smassareub17_ESO wrote: »ZOS_BrianWheeler wrote: »@c0rp Siege damage vs. Players and Walls/Doors are next on the list to look into after the dust of Forward Camps settles. As I'm sure everyone in this thread and the Alliance War thread knows as a whole, moving one piece in the jenga castle of Cyrodiil isn't as easy as it always soundsThat is very bad change, that only benefits only all you awesome players from awesome guilds. Casual players, that actually keep this game afloat, since they are biggest contributor to sub fees will not want to die over and over. Yes , I know you going to say -learn to play, spend 7 hours every day to study all skills and which works or not in PVP, find a group etc, but that is not that casuals going to do. If you think that they will stay just for the horse ride, I suggest you think again. I enjoyed PVP so far immensely, Maybe I am wrong and it'll turn to be great change, however I don't see it.
Not really. The big problem with PvP before this patch was that big trains of said not casual players would blood port where ever there was a menace. Where I play (hello Azura EU) a very organized guild just storms every single move made against their faction using blood porting. It's not like the opponents don't use blood porting but the more time stronger groups need getting to places where the action is greater are the chances of PUG's to do something meaningful. The practical uses of this include 2 groups attacking very distant but important keeps and have the big players go to one place and not being able to prevent the other group from succeding.
I still havent played the new patch but I'm waiting for good times. I literally hated the mechanics of "we need to be somewhere fast, everyone suicide at a enemy resource, OH AND DONT FORGET NOT TO USE SKILLS SO THE WE DONT TAKE THE RESOURCE"... Gankers will also have a use, not just being a fast travel mechanism.
Of course I know that keep attacks be riskier, mainly with the crazy NPC's that detect stealthed chars from miles away, take a bunch of non elite people to take down and mostly make it easier to defend than to attack. But i feel the game now will be more leveled and will allow for strategies other than best builds and group synergies.
Everyone "dies" in the PVP area. Just wait ....after your tenth death....and you are riding yet again to be with your group.....and you have lost tons of AP cause you are not with your group.....oh, and you get pulled off your horse again!~ not so much to look forward to is there?Tintinabula wrote: »so yea..even people who are fine with it are admitting they're having to totally rebuild their char and rotations...
This is a RIFT ackward bass way of forcing your client base to respec every month in order to keep them a little longer and draw out their sub.
If you think that's bad, just wait until next update, and then the champion system.
sigh, hopefully it won't be bad. I like where the game is now, if they just add to it, it would be great.
On Thorn, the removal of camps has not impacted lag, zerg-balls, or the rebirth of small scale pvp. The removal of camps has only instituted a moratorium on low population factions.
smassareub17_ESO wrote: »ZOS_BrianWheeler wrote: »@c0rp Siege damage vs. Players and Walls/Doors are next on the list to look into after the dust of Forward Camps settles. As I'm sure everyone in this thread and the Alliance War thread knows as a whole, moving one piece in the jenga castle of Cyrodiil isn't as easy as it always soundsThat is very bad change, that only benefits only all you awesome players from awesome guilds. Casual players, that actually keep this game afloat, since they are biggest contributor to sub fees will not want to die over and over. Yes , I know you going to say -learn to play, spend 7 hours every day to study all skills and which works or not in PVP, find a group etc, but that is not that casuals going to do. If you think that they will stay just for the horse ride, I suggest you think again. I enjoyed PVP so far immensely, Maybe I am wrong and it'll turn to be great change, however I don't see it.
Not really. The big problem with PvP before this patch was that big trains of said not casual players would blood port where ever there was a menace. Where I play (hello Azura EU) a very organized guild just storms every single move made against their faction using blood porting. It's not like the opponents don't use blood porting but the more time stronger groups need getting to places where the action is greater are the chances of PUG's to do something meaningful. The practical uses of this include 2 groups attacking very distant but important keeps and have the big players go to one place and not being able to prevent the other group from succeding.
I still havent played the new patch but I'm waiting for good times. I literally hated the mechanics of "we need to be somewhere fast, everyone suicide at a enemy resource, OH AND DONT FORGET NOT TO USE SKILLS SO THE WE DONT TAKE THE RESOURCE"... Gankers will also have a use, not just being a fast travel mechanism.
Of course I know that keep attacks be riskier, mainly with the crazy NPC's that detect stealthed chars from miles away, take a bunch of non elite people to take down and mostly make it easier to defend than to attack. But i feel the game now will be more leveled and will allow for strategies other than best builds and group synergies.
Everyone "dies" in the PVP area. Just wait ....after your tenth death....and you are riding yet again to be with your group.....and you have lost tons of AP cause you are not with your group.....oh, and you get pulled off your horse again!~ not so much to look forward to is there?Tintinabula wrote: »so yea..even people who are fine with it are admitting they're having to totally rebuild their char and rotations...
This is a RIFT ackward bass way of forcing your client base to respec every month in order to keep them a little longer and draw out their sub.
If you think that's bad, just wait until next update, and then the champion system.
sigh, hopefully it won't be bad. I like where the game is now, if they just add to it, it would be great.
I think we differ greatly here. A game that doesn't force you to change your build is a stale game. And I wouldn't pay a penny a month to play it.On Thorn, the removal of camps has not impacted lag, zerg-balls, or the rebirth of small scale pvp. The removal of camps has only instituted a moratorium on low population factions.
The removal of camps hasn't impacted the lag as much as I would've thought because people still have camps. Even if it was laggy the laggyness shouldn't last too long as one side inevitably whittles down the other side.
However, when one side messes up and gets wiped, they drop a camp and instantly replenish full forces and go back to lagging each other out again. So if all camps were gone for good, I think we would see a marked reduction in lag hours. Obviously, if 100 DC wait at bleakers for the 150 EP pushing to break down the wall to come in, it will lag until that fight is over.
That's a problem with how the bonus is applied not forward camps. This doesn't show any correlation between the two. Try again...heng14rwb17_ESO wrote: »wow,look like there is a lot of benefits to remove FC..........
But is it really?
This is the real effect of FC removal.
http://forums.elderscrollsonline.com/discussion/138225/low-population-bonus-300-points#latest
Where are these changes posted? Do they include a spawn radius or are we back to death porting?Tintinabula wrote: »why it won't save PvP: They're being brought back
Yeah well the alterations to forward camps that wheeler was talking about, will actually achieve the same purpose the removal was supposed to cause. But add in some sense of instant gratification for the call of duty generation. The key alteration being a global cooldown on spawning at a fwc.
frosth.darkomenb16_ESO wrote: »@Rylana and @Insurrektion
I think this is an interesting discussion. One that has been brought by the removal of FC and is a compliment to that change.
We wouldn't have any opportunity to disagree as the FC's best use was way too straightforward and boring.
My comment about offense being the best defense was more about how people believe they have to use scouts or "man the walls" and wait for attackers to show up now that FCs are gone.
This is wrong and a remnant of the old meta of being able to pile all the population of a campaign in one or two fights.
All you have to do is man the frontlines, and keep the fights active rather than wait.
Groups should spread themsleves out and keep the fights going on their frontline, applying pressure and having reserve groups switching lines to create local contexts with an advantage.
Think about mobas and how you have various lane, with junglers and support units. Imagine that now at a larger scale with each unit being a group of organized players and the creep being the solo players holding the front.
It's also more advantageous to fight in the field rather than let the enemy get to your walls, as you keep the transitus up longer. If you fail, you still have a second chance either trhough the transitus, or through falling back to man your walls. If you win, you're already half way to the opposing keep and can get there before they have time to fully regroup.