vamp_emily wrote: »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.......
Not sure if anyone is planning on playing CU.
I heard Camelot Unchained had planned not having any rezzing in the game, until they got feed back from the community. With no fast travel it should be interesting to see what they do.
s7732425ub17_ESO wrote: »I disagree completely. FCs are in a good place right now. If anything, their range needs to be slightly increased. The death timer is fine.
I am OK with camps but I do think that they should be set up significantly outside radius of keeps (like a third of the way to the next closest keep). I also think enemy camps should show on the map. This would spread keep battles out more.
Sandman929 wrote: »I am OK with camps but I do think that they should be set up significantly outside radius of keeps (like a third of the way to the next closest keep). I also think enemy camps should show on the map. This would spread keep battles out more.
Oh, I kind of like that idea about enemy camps being visible on the map. It's probably not practical to implement, but it'd be even better if they had to be scouted by an alliance member to become visible on the map.
SwaminoNowlino wrote: »Sandman929 wrote: »I am OK with camps but I do think that they should be set up significantly outside radius of keeps (like a third of the way to the next closest keep). I also think enemy camps should show on the map. This would spread keep battles out more.
Oh, I kind of like that idea about enemy camps being visible on the map. It's probably not practical to implement, but it'd be even better if they had to be scouted by an alliance member to become visible on the map.
This would force people to hang back and defend them. Maybe could help break up the zergs. It'd be really cool if it had a trigger. Like once 5 people respawned, it would be visible to other alliances on the map. That way its still some utility for smaller groups and big groups who want to utilize it must also defend it.
God no, please don't do this. The last time forward camps were absent from the game, it devolved in to a boring horse riding simulator gankfest where a third of the players online would rather idle for hours in their own keeps than horse ride -> instagibbed -> horse ride -> horse ride -> horse ride -> finally a short minute long fight -> horse ride -> horse ride -> instagibbed -> more horse riding.
Cinnamon_Spider wrote: »The camp timer almost feels too long to me in all of the recent situations I've been effected by it.
Last night, there were four of us defending the final emp keeps on Haderus vs a two bar pop of AD. If just one of us was waiting on a respawn, it hurt us even more. The AD were able to just battle res, so the timer didn't matter to them.
In the end we did win, but it would have been quicker if the timer were shorter.Cinnamon_Spider wrote: »The camp timer almost feels too long to me in all of the recent situations I've been effected by it.
Last night, there were four of us defending the final emp keeps on Haderus vs a two bar pop of AD. If just one of us was waiting on a respawn, it hurt us even more. The AD were able to just battle res, so the timer didn't matter to them.
2 minutes is too long of a respawn timer? How? I mean, think about that, that means you're dying less than every 2 minutes over and over. I know you're a good player so I won't go down that route, but I would suggest that if you're so outnumbered that you're dying that often it's not a winnable fight and FCs were not supposed to make you win that particular battle.
If we absolutely must put up with forward camps in the game, I truly hope the respawn timer brings us back to a point where there was a bit of mystery as to when and how you'd be pushed. Go put siege on a keep and you will absolutely have people flinging their bodies at you on the outside and then again on the inside because they can just immediately camp up and still have enough time to set up on the inner when that breach opens. People used to put caltrops on the sides and watch for stealth bombs, people used to have to guess as to whether or not their opponent would try and push them before the breach opened and risk losing the keep because they pushed and died, or maybe they kill enough on siege that the tide turns in their favor. There used to be strategy and thought when it came to keep fights, now you just have people pushing over and over because there are no consequences. It used to actually mean something when a keep wall went below 50% and you had to start playing smart. All of that has been replaced with zombie zerg, and the more I think back on that nostalgia of not knowing what would happen during a fight, the more I loathe camps.
Positives of Forward Camps:
- It reduces the need to run back from an outpost or keep if you died in the vicinity of a camp
- It allows you to rez someone that died in a poor location
- It helps groups fight deep within enemy lines without having to always ride back
People are welcome to add to the list/s, but "horse sim" is a lame excuse considering how little time it takes to ride to a keep with a 60 speed horse (particularly if you throw rapids on your bar and take it off before you get close to your destination). Also, while I think bringing FCs back was moronic, the thread is only really asking for the timer to be increased so you can't zombie horde every fight. I very much doubt Brian Wheeler would take them out of the game a second time (even if it's the right course of action) because players will just stockpile camps and it won't mean diddly.
If we absolutely must put up with forward camps in the game, I truly hope the respawn timer brings us back to a point where there was a bit of mystery as to when and how you'd be pushed. Go put siege on a keep and you will absolutely have people flinging their bodies at you on the outside and then again on the inside because they can just immediately camp up and still have enough time to set up on the inner when that breach opens. People used to put caltrops on the sides and watch for stealth bombs, people used to have to guess as to whether or not their opponent would try and push them before the breach opened and risk losing the keep because they pushed and died, or maybe they kill enough on siege that the tide turns in their favor. There used to be strategy and thought when it came to keep fights, now you just have people pushing over and over because there are no consequences. It used to actually mean something when a keep wall went below 50% and you had to start playing smart. All of that has been replaced with zombie zerg, and the more I think back on that nostalgia of not knowing what would happen during a fight, the more I loathe camps.
Again, make it so camps cannot be deployed near objectives (keeps, outposts, ressources) by both attackers and defenders. No more eternal keep fights, no more ressource tower farming.Positives of Forward Camps:
- It reduces the need to run back from an outpost or keep if you died in the vicinity of a camp
- It allows you to rez someone that died in a poor location
- It helps groups fight deep within enemy lines without having to always ride back
People are welcome to add to the list/s, but "horse sim" is a lame excuse considering how little time it takes to ride to a keep with a 60 speed horse (particularly if you throw rapids on your bar and take it off before you get close to your destination). Also, while I think bringing FCs back was moronic, the thread is only really asking for the timer to be increased so you can't zombie horde every fight. I very much doubt Brian Wheeler would take them out of the game a second time (even if it's the right course of action) because players will just stockpile camps and it won't mean diddly.
The most important positive side about forward camps is it spreads people out in some situations. I know that keep fights get worse, but without forward camps, people travel on the transit lines and almost never hit the enemy home trikeeps. It makes it alot harder to get some small scale PVP going unless you are part of an elite group who rarely die or with a nightblade running eternal hunt who can always run away and come back to res.
With the radius on forward camps, the net sum of players won't be any larger than it would be if players had to ride to the area. From what I've observed, this point should actually be used oppositely: without forward camps, everyone spawns at the same keep, and everyone walks in the same direction, forming massive groups at the destination naturally.God no, please don't do this. The last time forward camps were absent from the game, it devolved in to a boring horse riding simulator gankfest where a third of the players online would rather idle for hours in their own keeps than horse ride -> instagibbed -> horse ride -> horse ride -> horse ride -> finally a short minute long fight -> horse ride -> horse ride -> instagibbed -> more horse riding.
Greatly increased numbers at every fight, increasing lag and zerg style play. Because of this, players will sit idle in their keeps waiting for large D ticks
The fix for lag shouldn't require converting players play-time to ride and idle time.It makes fights longer, and when coupled with the increased numbers, it not only makes the lag worse it makes it worse for longer durations
Being given more than one opportunity to fight each other is not a bad thing in my opinion.Players can afford to play stupidly because they know if they die they can instantly rez up with no repercussions
It changes strategy, but it certainly doesn't eliminate consequences for poor play.Consequences of poor pushes and bad strategy are eliminated
Yay! More actual fighting, less player versus wall and player versus siege play!Players will fling themselves at attackers regardless of whether or not a keep is burst because they can safely rez inside. All mystery of "will I be stealth bombed? will I be attacked while on siege? will they choose to fight on the inner?" is removed.
So change it so the player doesn't respawn with full resources? Also, the cost of 200 Soul Gems is what, 3K gold? I don't care how much of your resources you respawn with at a forward camp, but one reason for this could be that a "Hold F" resurrection is done "on the spot", meaning you will more often than with a forward camp, spawn right in the fight, instead of a safe area where forward camps are most frequently placed.You get full stats if you rez at a camp, it's actually better to take a camp than be rezzed by a templar because #reasons
Do you play with that walk toggle enabled, an old slow Xbox controller or something? If you do this, have fun laying on the ground for a minute and a half. Also, if the ride back is as short as you say, it should be equal to the time you'll be laying on the ground if you resurrect and jump straight back out in to the fight only to die again.The current respawn timer more or less ensures that you can literally run into the fight, die again within seconds, and immediately rez again.
I don't see how this is true, and if it to some extent is, it certainly is not significant as you're stating.On a net basis it provides significant advantages to larger groups over smaller groups
It reduces the need to resurrect a large amount of players with Soul Gems at the same time, but "small scale" resurrection is still done and very useful. I'm not going to take a break from a 3~ vs. 4~ fight to set camp, but I'm sure as hell going to try to resurrect my allies the "hold F" way when the opportunity presents.It reduces the incentive to manually rez a player, and reduces the purpose of interrupts and people to stop rezzes/watch bodies.
1/100 runs, at late night maybe. From my experience, the transit lines were just a line of 10 different Nightblades trying to gank you, then run away, serving no other purpose than to make me dismount, heal up, and walk the next 20 seconds holding block while waiting to get out of the combat state.Some of the best small-scale pvp used to be on the transit lines. FCs have taken away from that style of fighting and shifted it all to the large keep fight.
Fact is, many of us spent more time idling in keeps, surfing the web and tabbing in to the window every now and then to see if the keep we were in was under attack yet than horse ride horse ride horse ride horse ride horse ride. The only people who I can imagine found the no respawn way of play entertaining is the gankers on the transit lines and organized large group players with top PCs (THIS is what some of us experience when we hold Shift while riding).People are welcome to add to the list/s, but "horse sim" is a lame excuse considering how little time it takes to ride to a keep with a 60 speed horse (particularly if you throw rapids on your bar and take it off before you get close to your destination).
With the radius on forward camps, the net sum of players won't be any larger than it would be if players had to ride to the area. From what I've observed, this point should actually be used oppositely: without forward camps, everyone spawns at the same keep, and everyone walks in the same direction, forming massive groups at the destination naturally.God no, please don't do this. The last time forward camps were absent from the game, it devolved in to a boring horse riding simulator gankfest where a third of the players online would rather idle for hours in their own keeps than horse ride -> instagibbed -> horse ride -> horse ride -> horse ride -> finally a short minute long fight -> horse ride -> horse ride -> instagibbed -> more horse riding.
Greatly increased numbers at every fight, increasing lag and zerg style play. Because of this, players will sit idle in their keeps waiting for large D ticksThe fix for lag shouldn't require converting players play-time to ride and idle time.It makes fights longer, and when coupled with the increased numbers, it not only makes the lag worse it makes it worse for longer durationsBeing given more than one opportunity to fight each other is not a bad thing in my opinion.Players can afford to play stupidly because they know if they die they can instantly rez up with no repercussionsIt changes strategy, but it certainly doesn't eliminate consequences for poor play.Consequences of poor pushes and bad strategy are eliminatedYay! More actual fighting, less player versus wall and player versus siege play!Players will fling themselves at attackers regardless of whether or not a keep is burst because they can safely rez inside. All mystery of "will I be stealth bombed? will I be attacked while on siege? will they choose to fight on the inner?" is removed.So change it so the player doesn't respawn with full resources? Also, the cost of 200 Soul Gems is what, 3K gold? I don't care how much of your resources you respawn with at a forward camp, but one reason for this could be that a "Hold F" resurrection is done "on the spot", meaning you will more often than with a forward camp, spawn right in the fight, instead of a safe area where forward camps are most frequently placed.You get full stats if you rez at a camp, it's actually better to take a camp than be rezzed by a templar because #reasonsDo you play with that walk toggle enabled, an old slow Xbox controller or something? If you do this, have fun laying on the ground for a minute and a half. Also, if the ride back is as short as you say, it should be equal to the time you'll be laying on the ground if you resurrect and jump straight back out in to the fight only to die again.The current respawn timer more or less ensures that you can literally run into the fight, die again within seconds, and immediately rez again.I don't see how this is true, and if it to some extent is, it certainly is not significant as you're stating.On a net basis it provides significant advantages to larger groups over smaller groupsIt reduces the need to resurrect a large amount of players with Soul Gems at the same time, but "small scale" resurrection is still done and very useful. I'm not going to take a break from a 3~ vs. 4~ fight to set camp, but I'm sure as hell going to try to resurrect my allies the "hold F" way when the opportunity presents.It reduces the incentive to manually rez a player, and reduces the purpose of interrupts and people to stop rezzes/watch bodies.1/100 runs, at late night maybe. From my experience, the transit lines were just a line of 10 different Nightblades trying to gank you, then run away, serving no other purpose than to make me dismount, heal up, and walk the next 20 seconds holding block while waiting to get out of the combat state.Some of the best small-scale pvp used to be on the transit lines. FCs have taken away from that style of fighting and shifted it all to the large keep fight.Fact is, many of us spent more time idling in keeps, surfing the web and tabbing in to the window every now and then to see if the keep we were in was under attack yet than horse ride horse ride horse ride horse ride horse ride. The only people who I can imagine found the no respawn way of play entertaining is the gankers on the transit lines and organized large group players with top PCs (THIS is what some of us experience when we hold Shift while riding).People are welcome to add to the list/s, but "horse sim" is a lame excuse considering how little time it takes to ride to a keep with a 60 speed horse (particularly if you throw rapids on your bar and take it off before you get close to your destination).
God no, please don't do this. The last time forward camps were absent from the game, it devolved in to a boring horse riding simulator gankfest where a third of the players online would rather idle for hours in their own keeps than horse ride -> instagibbed -> horse ride -> horse ride -> horse ride -> finally a short minute long fight -> horse ride -> horse ride -> instagibbed -> more horse riding.
With the radius on forward camps, the net sum of players won't be any larger than it would be if players had to ride to the area. From what I've observed, this point should actually be used oppositely: without forward camps, everyone spawns at the same keep, and everyone walks in the same direction, forming massive groups at the destination naturally.God no, please don't do this. The last time forward camps were absent from the game, it devolved in to a boring horse riding simulator gankfest where a third of the players online would rather idle for hours in their own keeps than horse ride -> instagibbed -> horse ride -> horse ride -> horse ride -> finally a short minute long fight -> horse ride -> horse ride -> instagibbed -> more horse riding.
Greatly increased numbers at every fight, increasing lag and zerg style play. Because of this, players will sit idle in their keeps waiting for large D ticksThe fix for lag shouldn't require converting players play-time to ride and idle time.It makes fights longer, and when coupled with the increased numbers, it not only makes the lag worse it makes it worse for longer durationsBeing given more than one opportunity to fight each other is not a bad thing in my opinion.Players can afford to play stupidly because they know if they die they can instantly rez up with no repercussionsIt changes strategy, but it certainly doesn't eliminate consequences for poor play.Consequences of poor pushes and bad strategy are eliminatedYay! More actual fighting, less player versus wall and player versus siege play!Players will fling themselves at attackers regardless of whether or not a keep is burst because they can safely rez inside. All mystery of "will I be stealth bombed? will I be attacked while on siege? will they choose to fight on the inner?" is removed.So change it so the player doesn't respawn with full resources? Also, the cost of 200 Soul Gems is what, 3K gold? I don't care how much of your resources you respawn with at a forward camp, but one reason for this could be that a "Hold F" resurrection is done "on the spot", meaning you will more often than with a forward camp, spawn right in the fight, instead of a safe area where forward camps are most frequently placed.You get full stats if you rez at a camp, it's actually better to take a camp than be rezzed by a templar because #reasonsDo you play with that walk toggle enabled, an old slow Xbox controller or something? If you do this, have fun laying on the ground for a minute and a half. Also, if the ride back is as short as you say, it should be equal to the time you'll be laying on the ground if you resurrect and jump straight back out in to the fight only to die again.The current respawn timer more or less ensures that you can literally run into the fight, die again within seconds, and immediately rez again.I don't see how this is true, and if it to some extent is, it certainly is not significant as you're stating.On a net basis it provides significant advantages to larger groups over smaller groupsIt reduces the need to resurrect a large amount of players with Soul Gems at the same time, but "small scale" resurrection is still done and very useful. I'm not going to take a break from a 3~ vs. 4~ fight to set camp, but I'm sure as hell going to try to resurrect my allies the "hold F" way when the opportunity presents.It reduces the incentive to manually rez a player, and reduces the purpose of interrupts and people to stop rezzes/watch bodies.1/100 runs, at late night maybe. From my experience, the transit lines were just a line of 10 different Nightblades trying to gank you, then run away, serving no other purpose than to make me dismount, heal up, and walk the next 20 seconds holding block while waiting to get out of the combat state.Some of the best small-scale pvp used to be on the transit lines. FCs have taken away from that style of fighting and shifted it all to the large keep fight.Fact is, many of us spent more time idling in keeps, surfing the web and tabbing in to the window every now and then to see if the keep we were in was under attack yet than horse ride horse ride horse ride horse ride horse ride. The only people who I can imagine found the no respawn way of play entertaining is the gankers on the transit lines and organized large group players with top PCs (THIS is what some of us experience when we hold Shift while riding).People are welcome to add to the list/s, but "horse sim" is a lame excuse considering how little time it takes to ride to a keep with a 60 speed horse (particularly if you throw rapids on your bar and take it off before you get close to your destination).
Players did not idle in keeps because they were terrified of the horse run. You're being absolutely absurd. Players scouted their keeps more often because if a group arrived to defend but wasn't prepared/was missing people and lost, that would jeopardize the keep. That was a good thing, not a bad thing. Wiping a group meant something. Killing enough opponents to turn the tides MEANT something. I played as a rando pug for over a year and was able to hold my own against gankers on transit lines, or at least smart enough on how to avoid them, if you couldn't do the same that's on you. The entire core of our current guild used to be a small group that would harass reinforcements on transit lines, it was an entire subset of pvp that used to exist and now is almost irrelevant.
With the radius on forward camps, the net sum of players won't be any larger than it would be if players had to ride to the area. From what I've observed, this point should actually be used oppositely: without forward camps, everyone spawns at the same keep, and everyone walks in the same direction, forming massive groups at the destination naturally.God no, please don't do this. The last time forward camps were absent from the game, it devolved in to a boring horse riding simulator gankfest where a third of the players online would rather idle for hours in their own keeps than horse ride -> instagibbed -> horse ride -> horse ride -> horse ride -> finally a short minute long fight -> horse ride -> horse ride -> instagibbed -> more horse riding.
Greatly increased numbers at every fight, increasing lag and zerg style play. Because of this, players will sit idle in their keeps waiting for large D ticksThe fix for lag shouldn't require converting players play-time to ride and idle time.It makes fights longer, and when coupled with the increased numbers, it not only makes the lag worse it makes it worse for longer durationsBeing given more than one opportunity to fight each other is not a bad thing in my opinion.Players can afford to play stupidly because they know if they die they can instantly rez up with no repercussionsIt changes strategy, but it certainly doesn't eliminate consequences for poor play.Consequences of poor pushes and bad strategy are eliminatedYay! More actual fighting, less player versus wall and player versus siege play!Players will fling themselves at attackers regardless of whether or not a keep is burst because they can safely rez inside. All mystery of "will I be stealth bombed? will I be attacked while on siege? will they choose to fight on the inner?" is removed.So change it so the player doesn't respawn with full resources? Also, the cost of 200 Soul Gems is what, 3K gold? I don't care how much of your resources you respawn with at a forward camp, but one reason for this could be that a "Hold F" resurrection is done "on the spot", meaning you will more often than with a forward camp, spawn right in the fight, instead of a safe area where forward camps are most frequently placed.You get full stats if you rez at a camp, it's actually better to take a camp than be rezzed by a templar because #reasonsDo you play with that walk toggle enabled, an old slow Xbox controller or something? If you do this, have fun laying on the ground for a minute and a half. Also, if the ride back is as short as you say, it should be equal to the time you'll be laying on the ground if you resurrect and jump straight back out in to the fight only to die again.The current respawn timer more or less ensures that you can literally run into the fight, die again within seconds, and immediately rez again.I don't see how this is true, and if it to some extent is, it certainly is not significant as you're stating.On a net basis it provides significant advantages to larger groups over smaller groupsIt reduces the need to resurrect a large amount of players with Soul Gems at the same time, but "small scale" resurrection is still done and very useful. I'm not going to take a break from a 3~ vs. 4~ fight to set camp, but I'm sure as hell going to try to resurrect my allies the "hold F" way when the opportunity presents.It reduces the incentive to manually rez a player, and reduces the purpose of interrupts and people to stop rezzes/watch bodies.1/100 runs, at late night maybe. From my experience, the transit lines were just a line of 10 different Nightblades trying to gank you, then run away, serving no other purpose than to make me dismount, heal up, and walk the next 20 seconds holding block while waiting to get out of the combat state.Some of the best small-scale pvp used to be on the transit lines. FCs have taken away from that style of fighting and shifted it all to the large keep fight.Fact is, many of us spent more time idling in keeps, surfing the web and tabbing in to the window every now and then to see if the keep we were in was under attack yet than horse ride horse ride horse ride horse ride horse ride. The only people who I can imagine found the no respawn way of play entertaining is the gankers on the transit lines and organized large group players with top PCs (THIS is what some of us experience when we hold Shift while riding).People are welcome to add to the list/s, but "horse sim" is a lame excuse considering how little time it takes to ride to a keep with a 60 speed horse (particularly if you throw rapids on your bar and take it off before you get close to your destination).
Players did not idle in keeps because they were terrified of the horse run. You're being absolutely absurd. Players scouted their keeps more often because if a group arrived to defend but wasn't prepared/was missing people and lost, that would jeopardize the keep. That was a good thing, not a bad thing. Wiping a group meant something. Killing enough opponents to turn the tides MEANT something. I played as a rando pug for over a year and was able to hold my own against gankers on transit lines, or at least smart enough on how to avoid them, if you couldn't do the same that's on you. The entire core of our current guild used to be a small group that would harass reinforcements on transit lines, it was an entire subset of pvp that used to exist and now is almost irrelevant.
I think what he meant to say is that what you describe as "Small Scale PvP" was in reality just pure annoyance when a nightblade would force you to dismount when riding on the transit line and then run away if he could not instagib you before you have the time to react.
That type of small scale PVP is not what most people look for. People look for small fights openfield, or around ressources deep in enemy territory and to make that possible and enjoyable, camps are a good incentive to offer you a second chance after you get zerged down and have to ride back for 10mins.