vamp_emily wrote: »You argued you need camps because you can't stay alive without them, and are now telling good pvpers to L2P? Makes sense.
I'm just pointing out that FCs do not need a time increase ( 5 minutes is kind of crazy when you can travel keep to keep within that time frame ). I am also pointing out that FCs are good for small groups.
Ghost-Shot wrote: »Ghost-Shot wrote: »vamp_emily wrote: »Every reasonable person can see this. The reason there's pushback is because the core game is super casual and these players can't stand "horse simulator". They want instant respawn COD gameplay in AvA. The huge dtick quagmires that go on for an hour? They *like* this. "OMG SO EPIC!!!" /headache
Every reasonable person?
If you are loosing every single fight your group might have a learn to play issue, and are just blaming FCs. Or are you exaggerating a little?
OMG FCs are SO OP /lol
You argued you need camps because you can't stay alive without them, and are now telling good pvpers to L2P? Makes sense.
Zheg don't argue with Pug, Pug is unreasonable and you will get no where fast here.
I always win my arguments with you though...
Not true, remember how I won the Jesus Beam is OP argument
Again; the solution to this problem is found in previous games *cough* daoc *cough*..........
Add Rez sickness when using Camps.
Basically when you rez with a Camp your max stats are 50% less, every minute after rezzing at a the camp this drops by 10%.
This means after 5 minutes your rez timer is gone.......
Again; the solution to this problem is found in previous games *cough* daoc *cough*..........
Add Rez sickness when using Camps.
Basically when you rez with a Camp your max stats are 50% less, every minute after rezzing at a the camp this drops by 10%.
This means after 5 minutes your rez timer is gone.......
Any more than 3 or 4 minutes on the respawn timer, and players can usually ride back to the battle in that time. (Unless they are raiding deep into enemy territory, which has its own risks.) I'm not sure just slightly changing the timer would be an effective change on it's own.
The fact that people rez at a FC with full stats is a bigger issue for me. There's no reason why a rez at a relatively safe FC should be better than a higher risk battlefield rez; if anything it should be worse so the player is at greater risk while returning to battle.
Why not only allow a respawn at a camp when the death occurs within the camp radius? As in, the camp must already be there when the death occurs in order to allow a respawn? Frankly, that's how I thought it was supposed to work - but I don't usually wait around when I die so I haven't noticed.Throwing another idea into the mix:
- adjust auto-release timer to be shorter than the camp-respawn timer.
Reasoning: Currently you can not get rid of an enemy group. All they have to do is have one member stay cloaked out of sight, and drop a camp everytime the group wipes for an instant group rez. If you wipe the group again and they now are facing the 2-minute camp respawn timer, the hidden camp-placer just waits 2 mins before placing a new camp -> whole group insta-rezzed again. Repeat ad infinitum.
You can not prevent this by destroying the camp because there is no time to destroy it after it is placed - the whole enemy force instantly respawns as soon as the tent appears. All you can hope for is to find the hidden camp-placer by sheer luck (you have to cover an area equivalent to the camp rez radius, and you must find him withing two minutes).
Alternative solution might be putting a timer on the camp itself, not allowing rezzes at it before certain time elapses after it was built, so there is a chance for the opposition to spot the tent and destroy it.
Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
Joy_Division wrote: »I have more of an issue with rezzing at full resources than the timer as it actually creates a scenario when it advantageous to die. Anyone rezzing at an FC should have like 10% resources and their ultimate counter reset to zero.
Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
People attacked deep in enemy territory for over a year when camps weren't in the game. Your point doesn't hold water against that fact. And if you remove the capacity to only camp when on offense, you encourage the giant zergs we currently see throwing themselves at keeps. Bad ideas all around man.
Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
I have not observed more deep incursion groups since FCs were reintroduced. I notice fewer as players are now more condensed than ever. A long battle at any keep attracts players from across the map as it is indicative of a potentially large tick.
Changing camps so they can't be used defensively is a terrible idea which inexplicably gives the respawn advantage to attackers.
@ZOS_BrianWheeler You must have data that describes the actual impact of FCs. Can you please share some of that with us?
Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
People attacked deep in enemy territory for over a year when camps weren't in the game. Your point doesn't hold water against that fact. And if you remove the capacity to only camp when on offense, you encourage the giant zergs we currently see throwing themselves at keeps. Bad ideas all around man.Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
I have not observed more deep incursion groups since FCs were reintroduced. I notice fewer as players are now more condensed than ever. A long battle at any keep attracts players from across the map as it is indicative of a potentially large tick.
Changing camps so they can't be used defensively is a terrible idea which inexplicably gives the respawn advantage to attackers.
@ZOS_BrianWheeler You must have data that describes the actual impact of FCs. Can you please share some of that with us?
I see a lot more fights deep in enemy territory since the reintroduction of camps. People are encouraged to go where the transit can't reach because they know that in case something goes wrong, they can drop a camp. Otherwise they wouldn't risk the horse simulator only to get one satisfying fight outnumbered against the enemy zerg.
Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
People attacked deep in enemy territory for over a year when camps weren't in the game. Your point doesn't hold water against that fact. And if you remove the capacity to only camp when on offense, you encourage the giant zergs we currently see throwing themselves at keeps. Bad ideas all around man.Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
I have not observed more deep incursion groups since FCs were reintroduced. I notice fewer as players are now more condensed than ever. A long battle at any keep attracts players from across the map as it is indicative of a potentially large tick.
Changing camps so they can't be used defensively is a terrible idea which inexplicably gives the respawn advantage to attackers.
@ZOS_BrianWheeler You must have data that describes the actual impact of FCs. Can you please share some of that with us?
I see a lot more fights deep in enemy territory since the reintroduction of camps. People are encouraged to go where the transit can't reach because they know that in case something goes wrong, they can drop a camp. Otherwise they wouldn't risk the horse simulator only to get one satisfying fight outnumbered against the enemy zerg.
Because so many people are bottled in one place of the map there is no one to defend anywhere else. The stacking is significantly worse this patch. Camps favor the side with overwhelming numbers that function as a horde. I wonder why you would favor the option that helps a faction stack into a mega horde.
Ghost-Shot wrote: »vamp_emily wrote: »Crispen_Longbow wrote: »10 v 1 is actually possible when you are defending a keep. You can kill them and stop them rezing. This is so much easier then if they are to drop camps and Zombie in on you over and over. Eventually you will lose to the zombie horde. Without camps you can actually hold them off as the zombie army disappears.
Just an example:
Early morning 10 to 15 AD are attacking Ash. We have say 4 or 5 defenders. One of the defenders get hit with a coldfire and dies.. now we have 4 players. AD rushes in as I am trying to rez the dead guy and kills me.
Now I have to hop my happy A$$ on my horse and travel back to the keep. Ok I can except that but I have been in situations such as these were we took out larger groups just because we had FCs. FCs helped the smaller groups, they don't always help the larger groups.
Even if you did do away with FCs, larger groups have more rezzing capabilities then smaller groups. I've been in situations where we did not have a FC and we had dead bodies laying around that could not be rezzed because the enemy was of greater size.
However, taking rezzing out of the game completely would really hurt large groups. Sounds like this is what you guys want.
Another example, your group of 4 or 5 defenders manage to wipe the group of 10 or 15, they have one person get out and camp and you instantly have 10 or 15 people with full resources after you just blew through your own and your ults to wipe them in the first place and what should have been an impressive victory for you is now a loss. GG
Ghost-Shot wrote: »
Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
People attacked deep in enemy territory for over a year when camps weren't in the game. Your point doesn't hold water against that fact. And if you remove the capacity to only camp when on offense, you encourage the giant zergs we currently see throwing themselves at keeps. Bad ideas all around man.Camps encourage people to attack deep in enemy territory. Without camps, people follow the transit lines and form a mega zerg against the enemy mega zerg. Change camps so they cannot be used defensively to reduce the duration of keep battles while still giving chances to create fights outside of the transit line.
I have not observed more deep incursion groups since FCs were reintroduced. I notice fewer as players are now more condensed than ever. A long battle at any keep attracts players from across the map as it is indicative of a potentially large tick.
Changing camps so they can't be used defensively is a terrible idea which inexplicably gives the respawn advantage to attackers.
@ZOS_BrianWheeler You must have data that describes the actual impact of FCs. Can you please share some of that with us?
I see a lot more fights deep in enemy territory since the reintroduction of camps. People are encouraged to go where the transit can't reach because they know that in case something goes wrong, they can drop a camp. Otherwise they wouldn't risk the horse simulator only to get one satisfying fight outnumbered against the enemy zerg.
Because so many people are bottled in one place of the map there is no one to defend anywhere else. The stacking is significantly worse this patch. Camps favor the side with overwhelming numbers that function as a horde. I wonder why you would favor the option that helps a faction stack into a mega horde.