ZOS_BrianWheeler wrote: »A lot of these points should also be mentioned in the new combat threads We are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.
We're still collecting data about the populations in each of the campaigns (for the US and EU)and will make the decision to introduce a 6th Campaign or convert a current campaign in the future. This will hopefully go in conjunction with the campaign buffs conversion of only getting the buffs of the Campaign you're physically in while playing in Cyrodiil.
There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
Kewljag_66_ESO wrote: »
(2) Forward Camps can ONLY be placed at resources. (maybe a designated protected spot) This would compliment the idea of a FC perfectly. You take a resource and stage your attack on the keep. People defending the keep could place one at a resource for defenders to come, but yous till have to get to the keep. Attackers could take all 3 resources and truely cut off all ports to that keep for defenders. Defenders could also send a group to take back a resource so they can lay a FC.
Pirhana Shadowblade
V12 NB Bow / DW
Alliance Rank 33
Pixysticks wrote: »Lord_Draevan wrote: »In all seriousness, the main problem is that healing AoE always goes to the lowest-health person while damage AoE hits people at random. Plus, their Immovable prevents them from being stopped, ergo Negate Magic Ultimate is useless as they'll run out in about 2 seconds. The only way to beat them is to use their tactic.Pixysticks wrote: »
5.) Uncap AOE abilities when inside Cyrodiil.
Cyrodiil isn't very fun at the moment on regular and high population campaigns.
Immovable shouldn't be in the game, period. Or if it is, it needs a 1-2 minute cooldown. An ability that makes you immune to every possible CC in the game, including silence, and can be permanently kept on, is ridiculous.
Terrible idea... eliminates the possibility of engaging in open combat on the field with forward camp support (like escorting a scroll or advancing a force to a forward position to attack at keep).Kewljag_66_ESO wrote: »
(2) Forward Camps can ONLY be placed at resources. (maybe a designated protected spot)
Great idea... I'm not keen on the way FCs are used to by-pass transitus restrictions and this suggestion would solve that problem.- one Option for that is a Resurrection-Radius 800 Meter around the resource/Forward-camp.
Terrible idea... when things get hot, you want to be able to have the last person in your group that used up the camp be able to put a replacement camp down and USE IT... not force everyone to stop combat and have to re-bind every time a new camp is dropped.- or binding on it - on a Resource-Bindstone or Bind-NPC.
- or binding on it - on a Resource-Bindstone or Bind-NPC.
Terrible idea... when things get hot, you want to be able to have the last person in your group that used up the camp be able to put a replacement camp down and USE IT... not force everyone to stop combat and have to re-bind every time a new camp is dropped.
ZOS_BrianWheeler wrote: »There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
liversledge wrote: »Love the new changes, especially adding in a campaign for non-veteran rank players. I specifically bought the game for the PvP, but because I don't have the free time that some other players have I quickly fell behind the masses and would constantly be killed by VR players every time I entered Cyrodil.
Is there a reason you cannot level your combat skills in Cyrodil, or is it just so slow that I haven't noticed?
Merlin13KAGL wrote: »liversledge wrote: »Love the new changes, especially adding in a campaign for non-veteran rank players. I specifically bought the game for the PvP, but because I don't have the free time that some other players have I quickly fell behind the masses and would constantly be killed by VR players every time I entered Cyrodil.
Is there a reason you cannot level your combat skills in Cyrodil, or is it just so slow that I haven't noticed?
@liversledge, the way Battle Leveling used to work, it wouldn't matter if you put on L50 gear, except for the attributes/set bonuses in some cases.
Armor, Spell Resist, Regen's, Damages, and Main's were all scaled to the same. Basically, if you went in with full heavy, you'd have the same AC after the buff as you would if you went in buck naked. (Why do you think so many people didn't wear clothes at one time - 0 repair bills)
As a side effect, most PvE type buff spells had zero effect. Add Bound Armor - no change. Use a skill that adds 100 health, no change.
The only time you could truly buff yourself was if you were 50 or higher on entry.
I actually remember around L47 going there and having some of my numbers go down
Your skills very much still level in Cyrodiil. Probably seems slower because it takes more to drop the enemies and longer in transit than what it does in not-Cyrodiil.
The XP's are better than what you are probably getting outside, but when you factor the added time, unless you're slaughtering other characters, it may not be the fastest way to level your skills.
Have the lowered the NPC's to 50, or are they still VR5 in the non-vet campaign? Haven't been in the new version yet.
trimsic_ESO wrote: »[*] Add friend / foe collision.
trimsic_ESO wrote: »
[*] Add a 5 pieces of heavy armor requirement for immovable
trimsic_ESO wrote: »
As suggested in an earlier thread:
- Add anti-zerg techniques to the game, mainly powerful and efficient CC techniques, so it is possible to counter the mass. People shall be strong when they stack together, but when stacking they should take huge risks.
trimsic_ESO wrote: »[*] Limit the range of respawn for the forward camps to their zone of Action
trimsic_ESO wrote: »[*] Add a 5 pieces of heavy armor requirement for immovable
[*] Immovable shall not be able to counter the negate magic zone
[*] Balance stamina with respect to magika
[*] Increase a lot the damage dealt by dual wields and 2H weapon skills, especially single target damage. They currently do less damage than the single target bow skills, which can be used safely at range...
trimsic_ESO wrote: »[*] Add friend / foe collision.
liversledge wrote: »trimsic_ESO wrote: »[*] Add friend / foe collision.
I think this would add a lot of realism to the PvP.
Wall of a keep goes down and the defenders make a human wall to prevent breach! (at which point they are seiged to death - but that's besides the point)
Lord_Draevan wrote: »Pixysticks wrote: »
Immovable shouldn't be in the game, period. Or if it is, it needs a 1-2 minute cooldown. An ability that makes you immune to every possible CC in the game, including silence, and can be permanently kept on, is ridiculous.
Or it should be only available if you're wearing 7/7 pieces of Heavy Armor. That would stop the blobbers, they'd have to sacrifice all their Light Armor magicka bonuses.
That's the whole point. Being able to suicide and repop on the opposite side of the map deep behind enemy lines is plain wrong, no matter if it's 8 people or 80.dracobains_ESO wrote: »Limiting the range of forward camps would cripple some of the attack blitzing where a small group sends some scouts down to prep a keep and then all rez there to take it. So while the complaint is using this mechanic for defensive maneuvers it would also destroy some of the offensive uses as well.