Yup. It would force truley long runs. But thats all it would change imo. Could you please elaborate why it would be good for AvA?I imagine this wouldn't be a popular suggestion for many people, but I think it would be better for AvA in the long run and put an end to the ridiculous trend where dying is sometimes a good thing.
Yup. It would force truley long runs. But thats all it would change imo. Could you please elaborate why it would be good for AvA?I imagine this wouldn't be a popular suggestion for many people, but I think it would be better for AvA in the long run and put an end to the ridiculous trend where dying is sometimes a good thing.
This change would force you to play even more like a coward hiding inside the keep because dieing would mean you have to run 3 minutes again. I liked the game with the old camps far more than what it is now. Constant fighting that didn't involve Alessia Bridge or 3 minutes riding every time you die. That was fun.ThatHappyCat wrote: »Yup. It would force truley long runs. But thats all it would change imo. Could you please elaborate why it would be good for AvA?I imagine this wouldn't be a popular suggestion for many people, but I think it would be better for AvA in the long run and put an end to the ridiculous trend where dying is sometimes a good thing.
Because dying won't ever be an advantage. I don't think anyone will disagree that getting an advantage from dying should never happen.
It would also make capturing resources more meaningful, as that would prevent people from ressing there just like taking the outer wall below 50% does.
Note that this basically doesn't affect resurrection unless a keep is not connected to the transitus network.
I dont know about yall but good god having 90% of the fighting at 3 choke points on the map is already getting old
Well, before camp removal we did not have that problem..... maybe... maybe... hmmm.... maybe it has something to do with that?I dont know about yall but good god having 90% of the fighting at 3 choke points on the map is already getting old
That I would also agree with, but that has more to do with overly simplistic map design rather than anything about teleporting. I mean when I heard they were going to be including several choke points on the map... I assumed they'd have put more than 5 seconds of thought into it. I mean the map icons of the various keeps use a few different designs... even though all the keeps don't actually look like that? Bland.
Frankly much of cyrodiil still feels rather lazy. If there's something that really needs overhauling, it's that. Because as you said, it doesn't take long for it to just get boring retaking/defending the same thing over and over.
Well, before camp removal we did not have that problem..... maybe... maybe... hmmm.... maybe it has something to do with that?
The reason we have this problem, is that people dont like to ride much and just want to fight. So they go to the chokepoint where you always have fighting.Well, before camp removal we did not have that problem..... maybe... maybe... hmmm.... maybe it has something to do with that?
I'm talking about the layout and how empty the keeps and towns feel. Teleporting around everywhere so you don't have to look at it isn't really a solution. It doesn't change the fact that frankly... It just doesn't seem like much effort was put into designing a more unique environment before they shipped it. All the keeps look the same, every territory is separated by the same three barriers, two with the same random mountain range. And the towns all feel completely dead (as a side note, has no one in the dev world ever heard of an apt building? They seem to think everyone even in the biggest cities just live in houses)
There's just not much incentive to hold a keep. Like, at all. They're basically empty, otherwise useless buildings. I mean let's say I organized several guilds and together using good strategy and tactics we swept the map, taking nine keeps. Ok... so what's the point in me holding them? Or taking them to begin with? I'm not going to be emperor, because that doesn't go to the most influential person in the campaign, it goes to whoever decided to look up how to grind AP and then took the week off from work.
All I've got is 9 basically empty keeps, a mini-kingdom less populated than the wastelands of new vegas, and an army that no longer has any incentive to stay together. It all just falls apart. What's the point to it? Why should I care? Frankly, I just don't think they do a good job of answering those questions for me.
The reason we have this problem, is that people dont like to ride much and just want to fight. So they go to the chokepoint where you always have fighting.Well, before camp removal we did not have that problem..... maybe... maybe... hmmm.... maybe it has something to do with that?
I'm talking about the layout and how empty the keeps and towns feel. Teleporting around everywhere so you don't have to look at it isn't really a solution. It doesn't change the fact that frankly... It just doesn't seem like much effort was put into designing a more unique environment before they shipped it. All the keeps look the same, every territory is separated by the same three barriers, two with the same random mountain range. And the towns all feel completely dead (as a side note, has no one in the dev world ever heard of an apt building? They seem to think everyone even in the biggest cities just live in houses)
There's just not much incentive to hold a keep. Like, at all. They're basically empty, otherwise useless buildings. I mean let's say I organized several guilds and together using good strategy and tactics we swept the map, taking nine keeps. Ok... so what's the point in me holding them? Or taking them to begin with? I'm not going to be emperor, because that doesn't go to the most influential person in the campaign, it goes to whoever decided to look up how to grind AP and then took the week off from work.
All I've got is 9 basically empty keeps, a mini-kingdom less populated than the wastelands of new vegas, and an army that no longer has any incentive to stay together. It all just falls apart. What's the point to it? Why should I care? Frankly, I just don't think they do a good job of answering those questions for me.
Its true, you get nothing for taking keeps apart of maybe winning the campaign. I personally don't really care about keeps, I just want to kill players and farm AP with my mates. 8v30. Thats fun for me. I dont mind if there are NPCs buildings etc. If I would care for that, I would go to PvE areas.