heystreethawk wrote: »First off : Meta - please stop saying it. I don't think you are all even aware of what it means:
Thank you for saying this. As someone who speaks English and listens to other people speaking English, it tries me up a gd wall.
Edit: don't worry, the auto-correct function on my phone renders my opinion invalid.
HeroOfNone wrote: »I think forward camps need to have a lingering area after its destroyed that no one can set another one down. Maybe 5 to 10 minutes the circle will remain after its used up/destroyed.
On the other had forward camps are AP expensive. I rarely see someone earn back the AP they lost with a camp. If people keep wasting them in terrible positions they won't have any AP pretty soon.
heystreethawk wrote: »First off : Meta - please stop saying it. I don't think you are all even aware of what it means:
Thank you for saying this. As someone who speaks English and listens to other people speaking English, it tries me up a gd wall.
Edit: don't worry, the auto-correct function on my phone renders my opinion invalid.
Words mean what we want them to mean, and the English language is in a constant state of growth and change.
heystreethawk wrote: »heystreethawk wrote: »First off : Meta - please stop saying it. I don't think you are all even aware of what it means:
Thank you for saying this. As someone who speaks English and listens to other people speaking English, it tries me up a gd wall.
Edit: don't worry, the auto-correct function on my phone renders my opinion invalid.
Words mean what we want them to mean, and the English language is in a constant state of growth and change.
Yes, I agree. This change is ugly and cacophonous, however, like a man flailing wildly at a piano while fending off a swarm of furious bees. Perhaps the man is Nicolas Cage; perhaps he is only a man.
Ghost-Shot wrote: »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.
Can you add something to the discussion without bringing up DAOC? @Ghost-Shot
No, one can not simply not mention DAOC.
From my experience in this patch(though not much) FCs allowed small scale fights in between keeps. How? Zergs mostly deploy in camps and those who were too late to respawn in time, have to run. And they are not much, 10 people at most at a time. So you can fight fair with your small group in even numbers. Or solo.. It's much easier to find fair fights now. It divides the zerg. So I like it.
Sunburnt_Penguin wrote: »Correct me if I'm wrong as I haven't tried forward camps yet, but wouldn't they be good for duelling?
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 will keep saying this over and over, the game feels so much more alive with camps back. I'm honestly not seeing the correlation between FCs and the lag. Sure they keep fights going on for a long time, but didn't kagrenac's do the same thing last patch? People were just endless rezzing... The only thing I can see causing the lag is the fact that the software continues to be absolute *** and we now have 1 campaign less which makes for a higher concentration of players on the ones left over.
I will keep saying this over and over, the game feels so much more alive with camps back. I'm honestly not seeing the correlation between FCs and the lag. Sure they keep fights going on for a long time, but didn't kagrenac's do the same thing last patch? People were just endless rezzing... The only thing I can see causing the lag is the fact that the software continues to be absolute *** and we now have 1 campaign less which makes for a higher concentration of players on the ones left over.
Maximus_Mudcrab wrote: »I hate forward camps. Totally ruined PVP even more. Allows wreckless play and more people set it up just to farm AP rather than actually working to take keeps. And good luck trying to take a keep with a forward camp set up and seige on the top.
I will keep saying this over and over, the game feels so much more alive with camps back. I'm honestly not seeing the correlation between FCs and the lag. Sure they keep fights going on for a long time, but didn't kagrenac's do the same thing last patch? People were just endless rezzing... The only thing I can see causing the lag is the fact that the software continues to be absolute *** and we now have 1 campaign less which makes for a higher concentration of players on the ones left over.
Forward camps certainly do help make fights larger than they otherwise would have been, and that in turn will increase the lag.
I'd much prefer if being rezzed/using a forward camp reduced your stats, particularly if done so multiple times in a short window. It's far too easy for entire groups to rez up after a wipe and immediately become a threat again. If you're going to jump back in the fray right after dying, you should be weakened imo. The rez sickness issue has been talked about over and over again though...
I will keep saying this over and over, the game feels so much more alive with camps back. I'm honestly not seeing the correlation between FCs and the lag. Sure they keep fights going on for a long time, but didn't kagrenac's do the same thing last patch? People were just endless rezzing... The only thing I can see causing the lag is the fact that the software continues to be absolute *** and we now have 1 campaign less which makes for a higher concentration of players on the ones left over.
Forward camps certainly do help make fights larger than they otherwise would have been, and that in turn will increase the lag.
I'd much prefer if being rezzed/using a forward camp reduced your stats, particularly if done so multiple times in a short window. It's far too easy for entire groups to rez up after a wipe and immediately become a threat again. If you're going to jump back in the fray right after dying, you should be weakened imo. The rez sickness issue has been talked about over and over again though...
You guys do get a weakness though, your Phoenix is on cooldown :P