Or, they could change/remove forward camps. At this point, the entire mechanic of cutting off trans lines by sieging and taking resources is almost pointless
Common scenario:
Your group/raid wipes enemy group/raid.
Usually after a tough, fun fight...
You lost a few group members in the process.
1sec later enemy Sorc or NB sets up a camp just around the corner...
Group/raid you just wiped comes steamrolling, reformed and 100% ready to fight again.
/facepalm
There's nothing preventing you from doing the same, of course.Common scenario:
Your group/raid wipes enemy group/raid.
Usually after a tough, fun fight...
You lost a few group members in the process.
1sec later enemy Sorc or NB sets up a camp just around the corner...
Group/raid you just wiped comes steamrolling, reformed and 100% ready to fight again.
/facepalm
There's nothing preventing you from doing the same, of course.Common scenario:
Your group/raid wipes enemy group/raid.
Usually after a tough, fun fight...
You lost a few group members in the process.
1sec later enemy Sorc or NB sets up a camp just around the corner...
Group/raid you just wiped comes steamrolling, reformed and 100% ready to fight again.
/facepalm
The entire zerg? No. But a large number will. Especially when the zerg is going for a keep and is using a friendly resource to launch their attacks.fastolfv_ESO wrote: »an entire zerg that wiped will not just sit there and watch the map forever until another camp is spawned
Common scenario:
Your group/raid wipes enemy group/raid.
Usually after a tough, fun fight...
You lost a few group members in the process.
1sec later enemy Sorc or NB sets up a camp just around the corner...
Group/raid you just wiped comes steamrolling, reformed and 100% ready to fight again.
/facepalm
fastolfv_ESO wrote: »its so easy for a nb or really anyone to take out that forward camp at the right time to stop the respawns. More can be dropped yes but an entire zerg that wiped will not just sit there and watch the map forever until another camp is spawned
Agrippa_Invisus wrote: »Both "Blood Gating" (suiciding to a new location) and having to face the same team *twice* -- the second time guaranteed to have full resources -- lessens the game immensely.
Anyone coming out of a tent should have rez sickness. You can keep it so that keeps/spawn points are still rezzing without, a bonus for not needing a tent, but the tent spawns should be easily killable (commensurate to the very low AP they give).
Using a FC instead of a keep/spawn should be last resort in case you don't have the unlimited respawn source available.
xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »Both "Blood Gating" (suiciding to a new location) and having to face the same team *twice* -- the second time guaranteed to have full resources -- lessens the game immensely.
Anyone coming out of a tent should have rez sickness. You can keep it so that keeps/spawn points are still rezzing without, a bonus for not needing a tent, but the tent spawns should be easily killable (commensurate to the very low AP they give).
Using a FC instead of a keep/spawn should be last resort in case you don't have the unlimited respawn source available.
Agree Completely.
I don't know how many times my small man has wiped a group or something, and there back 30 seconds later doing the exact same thing they were doing before with no penalty.
Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »Both "Blood Gating" (suiciding to a new location) and having to face the same team *twice* -- the second time guaranteed to have full resources -- lessens the game immensely.
Anyone coming out of a tent should have rez sickness. You can keep it so that keeps/spawn points are still rezzing without, a bonus for not needing a tent, but the tent spawns should be easily killable (commensurate to the very low AP they give).
Using a FC instead of a keep/spawn should be last resort in case you don't have the unlimited respawn source available.
Agree Completely.
I don't know how many times my small man has wiped a group or something, and there back 30 seconds later doing the exact same thing they were doing before with no penalty.
Bonus, not lacking a penalty. They spend 7,200 AP and refresh stamina, magicka, and HP pools.
And if it was a close fight, the team that "won" the first battle is low on commensurate resources and has few ultis.
xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »Both "Blood Gating" (suiciding to a new location) and having to face the same team *twice* -- the second time guaranteed to have full resources -- lessens the game immensely.
Anyone coming out of a tent should have rez sickness. You can keep it so that keeps/spawn points are still rezzing without, a bonus for not needing a tent, but the tent spawns should be easily killable (commensurate to the very low AP they give).
Using a FC instead of a keep/spawn should be last resort in case you don't have the unlimited respawn source available.
Agree Completely.
I don't know how many times my small man has wiped a group or something, and there back 30 seconds later doing the exact same thing they were doing before with no penalty.
Bonus, not lacking a penalty. They spend 7,200 AP and refresh stamina, magicka, and HP pools.
And if it was a close fight, the team that "won" the first battle is low on commensurate resources and has few ultis.
yeap..
Hell to give an idea how silly FC's are..I've been running my Caster type setup on my DK occasionally, during one fight at a keep were we controlled one of AD's resources and they had their zerg there trying to get it back...I would run in Spam Frag Shield + Standard, kill a ton of people...Die... rez directly at the camp with zero penalty and run right back into the clump of people again and do the same thing..Over and Over again.
Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »Both "Blood Gating" (suiciding to a new location) and having to face the same team *twice* -- the second time guaranteed to have full resources -- lessens the game immensely.
Anyone coming out of a tent should have rez sickness. You can keep it so that keeps/spawn points are still rezzing without, a bonus for not needing a tent, but the tent spawns should be easily killable (commensurate to the very low AP they give).
Using a FC instead of a keep/spawn should be last resort in case you don't have the unlimited respawn source available.
Agree Completely.
I don't know how many times my small man has wiped a group or something, and there back 30 seconds later doing the exact same thing they were doing before with no penalty.
Bonus, not lacking a penalty. They spend 7,200 AP and refresh stamina, magicka, and HP pools.
And if it was a close fight, the team that "won" the first battle is low on commensurate resources and has few ultis.
yeap..
Hell to give an idea how silly FC's are..I've been running my Caster type setup on my DK occasionally, during one fight at a keep were we controlled one of AD's resources and they had their zerg there trying to get it back...I would run in Spam Frag Shield + Standard, kill a ton of people...Die... rez directly at the camp with zero penalty and run right back into the clump of people again and do the same thing..Over and Over again.
To think -- I remember when bugged camps were one of the biggest, most annoying issues in PVP. We never knew how good we had it until we got the camps working.
Be careful what you wish for......
xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »Both "Blood Gating" (suiciding to a new location) and having to face the same team *twice* -- the second time guaranteed to have full resources -- lessens the game immensely.
Anyone coming out of a tent should have rez sickness. You can keep it so that keeps/spawn points are still rezzing without, a bonus for not needing a tent, but the tent spawns should be easily killable (commensurate to the very low AP they give).
Using a FC instead of a keep/spawn should be last resort in case you don't have the unlimited respawn source available.
Agree Completely.
I don't know how many times my small man has wiped a group or something, and there back 30 seconds later doing the exact same thing they were doing before with no penalty.
Bonus, not lacking a penalty. They spend 7,200 AP and refresh stamina, magicka, and HP pools.
And if it was a close fight, the team that "won" the first battle is low on commensurate resources and has few ultis.
yeap..
Hell to give an idea how silly FC's are..I've been running my Caster type setup on my DK occasionally, during one fight at a keep were we controlled one of AD's resources and they had their zerg there trying to get it back...I would run in Spam Frag Shield + Standard, kill a ton of people...Die... rez directly at the camp with zero penalty and run right back into the clump of people again and do the same thing..Over and Over again.
To think -- I remember when bugged camps were one of the biggest, most annoying issues in PVP. We never knew how good we had it until we got the camps working.
Be careful what you wish for......
Well there is another problem related to not having those Camps...Keep Walls being basically just wet paper tissue in this game.
If you fix one, you have to fix the other.
Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »Both "Blood Gating" (suiciding to a new location) and having to face the same team *twice* -- the second time guaranteed to have full resources -- lessens the game immensely.
Anyone coming out of a tent should have rez sickness. You can keep it so that keeps/spawn points are still rezzing without, a bonus for not needing a tent, but the tent spawns should be easily killable (commensurate to the very low AP they give).
Using a FC instead of a keep/spawn should be last resort in case you don't have the unlimited respawn source available.
Agree Completely.
I don't know how many times my small man has wiped a group or something, and there back 30 seconds later doing the exact same thing they were doing before with no penalty.
Bonus, not lacking a penalty. They spend 7,200 AP and refresh stamina, magicka, and HP pools.
And if it was a close fight, the team that "won" the first battle is low on commensurate resources and has few ultis.
yeap..
Hell to give an idea how silly FC's are..I've been running my Caster type setup on my DK occasionally, during one fight at a keep were we controlled one of AD's resources and they had their zerg there trying to get it back...I would run in Spam Frag Shield + Standard, kill a ton of people...Die... rez directly at the camp with zero penalty and run right back into the clump of people again and do the same thing..Over and Over again.
To think -- I remember when bugged camps were one of the biggest, most annoying issues in PVP. We never knew how good we had it until we got the camps working.
Be careful what you wish for......
Well there is another problem related to not having those Camps...Keep Walls being basically just wet paper tissue in this game.
If you fix one, you have to fix the other.
Also agreed.
Keep walls should receive a massive HP buff.
And guards should be tweaked downwards (especially Archer Guards).
Even with max siege and diligent siegers, it should not take 60s to drop a keep wall. My guild has taken a keep from starburst to EP controlled in under 3 minutes on a regular basis. If there's no tent inside (and trust me, if there is I will have destroyed it), how are you supposed to respond to that?
Sometimes the owners save it.
But then we just Blood Gate to another tent and try again. You fail once and you lose a keep.
Agrippa_Invisus wrote: »Both "Blood Gating" (suiciding to a new location) and having to face the same team *twice* -- the second time guaranteed to have full resources -- lessens the game immensely.
Anyone coming out of a tent should have rez sickness. You can keep it so that keeps/spawn points are still rezzing without, a bonus for not needing a tent, but the tent spawns should be easily killable (commensurate to the very low AP they give).
Using a FC instead of a keep/spawn should be last resort in case you don't have the unlimited respawn source available.
madangrypally wrote: »1: Respawning at a Forward Camp gives the character 25% Max Health and 0% Max Stamina and Magicka. Not the full 100% restore it does now.
2: Respawning at a Forward Camp places a 10 minute cooldown on the character before the character can use another Forward Camp.
3: Make player rezzes more popular.
3a: Add in a new daily for rezzing players that gives enough gold/ap to make it worth it.
3b: Add an achievement for player rezzing with a either a title, dye, or pet.
3c: Imperial City is going to make it that alliances that do not own the Imperial city can not respawn (assuming if they own/defend a district they can respawn there). This means rezzing will become more important in the Imperial City.
4: Allow only those who die in the radius able to use the Forward Camp.
5: Adjust Keep Walls Health and make the notification at 75% instead of 50%. That gives 25% window to still port in.
6: Give roads a bonus to movement speed while traveling them. This will make it easier to travel between keeps.