Forward Camp

  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    You're correct on many points aside from one: It is indeed a fast travel solution.

    Maybe not for the person/group that placed the camp, but for everyone else in their faction, it is.

    If you want to "play to win" there are occasions in the game where it is preferable to suicide. These situations are comon enough that it is preferable to always leave one resources in the hand of the enemy in order to have access to death faster.

    This should NOT occur.
    We should want to fight for our lives to the bitter end, and always aim at total control of the map.
  • RedTalon
    RedTalon
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    Gank groups serve a purpose given there are only a few spots they hide.

    I can fall off a wall and run to them when I need to port to a forward camp at a keep that is under attack or to a more forward location
  • Enodoc
    Enodoc
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    Enodoc wrote: »
    Antirob wrote: »
    dbishop wrote: »
    Just go find them and torch them. It's not like you can hide them anywhere.

    You cant torch them when they are instantly used and another one is placed somewhere else to be used up again.

    There really needs to be a cooldown. Say, for example, no new Forward Camp within the radius of a used-up Forward Camp for 60 seconds. No new Forward Camp within the radius of a burned-down Forward Camp for 3 minutes.

    Cooldowns will just result in even more instant 20-man floods the moment camps are put up again making them even tougher for attackers or defenders to counter.
    Not if you can only respawn within their radius.
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  • Palindrome
    Palindrome
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    People keep talking about not being able to see a keep that is under attack or keep walls / doors being to weak....
    why not take a look at one of the things DAoC did and allow the guilds who own the keep to get guild spam anytime enemy players are in the area

    (if i remember correctly when a enemy player attacked your keep guards or walls the guild would get message in guild chat)

    Also another thing DAoC did was allow guilds to earn bounty points or Alliance Points as they are here from the guild members kills, and with those point keeps could be upgraded and fortified.
    you want stronger guards. thicker walls or doors. spend your guilds AP to upgrade your keep to have it.
    With these two options guilds were able to not only make it across the pvp zone to defend their keep without need for fast travel but also make it from pve.

    I love this game but currently it is lacking. and a GW2 clone of zerg pvp is just not fun. I understand that there are people who want that kind of thing but please also understand that there are people who do not.
    Let us play our way.
    If we want to run small gank groups and interrupt supply lines we should be able to, if we want to run a medium group and go for keeps that are lacking heavy defense we should be able to, and if we want to run in massive zerg and smash head first into another zerg at 10fps we should be able to do that as well.
    there is really no reason that we can not all have what we want with a world as large as this one.
  • Komma
    Komma
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    You will have access to smaller fights if they would make it where you can only spawn at a camp if you die in the radius. Would make defending your home keeps easier and make it harder to invade other lands. It would add many different strategies to the battle field. From cutting off supply lines, smaller fights and coordination of the forces. It needs to be this way.
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  • Pathfinder
    Pathfinder
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    Why not just get rid of the FC radius blocking all together? Or at least reduce the radius to something very very small. I am sure the reasoning was to keep from having a ring of FCs around a Keep, but I don't know if that really would affect anything. We already have camps popping up one after another anyway and right now it is doing far more harm with the status quo.
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  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
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    Antirob wrote: »
    I know Brian and them are/were looking at a way to balance them but they have gotten out of hand. Please remove them from the game forever or atleast till you find a balanced solution to them. Currently they are ruining pvp. Also makes trans lines,small groups, big groups and ganking pointless. It reduces all pvp to zerging hardcore then "hard switching with camps"

    You are 100% correct. Restricting FC's to the GROUP that placed them AND/OR restricting them to the RADIUS (ie you must be dead INSIDE THE RADIUS of the camp to use it) are two perfect solutions which should have been implemented sooner rather than later.
  • MormondPayne_EP
    MormondPayne_EP
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    Antirob wrote: »
    ***.png

    No they're not, lol.
    Youre kidding right.

    Not kidding at all. Removing forward camps would turn Cyrodiil into a yawn-fest, much like watching a soccer game, the golf channel, or grass grow.

    People would just gate-camp with their zergs

    I disagree with this entirely!!!

    Soccer is awesome.
  • JaJaLuka
    JaJaLuka
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    Enodoc wrote: »
    They don't need to be removed, it just needs to be set so that you can only resurrect there if you die within their radius. Thereby, no suicide-porting.

    I don't personally like this idea. It will lead to too much steatlh (ninja) sieging and taking of keeps. Too much PvWall by avoiding defended keeps and attacking empty ones.

    Say AD try to take Drakelowe Keep, 20 of them ride there. It so happens that there are 2 EP in the keep at the time. They shout in the zone for help but if they put down a forward camp the only people who can spawn there is...them 2? The others have to ride for 5+ minutes by which time the keep will be lost.

    And that doesn't apply only to the faraway keeps of Brindle, Drakelowe and Dragonclaw. It also applies to your home keeps. Can you imagine two coordinated groups attacking your base keeps to open a scroll gate and the rest of your faction which is fighting around the Imperial City keeps come to help in time?

    In the Drake/Brindle/Dragon scenario you posit -- If there are 2 EP at Drake shouting a warning, shouldn't the rest of EP be able to suicide to a Gate/Keep and then use the transit system? One would assume that the two EP would have noticed the siege before the wall reached 50%.

    At the same time, Zenimax may want to make it so transit doesn't cut until the outer wall falls entirely.

    Evidence shows that what you propose doesn't work.

    With 20 dominion/pact/covenant ballistas up before you start firing, you can take the outer walls from 100% to 0% in under 60 secs. Or below the 50% teleport threshold in under 30 secs. That leaves no reaction time as the other faction players have to
    a) notice the siege
    b) type something in the zone chat
    c) the others have to notice it in the zone chat
    d) they have to get to a wayshrine to teleport

    All that takes way more than 30 secs and even with forward camps keeps are sometimes lost completely before you even have time to react. That's not healthy

    If you suggest that players can TP until the outer wall is completely down or the inner wall is below 50% then all the gankers will be up in uproar as that will give them even less opportunity to cut supply lines.

    The fact remains that the map is too big. If you cut the ability to teleport or use camps, people won't even bother going to defend as they will invariably arrive too late. That will lead to the PvWall scenario I described

    -In which case the walls need to be a lot stronger
    -there needs to be two levels to the warning system, the first is the keep with the yellow around it as it is now (with porting still available), the second having that yellow turn to red (no porting).
    Obviously the stages which the keeps show an attack would need to be reconsidered for this.
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  • Dudis
    Dudis
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    Here's what i'd like to see:

    -Stronger walls, slower repairs and a better siege-warning system

    -Remove tents and make it easier for people to ress eachother (longer range, easier targetting).
    -When you do get ressed, you spawn with zero magicka/stamina and no regen for 10 seconds
    -You do however get a 5 second unvulnerability (ghost form, like after using a soulstone in PvE) so you can move to a safe position.



    So your whole zerg died? Sad day for you. You lost, run back!
    Died in the middle of the enemy zerg while going yolo? Same deal.
    Otherwise, get a ress, regroup and keep at it.


    I don't know about you, but I want some kind of consequence for killing someone or dying myself.
    Seeing the guy I just killed instantly resurrect with filled up bars 30 feet away is stupid imo.
  • jnjapexb14_ESO
    jnjapexb14_ESO
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    Don't you all recall that forward camps were essentially broken for the first 3 months of the game? PvP was fine then, even more fighting in a way as there were more open world battles with groups moving to and from keeps. It helped spread out the zergs as well. I would be fine with complete removal, as basically how it operated for the first 3 months. If keeping add in:
    1) only can rez within the camp radius
    2) increase AP cost of camps %50
    2) 2 minutes rez sickness - %50 power
    3) increase keep walls health by %50 or whatever it would take a 20 ballista sieging an undefended keep from current 4mins to 8 mins (thus allowing people to get there using transit/horse)
  • curlyqloub14_ESO
    curlyqloub14_ESO
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    Enodoc wrote: »
    They don't need to be removed, it just needs to be set so that you can only resurrect there if you die within their radius. Thereby, no suicide-porting.

    Agreed!

    Also, how about if you are the last to use the camp and it goes down, you cannot move until you place another down. :smile:

    Best suggestion ever. Period. Like, ever and ever.

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