Removing tents will result in a far worse game. It will make zerging worse not better.
Large groups will simply ride behind the lines and 50/50 keeps with ease.
Meanwhile most of the players will end up playing the spawn point cha cha. Where one side pushes towards the others spawn point but it takes longer and longer to get back in the fight. So then the side closer to the spawn has the advantage so they push back. With even populations this just be Zerg on zerg for hours on end.
Preventing a hundred people from instantly appearing at a keep at any location of the map at any time is in no way, shape, or form "making zerging worse not better".
Allowing people to respawn instantly 20 meters from where they just died over and over and over does indeed "make zerging worse not better".
Removing tents will result in a far worse game. It will make zerging worse not better.
Large groups will simply ride behind the lines and 50/50 keeps with ease.
Meanwhile most of the players will end up playing the spawn point cha cha. Where one side pushes towards the others spawn point but it takes longer and longer to get back in the fight. So then the side closer to the spawn has the advantage so they push back. With even populations this just be Zerg on zerg for hours on end.
Preventing a hundred people from instantly appearing at a keep at any location of the map at any time is in no way, shape, or form "making zerging worse not better".
Allowing people to respawn instantly 20 meters from where they just died over and over and over does indeed "make zerging worse not better".
Of course it does. If a zerg attacks a keep and there's no one there atm - then it's gone. With camps and a few messages in /zone you can at least try to get a bunch of randoms to defend a keep.
Preventing a hundred people from instantly appearing at a keep at any location of the map at any time is in no way, shape, or form "making zerging worse not better".
Allowing people to respawn instantly 20 meters from where they just died over and over and over does indeed "make zerging worse not better".
Preventing a hundred people from instantly appearing at a keep at any location of the map at any time is in no way, shape, or form "making zerging worse not better".
Allowing people to respawn instantly 20 meters from where they just died over and over and over does indeed "make zerging worse not better".
The problem is your solution doesn't really help either of these problems.
Large groups can simply ride behind enemy lines and knock out transit before the opposing side even knows the keep is under attack. But for the sake of argument let's say it stops this, the zerg problem is even worse. Because people won't be off behind enemy lines but at the front line with everyone else.
With fixed respawn points people will simply fight between the two closest spawn points. Just like every other game with fixed spawn points. Endless cha cha between two spawn points.
The lack of forward camp makes going anywhere else unsustainable so everybody will be at one of the cha cha lines. The only thing pulling them away would be to go sneak a backline keep. But if you prevent that through your changes the only reason to not be at the front line is gone. Effectively everybody will be at one of three fronts or running back to it.
Not sure what game you were playing then. As I recall it was, transit to the closest keep, run up to the battle line. Cha Cha back and forth. While the forums were full of people complaining that it was a horse riding simulator.
Removing FC would improve the overall player experience by alot. Ofcourse keep walls needs more HP. But it's important we get this change FAST.
Removing FC would improve the overall player experience by alot. Ofcourse keep walls needs more HP. But it's important we get this change FAST.
How is my experience in ESO, for which I pay a monthly fee to be able to play, improved by wasting time not PvP-ing when I want to PvP? How is my monthly subscription worth waiting up to an hour in the campaign queue, riding around ages, fighting couple minutes, wait some time for the debuffs some of you propose to be gone, then ride back to the fight, which by then is likely over and a new couple-min battle to be sought? I pay my subscription largely to play in Cyrodiil for PvP, not for horse simulator, not for standing around with debuffs, not for flipping keeps back and forth depending if the enemy just had the same issue of all being far away with debuffs, I pay to PvP, the longer the better.