Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
LonePirate wrote: »Until camps are removed from game they will continue to lead to zerg blobbling, lag, and make the strategy of supply/transit lines moot.
Zerg blobbing and lag are independent of camps and occur with them. Removing camps will not put an end to either phenomena. Nor will we see much of a reduction in zerg blobbing. In fact, we might even see more of it as people who resurrect at a camp will likely wait a few moments for the allies to form a zerg rather than continue the steady stream of players into a keep siege like we see today.
Also, the supply lines reason is a weak one when confronted by reality. All sides use camps for both offensive and defensive purposes. There is no victim here that needs to be protected.
If camps are removed, one or more of these will happen.
-- Battles involving all three factions at the opposite ends of the maps (the north for AD, the southeast for DC and the southwest for EP) will be much more rare.
-- Far fewer instances of two factions teaming up against the other to take scrolls will occur. Events like this weekend's actions on Thornblade NA where DC and EP simultaneously attacked and stole both of AD's scrolls will largely be a thing of the past.
-- Diversion tactics where one faction captures and holds an enemy's gate keep but no other nearby keeps will largely vanish.
-- Scrolls will be stolen less frequently as combatants for both sides will not be able to rejoin the fight easily. If a scroll is stolen, the third alliance with focused and fully supplied forces can wait and ambush the depleted squad with the stolen scroll.
-- Nightcapping or daycapping will increase in frequency and intensity as that will be the only time some keeps or scrolls are captured. It may also be the only times an Emperor is ever crowned.
-- Those complaining about ESO being a Horse Simulator will be more vocal than ever as noticeable amounts of time will be spent on horseback rather than in siege battles.
Some people may be frustrated with them but removing them will have a negative effect on the game.
Can you give us numbers about those "suicide porting in general"?
I've played, more than I should, past 2 weeks (EP on Thorn) and I don't have the feeling this being common practice.
Also suicide with 2.2K-2.5K health isn't that easy, except if you have a known way to do it efficiently. Tell me about how to do it, just in case, you know?
effinshiddy wrote: »the only counterargument i see though is think about the first three months when FCs were broken nearly entirely. the game was FAR more spread out. you could actually get 5, 10, 20 different fights going in various numbers without the lag fest of 100v100v100 as the only thing going on. we were forced to stay more spread out and actually utilize gem stones to rez after being forced to win or go home in every fight. it made holding keeps actually worth something so you could rez somewhere. now everything is an AP grind flip fest cause we can literally rez anywhere and everywhere--and bring everyone with us.
Nox_Aeterna wrote: »To put it in few words:
When i do play PvP , i dont want to play a walking simulator. Pretty much i dont want to walk a lot more than actually fight.
This.
Those FC when used properly and wisely gives us also very dynamic keep defenses and offenses.
@Cody
Till now I was never told to do this in all the pug groups I was in. Leader always told to port to objective X, group up and leave together to reach objective Y.
Anyway.
Suicide is a common practice in MMORPG, both PVE and RvR.
mike.gaziotisb16_ESO wrote: »I don't feel any option represents me in this poll.
I don't like them the way they are but I don't want them removed either. I want some changes made to how they work.
eventide03b14a_ESO wrote: »Keep the forward camps, but limit them. Right now if I want to travel across the map I just commit suicide and I can revive at any forward camp. You should only be able to revive at forward camp that is within a certain radius to where you died. Additionally there should be a timer like 15 minutes before you can revive at a forward camp again.
So suicide porting across the map(and suicide porting in general) should be a thing of the past.
Can you give us numbers about those "suicide porting in general"?
I've played, more than I should, past 2 weeks (EP on Thorn) and I don't have the feeling this being common practice.
Also suicide with 2.2K-2.5K health isn't that easy, except if you have a known way to do it efficiently. Tell me about how to do it, just in case, you know?
I've been moving from spot to spot after teleports from linked building to move to keep offense and defense and I had plenty of company from players doing exactly what I was doing.
Ride your horse up to an enemy's resource flag and see how fast it takes you to die. This is the most common method.Can you give us numbers about those "suicide porting in general"?
I've played, more than I should, past 2 weeks (EP on Thorn) and I don't have the feeling this being common practice.
Also suicide with 2.2K-2.5K health isn't that easy, except if you have a known way to do it efficiently. Tell me about how to do it, just in case, you know?
I've been moving from spot to spot after teleports from linked building to move to keep offense and defense and I had plenty of company from players doing exactly what I was doing.
Agrippa_Invisus wrote: »This is not a fun.