This, die an place you can not be rezzed by friends and you are out of fight.No way. I remember playing before they were reintroduced and it was horrible
They should be taken back out of the game like they were once removed before..
Because you love to ride for 15 minutes to get back into the battle? Like it or not, forward camps are more about QOL thing than strategy. Cyrodiil is big enough with huge empty spaces (how many of us actually explored anything apart from riding in straight line from keep to keep?). Taking the camps away would hinder the flow of gameplay. Personally, if I have to horse ride more than one keep distance to get back into the battle I usually just don't. By the time you get back to the keep, it's flipped.
Camps also have cooldowns and can be easily destroyed. I'd actually buff them a bit in terms of range and placement.
GreenhaloX wrote: »They should be taken back out of the game like they were once removed before..
No, forward camp are useful; however, and "BIG" HOWEVER, the ability to emplace one inside a flagged keep does (and "BIG" DOES) need to go. It is bull-crap. It has to be an exploit. I cannot count how many enemy players we have killed just outside the keep, and they keep flooding back out over and over again. In the yonder top structure of the wall, you can see the enemy camp up, or when you actually able to penetrate inside, they have it up inside the courtyard. Every alliance is doing same. Many times, you can't even break through, no matter how many your group have killed, because the defenders keep rezzing from the camp up inside. The fight then prolongs enough so that the defenders are able to fix the wall or door. I refused to rez inside a flagged keep with the alliance camp. Among other crapshoots going on in PvP, this is among the unfair advantages defenders/enemies are doing.
Without camps, players were afraid to engage in combat when defending. This led to almost everyone standing on the walls plinking ineffectively at attackers, because if they pushed thereby and died, they would have to respawn far away, and the keep would be gone by the time they got back. The same applied to attackers, most groups would avoid pushing the map u less they knew they had greater numbers. This exacerbated the issue of faction stacking,and discouraged small or medium group fights.
The players are just now starting to move away from that, feeling more comfortable engaging in actual combat without being in a huge ball group, because they know they will get at least one more chance to fight before the battle is over. Without camps, this progress would be lost. I think that's a terrible idea.

Because you love to ride for 15 minutes to get back into the battle? Like it or not, forward camps are more about QOL thing than strategy. Cyrodiil is big enough with huge empty spaces (how many of us actually explored anything apart from riding in straight line from keep to keep?). Taking the camps away would hinder the flow of gameplay. Personally, if I have to horse ride more than one keep distance to get back into the battle I usually just don't. By the time you get back to the keep, it's flipped.
Camps also have cooldowns and can be easily destroyed. I'd actually buff them a bit in terms of range and placement.
GreenhaloX wrote: »They should be taken back out of the game like they were once removed before..
No, forward camp are useful; however, and "BIG" HOWEVER, the ability to emplace one inside a flagged keep does (and "BIG" DOES) need to go. It is bull-crap. It has to be an exploit. I cannot count how many enemy players we have killed just outside the keep, and they keep flooding back out over and over again. In the yonder top structure of the wall, you can see the enemy camp up, or when you actually able to penetrate inside, they have it up inside the courtyard. Every alliance is doing same. Many times, you can't even break through, no matter how many your group have killed, because the defenders keep rezzing from the camp up inside. The fight then prolongs enough so that the defenders are able to fix the wall or door. I refused to rez inside a flagged keep with the alliance camp. Among other crapshoots going on in PvP, this is among the unfair advantages defenders/enemies are doing.
Camps are perfectly fine how they are, if anything i would say give the ability to put it back in your bag, maybe im just being tight with my ap here lol, but nothing worse than dropping a camp only to then find its not needed, maybe a time limit on being able to pack it back up perhaps... what do you all, think?
Silver_Strider wrote: »Honestly so sick of Forward Camps.
What's the point in flagging a keep if enemies can still respawn within the keep?
How can you hold out in a keep til reinforcements come if any enemies you kill just respawn a few feet away?
I miss the days before Forward camps were reintroduced.