That's all correct, but there usually is a defense at the border keeps, even without forward camps. And being able to launch a successful surprise attack on a keep at the back is only legit in my eyes and also quite realistic.
Here is a possible solution:
- When you die, you can only respawn to forward camps if you are in their effective area, at the "Revival shrine" you are bound at or back to the entrance wayshrines.
- You can be bound to only one revive shrine at a time.
- Add a casting time to the transitus network based on the number of "jumps" in the network. (15secs per jump would be nice)
- Keeps under attack break the transit lines after them, however
- Keeps at the edge remain linked as long as they own 1 resource.
- Keep stores have limited stocks that refill only when owning appropriate resources. (ex: lumbermill for siege engines)
- Keep store AP prices increases the lower the stocks are.
- You can no longer setup a forward camp in the courtyard of a keep.
- There is a revival shrine in the courtyard you can activate to revive in the keep.
- Revival shrines can be destroyed.
Explanations:The idea here is to add more phases and side objectives to the assault and defense of a keep.
For attackers, capturing and defending resources to prevent reinforcements, breaching the wall, breaking the revival shrine and intercept backup.
For defenders, attack resources to restore travel/buffs, defend the walls, take out enemy forward camps and siege engines
Think about CS: Counters/terrorist are initially defenders/attackers but when the bomb is planted, the roles switch.
Here there would be a lot of dynamic interaction where a group on either side will have to react to a shifting context.
The death rules and transitus casting time would mean that in order to swicth front, you'd have an opportunity cost.
The connectivity rules would add strategic behind the lines actions where attacking an outpost would cut off backup to a front. It gives roles for smaller groups as spec ops and counter spec ops.
The revival shrine guarantees that people defending a keep can keep defending it. But the keep stores would run out of resources or the defenders would run out of AP.
Effectively laying a siege and starving out the defenders.
The shrine also let guilds claim a keep and defend it by always being able to revive at it even when fighting elsewhere if they never bind to another keep.
It is a trade off to having a harder time defending elsewhere, but keeping your spot in the world.
I think that more "player ownership" of the world can only be positive.
frosth.darkomenb16_ESO wrote: »Perhaps an alternative to private forward camps could be to give them higher sustainability?
Non group members respawning on a FC give (forward_camp_price / 20 X 3)AP
frosth.darkomenb16_ESO wrote: »Perhaps an alternative to private forward camps could be to give them higher sustainability?
Non group members respawning on a FC give (forward_camp_price / 20 X 3)AP
Hmm and so with this ap bonus you will see like 20 FC in the map just to farm ap, nah, i don't think this coulda be a good solution.
Too many teleports, ppl have to move from keep to keep.
Raid FC must be an expensive privilege of coordinated and organized big guilds that maybe have the ownership of that keep.
Maybe they can make group FC, cheaper but only for 1-4 people, ideal for small groups of romaers/gankers.
there are not only zergs and trains guys, please realize that.
DontBeAfraid wrote: »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.
well i highly doubt there is much difference between EU and US.
curremtly on EU at least there is ONLY Ball-Up-Bomb Groups and Zerging.
People join Cyrodiil run to the next opposing Ressource (That is the only time ever they walk somewhere) and suicide.
Then they spawn at a one of the 1-2-3 camps near / in a keep and zergfight there for some hours until they log off.
this is NOT ENJOYABLE. not even a little bit.
Ressource Lines are absolutely meaningless. Smaller Scale Pvp is non existent.
THIS NEEDS A REWORK.
and now open your eyes and stop your fanboi talk. thank you.
frosth.darkomenb16_ESO wrote: »I understand what you are saying, but you are working under the assumption that instant travel benefits gameplay.
In a context without it, the game experience will be different, sure, but not "end pvp for a lot of people". It would perhaps allow players to have a better experience.
There is still the transitus network which is nearly instant and has meaningful mechanics.
Also, ESO is a game based a lot around immersion and it has a very well put together world. If all the fights occur watching walls crumble, players will never discover or use the landscape.
You'd miss the opportunity of giving players an awesome experience of first hearing a battle, then as you get near, start hearing the shouts and clang of weapons and, passing over the next hill,seeing the masses colide and the siege engines unending rain flying above their heads.
It is iconic, and the more casual players you are trying to "defend" would get even more hooked by that.
You also need downtime, especially in pvp games. Travel time is an excelent tool to let players socialize and rest their mind to be surprised by stumbing upon a fight.
You need lows to notice the highs.
So yeah, fast travel should be limited.
actually you are the one under assumption that fast travel benefits, i'm saying it's necessary for this style game play. Maybe this is the reason our opinions on how pvp should be...you mention the casual player wanting to run around and look at all the pretty stuff all over the place. I myself could give a crap about the looks and pretty stuff in a video game. I want the mechanics to play right so when im in heavy battle and try to do something it actually works. I want to be in a fight all the time this is what I enjoy. Not running around for 20 minutes hoping I find something.
You will never satisfy everyone in a game. The only thing that can be attempted is to balance things so both sides can come to a compromise.
frosth.darkomenb16_ESO wrote: »I understand what you are saying, but you are working under the assumption that instant travel benefits gameplay.
In a context without it, the game experience will be different, sure, but not "end pvp for a lot of people". It would perhaps allow players to have a better experience.
There is still the transitus network which is nearly instant and has meaningful mechanics.
Also, ESO is a game based a lot around immersion and it has a very well put together world. If all the fights occur watching walls crumble, players will never discover or use the landscape.
You'd miss the opportunity of giving players an awesome experience of first hearing a battle, then as you get near, start hearing the shouts and clang of weapons and, passing over the next hill,seeing the masses colide and the siege engines unending rain flying above their heads.
It is iconic, and the more casual players you are trying to "defend" would get even more hooked by that.
You also need downtime, especially in pvp games. Travel time is an excelent tool to let players socialize and rest their mind to be surprised by stumbing upon a fight.
You need lows to notice the highs.
So yeah, fast travel should be limited.
actually you are the one under assumption that fast travel benefits, i'm saying it's necessary for this style game play. Maybe this is the reason our opinions on how pvp should be...you mention the casual player wanting to run around and look at all the pretty stuff all over the place. I myself could give a crap about the looks and pretty stuff in a video game. I want the mechanics to play right so when im in heavy battle and try to do something it actually works. I want to be in a fight all the time this is what I enjoy. Not running around for 20 minutes hoping I find something.
You will never satisfy everyone in a game. The only thing that can be attempted is to balance things so both sides can come to a compromise.
DontBeAfraid wrote: »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.
well i highly doubt there is much difference between EU and US.
curremtly on EU at least there is ONLY Ball-Up-Bomb Groups and Zerging.
People join Cyrodiil run to the next opposing Ressource (That is the only time ever they walk somewhere) and suicide.
Then they spawn at a one of the 1-2-3 camps near / in a keep and zergfight there for some hours until they log off.
this is NOT ENJOYABLE. not even a little bit.
Ressource Lines are absolutely meaningless. Smaller Scale Pvp is non existent.
THIS NEEDS A REWORK.
and now open your eyes and stop your fanboi talk. thank you.
Stop my fanboi talk? lol that's funny seeing as i'm the one disagreeing with most of you. Oh and that sucks to hear how jacked up your EU server is, it's not like that at all on our campaign. Maybe this is why i don't see an issue with what is going on in pvp, because people on our campaign actually know how to play and have fun with what we have.
Every single person asking for changes to FC must not like pvping, you must be PvE'ers wanting to participate in the pvp battle. Is it because you are forced to because of the pvp bonuses you can get in PvE?
Every single person asking for changes to FC must not like pvping, you must be PvE'ers wanting to participate in the pvp battle. Is it because you are forced to because of the pvp bonuses you can get in PvE?
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!
Of course, if this is intended, then perhaps @bigzz03 is right, and PvP may not be for me. But at this time I can't believe that something which gives you a benefit for dying and is in opposition to that which was advertised, is working as intended.
Every single person asking for changes to FC must not like pvping, you must be PvE'ers wanting to participate in the pvp battle. Is it because you are forced to because of the pvp bonuses you can get in PvE?
Are you kidding me? It's PvPers that are asking for changes... it's easy mode zergers desperately wanting it to stay the same.
The issue of surprise attacks has not changed AT ALL with forward camps. That's another issue where the best fix is a mix of warning the map earlier (e.g. @ 75% wall hp) and being able to upgrade walls with more HP. At the moment it is a joke that 20 ballistas get full HP and upgraded walls down in a few minutes.
Every single person asking for changes to FC must not like pvping, you must be PvE'ers wanting to participate in the pvp battle. Is it because you are forced to because of the pvp bonuses you can get in PvE?
I hope you are new in the mmorpg world.
Cuz all what you say in your posts is totally dumbness.
The best RvR experience mmorpgs didnt need teleports, like Dark Age of Camelot, where u have to move your ass risking to encounter enemies in your path, and THATS the fun of the rvr with a map like this.
You want an ARCADE game, teleport-die-respawn-die-respawn, without penalties, and thats what people whant now in mmorpgs, they dont want any form of death punishment, A WORLD OF CAREBEARS!
And for the other guy, is not a question of "running around for 20 minutes looking how wonderful are the trees", but is more "going to castle A to B with your horse, with high risk to fight people in that path, because there are no FC random teleports everywhere" and all that people have to run for like 2 mins from a keep to keep, not 20 mins.
New generation players wanna be too much babysitted.
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!
Of course, if this is intended, then perhaps @bigzz03 is right, and PvP may not be for me. But at this time I can't believe that something which gives you a benefit for dying and is in opposition to that which was advertised, is working as intended.
It may be good actually if @ZOS_BrianWheeler were to pop in here and just clarify whether or not this is working as intended, and whether you are supposed to be able to die anywhere and res in the middle of a battle all the way across the map at a camp you are not within the range of. Then we can move on from the "is it right or not that you can do this" discussion and back to the one on improving forward camps in general.
What do you think about foward camps in Cyrodiil? Do you want it?
I would agree with this. Make the under attack flag pop when outer wall is at 95% and allow transit into the keep at least until the inner wall is under fire (does that currently disable at outer-wall 50% as well?), with the inner wall not being attackable until the outer is down. (Of course if all the resources are taken, transit is not available anyway.)
or allow transit to the keep until the inner wall is down...but yes some sort of indicator that hey this keep is under attack, crap lets hurry up and get there. Possibly even not allowing the inner wall to be damaged until the outer wall is down or under a certain %. It should not take 2 minutes or less to take down a wall of a castle.
One member does not a group make.I see a problem with group only camps. I can put my camp up with only me in my group and then how far will the next camp be able to be placed? I have no idea what the camp radius is but it's definitely open to griefing.
One member does not a group make.
I'm thinking if group camps were to exist, then there would be minimal/no restriction on a different group putting a camp somewhere near it, but a standard restriction on the same group putting a camp near it. Or, maybe group camps should be related the radius of an unrestricted faction-wide (ie, standard) camp.
I think if they do adjust forward camps, the ability to port to a keep under attack should be allowed until the attackers take out some type of teleport-enabling device.
Why does it just shut off because some outer walls are damaged? Doesn't make a lot of sense.