WarrioroftheWind_ESO wrote: »You know how if you do a pve quest, and you're helping the faction troops that they set up emergency medical camps in anything from stables to inns to barns to ruined towers? Why not have a option that if you capture a resource you can spend points to purchase the services of a healer and set up a rez camp either in a nearby shed or the tower itself. It can have infinite spawns as long as the faction controls it and the healer OR until the tower is sieged down.
And it is entirely possible to level a resource tower. All it takes is 3-4 sieges. This would force either/both the assaulting faction to assign defense to alert to any treat to the forward base and the defending faction to send a squad out to weaken the tower or gank reinforcements. THis would have to have a set range too. Say you can only respawn at the nearest controlled camp, not all the way in timbuktu. Cyro is supposed to punish travel, you're supposed to have a progression path. If youlose your camp and thus the keep, tough cookies. Ride back from your nearest keep.
darkdruidssb14_ESO wrote: »Resources and what they mean on the field
I think we can change resources to be spawn-able. That’s right. If you take a resource from the enemy then that resource becomes a spawn point UNTIL it’s taken by another faction. This will allow for attackers to have up to 3 spawn points outside of a keep they are attacking. This will also defuse zergs on both sides. Attackers will want to defend their resources so they can keep spawning at it and defenders will have to recap the resource to stop attackers from spawning.
I like placing more importance on resources. I feel like right now they are just a staging area for FCs.
I'm not too keen on the unlimited respawn though. Maybe so many respawns in a given time or something? I just feel that there needs to be more impact on both attacking and defending. A quick fix might be to just make FC more expensive. That would take down the number of troll camps, another problem with the current method of camps.
To be fair, there's often no other action to be found because of tents.WarrioroftheWind_ESO wrote: »People keep arguing for smaller-scale pvp, but few are willing to actually DO it, instead preferring the follow the zerg mentality.
WarrioroftheWind_ESO wrote: »People keep arguing for smaller-scale pvp, but few are willing to actually DO it, instead preferring the follow the zerg mentality.
You know how if you do a pve quest, and you're helping the faction troops that they set up emergency medical camps in anything from stables to inns to barns to ruined towers? Why not have a option that if you capture a resource you can spend points to purchase the services of a healer and set up a rez camp either in a nearby shed or the tower itself. It can have infinite spawns as long as the faction controls it and the healer OR until the tower is sieged down.
And it is entirely possible to level a resource tower. All it takes is 3-4 sieges. This would force either/both the assaulting faction to assign defense to alert to any treat to the forward base and the defending faction to send a squad out to weaken the tower or gank reinforcements. THis would have to have a set range too. Say you can only respawn at the nearest controlled camp, not all the way in timbuktu. Cyro is supposed to punish travel, you're supposed to have a progression path. If youlose your camp and thus the keep, tough cookies. Ride back from your nearest keep.
Bloating the price of camps or making restrictions will make minimal difference. ZOS can't keep slapping trolls and xploiters on the wrist, nor can they keep straddling the fence when it comes to skirting already existing restrictions.
To be fair, there's often no other action to be found because of tents.WarrioroftheWind_ESO wrote: »People keep arguing for smaller-scale pvp, but few are willing to actually DO it, instead preferring the follow the zerg mentality.
People go where the fighting happens and since there's no reason or need to be anywhere else, it turns into the downward spiral we're seeing today with more and more people teleporting in until the server crashes and the keeps acting more like isolated BGs than part of a larger world.
Joy_Division wrote: »I think your overall idea has merit, but...
1) This does nothing to stop blood-porting. In fact, it encourages it since all attackers need is a resource and defenders need nothing.
2) Your proposal will make it all but impossible for a small team of 12-15 to take a keep. Currently, they can "blitz" a keep by sneaking behind enemy lines and getting the wall down to 50% and prevent reinforcements from porting to a keep.
3) Your proposal of the "3rd" flag in keeps will crash the servers every castle siege. As it is, if there are defenders inside a keep, it is very difficult for attackers to storm it even when they do cut off reinforcements by destroying tents. I cringe and just accept the fact that my kill counter ratio will go to crap when I see numerous defenders inside a keep or forward outpost...and now they can reinforce when they die? Also 8-9 people on the top floor of a keep can hold off very large numbers on those stairways for a long time. Giving them the ability to spawn back up there when they die will create a huge aoe-fest on those stairways.
4) I don't see how this adds strategy. Consider the perspective of the defense. Right now, defenders must actually place and defend a FC once an attacker breeches a wall. People, resources, time, and space are all needed to do this. It splits the zerg up..a camp placed in a postern tower will see local action away from the action at the enemy siege line. In keep defense, I play cautiously because if I die I might never be able to come back to that fight, i.e., there is a fear of death, especially if attackers are in complete control of the courtyard. With keep-spawning, defenders do not have to worry about securing a position to reinforce. Defenders COULD detach teams to take enemy resources...but they can do that now. In fact, it is easier to do now since most attackers only take one resource and they must actually maintain a FC (which can be disrupted fairly easily with siege weapons).
Joy_Division wrote: »From the attackers perspective, your proposal takes away many of their tools to actually succeed and take a keep. Right now they have a number of options:
1) Take all resources to prevent transit.
2) "Blitz" siege wall to 50% to prevent transit.
3) Devoting a firepot trebs to hit enemy FC.
Each of these methods will be rendered moot under your current system. Instead they must take all 3 resources and knock down the outer wall and knock down the inner wall and take this third flag - just to prevent enemy reinforcements.
Joy_Division wrote: »Attackers also have options once a breech is created in the outer wall. Right now attackers can devote troops and time to hunt down courtyard defenders and any FCs they set-up. It is often the key to winning protracted sieges. Under your proposed system, this is not an option since defenders can just mindlessly throw themselves into attackers knowing they can re-spawn at a safe location. The only option attackers have is to out-zerg the defenders, a difficult proposition since defenders have the advantage of choke points and strong NPCs.
Joy_Division wrote: »This response should be taken less as throwing water at your idea than to combat the increasingly popular narrative that somehow removing FCs is a panacea that will solve the game's FPS issues, zerg-balls, crashes, and somehow make PvP resemble the nostalgia people thought it was at one point. This game was advertised as a mass-combat MMO and if it can't deliver on that handle more than 10 vs. 10 combat, then the game's issues go far beyond FCs. If you get rid of FCs, I will still seek out and be in a zerg because concentration of force is just sound military strategy. And if you thought the level of anger demonstrated on these forums about getting insta-killed by bat-swarms, perma-stuns, and impulse spams was toxic, just wait at the amount of rage when you have to hop on your horse and spend 5 minutes riding back to the battle (while you miss out on defensive/offensive ticks).
Joy_Division wrote: »Consider the perspective of the defense. Right now, defenders must actually place and defend a FC once an attacker breeches a wall. People, resources, time, and space are all needed to do this. It splits the zerg up..a camp placed in a postern tower will see local action away from the action at the enemy siege line.
Exactly! Forward camps are one of few tactical objectives. If you lose your FC, you can lose the fight. If you take out your enemy's FC, you can win the fight. It doesn't guarantee a win or loss, but it certainly makes it more likely.Joy_Division wrote: »Attackers also have options once a breech is created in the outer wall. Right now attackers can devote troops and time to hunt down courtyard defenders and any FCs they set-up. It is often the key to winning protracted sieges.
Actually, forward camps are a tactical issue. Things like cutting transit lines and decoy sieges are at the strategic level.eventide03b14a_ESO wrote: »At least it's more strategic than the current system.
ghengis_dhan wrote: »Actually, forward camps are a tactical issue. Things like cutting transit lines and decoy sieges are at the strategic level.eventide03b14a_ESO wrote: »At least it's more strategic than the current system.
Blood porting removes much of the need for strategic play. If blood porting can be solved, then strategic play becomes very important.
Reducing the radius of the white circle a bit and making it so you cannot spawn there unless you died within the white circle.darkdruidssb14_ESO wrote: »How do you solve blood porting without crippling FCs or keep defense?
ghengis_dhan wrote: »To the OP, how do you address the need for a respawn point at a choke point? We've defended gates and bridges by putting a forward camp on our side. If we didn't have this option, defending them for long would be near to impossible. In fact, the few times we failed to defend the choke point was due to someone burning down our camp. <darn those sneaky types>
Because we put up a camp, we created a tactical objective for our enemy.
defilade__ESO wrote: »To the OP. We could keep forward keeps, but the only work inside a castle under attack.
I don't like how people on Daggerfall will log on an AD toon from a different account and place a camp in a useless location just so AD cannot place a camp in a tactically useful location, and then the Daggerfall player logs back onto his main account to take a AD keep.
I kind of like the idea of taking over a building, whether a house, resource area etc.. and making that a spawn point for period of time. This way the griefer with two accounts cannot defeat the game mechanics like i explained above.
darkdruidssb14_ESO wrote: »So none of you guys bothered with soul gems? It's not like an FC is the only way to revive in the game. I understand wanting to control choke points, but you can still do that with soul gems.
I know a lot of people don't use soul gems and that is just because people are lazy and also because you can't even get empty ones with AP.... ZOS needs to at least allow you to buy empty soul gems with AP.