pvpaddict42 wrote: »If they really need to bring Forward Camps back, how about make it so that the next X many alliance members can be revived by an ally 30% faster, or makes it so it doesn't cost a soul gem. None of this self revive stuff or teleporting around the map.
Izanagi.Xiiib16_ESO wrote: »Bring forward camps back the way they were.
/end.
YES. PLEASE. BRING THEM BACK AS THEY WERE.Izanagi.Xiiib16_ESO wrote: »Bring forward camps back the way they were.
/end.
NO. HECK NO.
I think understand why they took away the camps. They were being set up INSIDE keeps so they can be reinforced even after they get sieged. I remember in one Pact dominated campaign where every keep had a camp in it. That would make it harder for the other alliances to catch up. There was also the fact that players keep spawn at camps from ANYWHERE on on map and so long as they they aren't attacked camps can stay deployed almost INDEFINITELY, and I have to admit that's a bit unsportsmanlike. If they are brought back, they could make some adjustments like you can only spawn at camps if your with RANGE of it and they have LIFESPANS of say 15-30 minutes.
However, if they're not bring back the camps they should at least fix the outpost transit shrines. It's been months and still no one can warp FROM the outposts just to them. There is NO reason for that to happen as running across Cyrodil was already monotonous when they worked. They should also make it so you can revive at outposts and capture them for your guild.
If course there are ways how having no camps would work. The current system does not work too well as it just turned it into zerging around outposts.frosth.darkomenb16_ESO wrote: »Camps are not needed. Wasting more time discussing this "issue" is really counter productive.
The removal of camps improved the game for many, and revealed some existing flaws in Cyrodill's design to others which makes them think the removal is the cause.
The proper way to solve these flaws is to actually address them head on rather than curcumventing them with reintriducing FCs.
For instance, camps or not, Cyrodill is just about keeps. With camps there is non stop action, without you noticed how skewed the system is.
Find ways to add meaning to the cities, add capturable stables buffing horse speed when captured, give roads faster travel speed. Add watchout towers with patroling mounted npcs with torches to detect gankers.
In short, rather than accepting a flaw and try to maximise keep battle uptime, try to give alternative and choices to players.
It will be harder, but the game will be improved by it. The Imperial City will be a very good first step in this direction.
Why not charge AP to re-spawn at any place other than a wayshrines in the safe areas?Lava_Croft wrote: »Camps should only return once there is a mechanic in place that actually punishes you for dying.
Finally, a reasoned argument instead of the usual B.S. by players who don't want others to play the way they want. Although, I'm a fan of returning camps with changes, you make some good points.frosth.darkomenb16_ESO wrote: »Camps are not needed. Wasting more time discussing this "issue" is really counter productive.
The removal of camps improved the game for many, and revealed some existing flaws in Cyrodill's design to others which makes them think the removal is the cause.
The proper way to solve these flaws is to actually address them head on rather than curcumventing them with reintriducing FCs.
For instance, camps or not, Cyrodill is just about keeps. With camps there is non stop action, without you noticed how skewed the system is.
Find ways to add meaning to the cities, add capturable stables buffing horse speed when captured, give roads faster travel speed. Add watchout towers with patroling mounted npcs with torches to detect gankers.
In short, rather than accepting a flaw and try to maximise keep battle uptime, try to give alternative and choices to players.
It will be harder, but the game will be improved by it. The Imperial City will be a very good first step in this direction.
It's not just reckless play style. As a healer, I find myself targeted an awful lot, seemingly more so than anyone else who's not a healer. Block casting only helps me so far. (My son specifically targets enemy healers.)Cervanteseric85ub17_ESO wrote: »If you spend all your time in cyrodil riding places I am afraid you might be doing it wrong. When I am in my guild group yes there is riding involved but it's never very long, with rapid and a max horse you can get anywhere pretty quickly. The only reason you would be playing a "horse simulator" is if your constantly dying, so instead of asking for forward camps to adjust for your reckless play style maybe reflect on your play style or maybe you just need to join a group with TS, that will go a long way
ghengis_dhan wrote: »Finally, a reasoned argument instead of the usual B.S. by players who don't want others to play the way they want. Although, I'm a fan of returning camps with changes, you make some good points.frosth.darkomenb16_ESO wrote: »Camps are not needed. Wasting more time discussing this "issue" is really counter productive.
The removal of camps improved the game for many, and revealed some existing flaws in Cyrodill's design to others which makes them think the removal is the cause.
The proper way to solve these flaws is to actually address them head on rather than curcumventing them with reintriducing FCs.
For instance, camps or not, Cyrodill is just about keeps. With camps there is non stop action, without you noticed how skewed the system is.
Find ways to add meaning to the cities, add capturable stables buffing horse speed when captured, give roads faster travel speed. Add watchout towers with patroling mounted npcs with torches to detect gankers.
In short, rather than accepting a flaw and try to maximise keep battle uptime, try to give alternative and choices to players.
It will be harder, but the game will be improved by it. The Imperial City will be a very good first step in this direction.
I like your idea of boosting travel speed while on roads and adding patrolling guards with torches. It will give more of a home-field advantage to the faction controlling the nearby keep and make travel behind enemy lines more hazardous. (It always bothered my how easy it was for me to sneak deep into enemy-held territory and be completely safe most of the time.)
Cyrodiil is just too big to not have forward camps. So, instead of adding watch towers, how about adding more outposts. If we can cut the travel time in half by utilizing faster roads and more transit points we solve the "horse simulator" problem while adding more objectives. It might even spread the players out because they have to defend or take more places.
WraithAzraiel wrote: »Is this a thing? Are they actually bringing them back?
What about all the other players?I don't know about you but when I have to ride from Sejanus all the way to Drake because it is flagged and I successfully defend the keep outnumbered 1 to 3 because obviously almost no one will do it, I feel very satisfied about it and I don't mind the ride at all. This is actually what I enjoy the most.
We don't need more outposts, it is already way too easy for a guild group to ride back and defend most keeps.
ZOS_BrianWheeler wrote: »Forward Camps are not coming back anytime soon, and while we have made some changes to them internally, they are still not being pushed for testing on PTS for quite some time.
As a recap, we have discussed/changed several things with them internally so far:
- We are reducing the radius of the camp to roughly the size of a keep
- Only allow player respawning within the radius of the camp
- A global cooldown/lockout of using any camp after rezzing at one for a period of X minutes
There have been other design chats about FC's and your feedback goes into those conversations for sure. Also to quell the rumor again; Camps are not, and have never been, considered for the crown store.
ZOS_BrianWheeler wrote: »Forward Camps are not coming back anytime soon, and while we have made some changes to them internally, they are still not being pushed for testing on PTS for quite some time.
As a recap, we have discussed/changed several things with them internally so far:
- We are reducing the radius of the camp to roughly the size of a keep
- Only allow player respawning within the radius of the camp
- A global cooldown/lockout of using any camp after rezzing at one for a period of X minutes
There have been other design chats about FC's and your feedback goes into those conversations for sure. Also to quell the rumor again; Camps are not, and have never been, considered for the crown store.