All I can think of at this point, whether forward camps, siege, VD, prox det, rapids nerf ...
All I can think of at this point, whether forward camps, siege, VD, prox det, rapids nerf ...
Basically Forward Camps are the problem right now...Just like last time when they were introduced.
You listing Siege/VD/Prox Det/Rapids nerf as reasons for any of the things he listed is silly...You basically just listed things that directly impact your zerg.
I disagree.
Forward Camps have revived the spike of life I missed from the old days. Prior, all the battles were always at keeps or outposts, and the in-between were either dead empty, or fast lanes for zerg trains. For the first time since 1.6, I've participated in some pretty wild open field fights between keeps, because forward camps were placed by the enemy, and then by my own faction.
Forward camps have also brought back some really nice small scale fights while at the same time reducing the painful horse simulator. And I'd say the recklessness is a good thing, but now comes with a price with the camp's 2 min timer on the next immediate respawn. So all in all, it balances out.
All I can think of at this point, whether forward camps, siege, VD, prox det, rapids nerf ...
Basically Forward Camps are the problem right now...Just like last time when they were introduced.
You listing Siege/VD/Prox Det/Rapids nerf as reasons for any of the things he listed is silly...You basically just listed things that directly impact your zerg.
We used to have fights between alliances at more than one keep. Forward camps are one reason, they prolong the battle. All of the other poorly executed changes are another because they discourage or completely prevent groups from being able to push objectives with just their own and not the support of their entire alliance dropping forward camps every 5 minutes.
I disagree.
Forward Camps have revived the spike of life I missed from the old days. Prior, all the battles were always at keeps or outposts, and the in-between were either dead empty, or fast lanes for zerg trains. For the first time since 1.6, I've participated in some pretty wild open field fights between keeps, because forward camps were placed by the enemy, and then by my own faction.
Forward camps have also brought back some really nice small scale fights while at the same time reducing the painful horse simulator. And I'd say the recklessness is a good thing, but now comes with a price with the camp's 2 min timer on the next immediate respawn. So all in all, it balances out.
strikeback1247 wrote: »I'm really loving the forward camps so far! What I'm not loving is the fact that all the azura zerg/lag groups came to trueflame
strikeback1247 wrote: »I'm really loving the forward camps so far! What I'm not loving is the fact that all the azura zerg/lag groups came to trueflame
trueflame is a dead campaign.
keep status do not change unless other factions are sleeping
you find 50-60 other faction players doing absolutely nothing but waiting in the keep until some1 attacks it so the "defend" it
First off : Meta - please stop saying it. I don't think you are all even aware of what it means:
met·a
ˈmedə/
noun
noun: meta; plural noun: metas
1.
short for meta key.
adjectiveUS
adjective: meta
1.
(of a creative work) referring to itself or to the conventions of its genre; self-referential.
meta
A term, especially in art, used to characterize something that is characteristically self-referential.
"So I just saw this film about these people making a movie, and the movie they were making was about the film industry..."
"Dude, that's so meta. Stop before my brain explodes."
Second, camps are not the problem - and a 2 minute window may need to be examined. The problem is the method of rewarding the ticks in the game. Everyone goes to a keep or outpost under siege because they want to get the "tick" after 60 seconds of no death around the resource if they still own it.
Now, if you make the timer 3 minutes on rez - this will just encourage tower humping for 2.5 minutes and then out to engage again.
The real issue - that needs to be dealt with somehow - is the way these ticks are handed out. There is no timer you can put on camps that works - but 2 minutes does seem a bit low.
By the way - the word you guys want to use is convention. The current convention is magicka - the current convention is rez at the camp wait 90 seconds then go engage and try to wipe the zerg again.
Meta (from the Greek preposition and prefix meta- (μετά-) meaning "after", or "beyond") is a prefix used in English to indicate a concept which is an abstraction from another concept, used to complete or add to the latter.
First off : Meta - please stop saying it. I don't think you are all even aware of what it means:
met·a
ˈmedə/
noun
noun: meta; plural noun: metas
1.
short for meta key.
adjectiveUS
adjective: meta
1.
(of a creative work) referring to itself or to the conventions of its genre; self-referential.
meta
A term, especially in art, used to characterize something that is characteristically self-referential.
"So I just saw this film about these people making a movie, and the movie they were making was about the film industry..."
"Dude, that's so meta. Stop before my brain explodes."
Forward camps:
- extend already laggy battles; both via easy respawns and because few players will push out of tick range to end fights
- encourage reckless gameplay
- render close fights meaningless; a group is wiped and they're back with full resources almost right away
- give ordinary keep battles emp-depose-lag via masses of players attracted to big tick
The game was better without them. Many of the changes in 2.3 may have improved lag if not for the return of FCs.
Edit: My issues with FCs relate to objective combat only. I do not believe they cause any problems when used away from objectives.
2 minutes is too fast of a respawn penalty...it needs to be higher like 5 or 10 minutes imo...groups like Haxus, VE, Vic will all fight around that timer...if we just respawned at a camp, kite until 2 minutes or opponent over extends...this is the meta we've been given
2 minutes is too fast of a respawn penalty...it needs to be higher like 5 or 10 minutes imo...groups like Haxus, VE, Vic will all fight around that timer...if we just respawned at a camp, kite until 2 minutes or opponent over extends...this is the meta we've been given
The funny thing is; you'd be surprised what groups will do to stay within a powerful timer.
During early days of DAOC...Albs had EXTREMELY powerful Realm Rank abilities...So powerful that popping them would usually be a 100% chance to win the fight...The Alb 8 mans that ran would run out...Pop their Realm Rank abilities on another 8 man..then run back to the Port Keep after the fight..and wait the 15-20 Minutes for them to come back up.