personal experience, but 10 seconds to kill is extremely long to me. I have played full loot open world PvP games with the longest fights being 10 seconds.
And as for zerg on zerg, I'd want them to be more meaningful, but that's not the discussion at hands here.
The point about forward camps is that if they don't have a max range, they are a method of fast travel rewarding failure.
And that's not the only problem, it also means destablilizing troop commitment.
For instance, if there is one skirmish won on one front, and a forward camp open on another one, part of the losers will leave the front without having to make an effort.
The result is that the previously winning force will now have even more of an advantage and in the end no one gets to have fun.
The winners have no challenge, the losers get frustrated and resentful against their own allies.
I commented here, or in another thread, about how I'd like to have the transitus network take up a more important role to encourage strategic play.
For instance, by having keep merchants have limited stocks requiring resources to be owned, and getting depleted when cut off.
Preventing forward camps to be placed in keeps but having a revival shrine players have to bind to.
In the end, even if the keep is cut of, people at the fight could still respawn there and forward camp with a range would be mainlyan offensive tool rather than a defensive one.
Resulting in more meaningful and interesting fights.
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)
D.
DontBeAfraid wrote: »ya know. With as long as some of these things have been going on you would think ZoS would at least comment on some of these big issues to let us know if in fact they are as intended or not, and if they are working/looking at different options. Anything spoke on the forums like this is all hearsay and doesn't mean anything until ZoS speaks up or makes a change.
I can tell you though, if FC are changed to where you can't use them as they currently stand, pvp is going to slow way down.
If there are going to be changes to FC there are a lot of other mechanics in pvp that will need to change with it not after it.
As i mentioned before, the only change that should happen is guild/group FC at a higher cost. I could get into all the other changes that could happen with them and other changes that would effect that, but im already gettin behind on my work and need to get back to it :P
just to say it simple:
when the FCs were bugged (from beta till .. 4-5 weeks ago?) PvP in Cyrodiil was working fine and all tactics you know today were already existent.
only difference is - pvp was way more fun compared to todays zerg-only-fest.
yeah im aware of the bugged out camps. I was there during beta and at launch, and no Cyrodiil was not working fine, and not all tactics I know today were already existent. Maybe things are different over on the EU server, but on the campaign I play it isn't just "zerg-only-fest". There are actual guild groups that are organized and setup different tactics and try to out smart the other alliance.
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »For failing? lol have you played this game? do you not understand the fact that the dmg output vs the health/armor in this game is way unbalanced?
Have you?
The time to kill in this game is extremely long even compared to other mmos.
The only way you'd get killed quickly is if you were not paying attention at all.
And even if this wasn't the case, losing is still a failure.
The time to kill in this game is extremely long?...Sir, if you would please enlighten me with your class and build I can give you some pointers to help you kill people faster. I play a dk, nb, and sorc and each of these classes can take down most people I run into within 10 seconds.
If you are referring to zerg on zerg, then yes...it is long and this is because of camps. If camps did not exist those fights would be way too fast to even be considered fun.
I guess it's a matter of personal experience, but 10 seconds to kill is extremely long to me. I have played full loot open world PvP games with the longest fights being 10 seconds.
And as for zerg on zerg, I'd want them to be more meaningful, but that's not the discussion at hands here.
The point about forward camps is that if they don't have a max range, they are a method of fast travel rewarding failure.
And that's not the only problem, it also means destablilizing troop commitment.
For instance, if there is one skirmish won on one front, and a forward camp open on another one, part of the losers will leave the front without having to make an effort.
The result is that the previously winning force will now have even more of an advantage and in the end no one gets to have fun.
The winners have no challenge, the losers get frustrated and resentful against their own allies.
I commented here, or in another thread, about how I'd like to have the transitus network take up a more important role to encourage strategic play.
For instance, by having keep merchants have limited stocks requiring resources to be owned, and getting depleted when cut off.
Preventing forward camps to be placed in keeps but having a revival shrine players have to bind to.
In the end, even if the keep is cut of, people at the fight could still respawn there and forward camp with a range would be mainlyan offensive tool rather than a defensive one.
Resulting in more meaningful and interesting fights.
As i mentioned earlier, yes there could be changes made, but there are a lot of other things that play into changing camps. if they just go out and make changes to camps it's going to end pvp for a lot of people. I guess maybe the campaign that I play on hasn't really had a lot of the issues that have been discussed here, and maybe that is why im against changing them. Historically, ZoS has made really bad decisions when it came to changing/nerfing something and I don't want that to happen to pvp since it's the main reason I even came to this game. They already pissed me off with adding a bunch of NPC's that I now have to deal with while pvping. Then that wasn't enough so they added more and made them do more dmg than any player in the game, but that's for another discussion.