VaranisArano wrote: »You get a free respawn as long as the keep isn't flagged. Thats incentive to get out and fight, preventing the enemy from flagging your keep. Its also incentive for the enemy to set siege and flag the keep and defend that siege.
There's already a 5 minute timer on respawning at a rez camp.
If you cant manage to set down and defend enough siege to flag a keep, you either need more reinforcements or you need to fight better.
Flame_of_Hades wrote: »VaranisArano wrote: »You get a free respawn as long as the keep isn't flagged. Thats incentive to get out and fight, preventing the enemy from flagging your keep. Its also incentive for the enemy to set siege and flag the keep and defend that siege.
There's already a 5 minute timer on respawning at a rez camp.
If you cant manage to set down and defend enough siege to flag a keep, you either need more reinforcements or you need to fight better.
and that's my point. 15 people, if they have killed the 10 defenders 3+ times, should be able to flag a keep, but they cant, because every time they stop to place a siege weapon the same person they just killed is on them again.
unless you are dying almost as fast as you walk out the door, one minute shouldn't stop you from re-spawning when you die. What it does do is prevent people from just throwing themselves at an enemy group until it works.
So.... ad a waiting time for the people that literally have to ride for 2-5 minutes to get back to a fight? ensuring they not only miss the end of the fight but the rewards too? That's one of the worst ideas I've ever heard here in the forums. PvP needs to be sped up not slowed down, its already painfully slow to get back to a fight when camps are not an option which happens most of the time.
Flame_of_Hades wrote: »I feel like when groups fight between keeps, it ends up being a never ending battle, until one faction brings 3-4 times the numbers of the enemy. This is mainly because when one faction (faction A) pushes to an enemy keep (faction , faction A can't put down siege because faction B overwhelms them, not because they just simply beat them in a fight, but because no matter how many times you kill an enemy, they are right back in the fight 5 seconds later, making death meaningless.
Drop a ram, man it with a mix of 6 tanks and healers, use siege shield above them, and the other 7 people are free to fight the to defenders - the keep will flag. Clearly this scenario changes with numbers, but there's enough keep turnover in Cyrodill to hint that in the majority of cases, respawn timers probably aren't needed.Flame_of_Hades wrote: »15 people, if they have killed the 10 defenders 3+ times, should be able to flag a keep, but they cant, because every time they stop to place a siege weapon the same person they just killed is on them again.
VaranisArano wrote: »Flame_of_Hades wrote: »VaranisArano wrote: »You get a free respawn as long as the keep isn't flagged. Thats incentive to get out and fight, preventing the enemy from flagging your keep. Its also incentive for the enemy to set siege and flag the keep and defend that siege.
There's already a 5 minute timer on respawning at a rez camp.
If you cant manage to set down and defend enough siege to flag a keep, you either need more reinforcements or you need to fight better.
and that's my point. 15 people, if they have killed the 10 defenders 3+ times, should be able to flag a keep, but they cant, because every time they stop to place a siege weapon the same person they just killed is on them again.
unless you are dying almost as fast as you walk out the door, one minute shouldn't stop you from re-spawning when you die. What it does do is prevent people from just throwing themselves at an enemy group until it works.
Its Cyrodiil. If your group of 15 can't manage to siege and fight 10 people, call for reinforcements. Or accept that you've lost that siege. Regroup, try again later.
Look, I'm well familiar with EP's habit of potatoing up to Bleakers or Alessia, focusing on killing players, setting down a paltry handful or siege and then utterly failing to defend that siege long enough to flag the keep and stop the unending stream of AD or DC coming out to fight.
Who's fault is that? Its the fault of EP. We potatoed. We focused on killing, not doing the one thing that would make a difference -sieging the darned keep til it flags.
Don't be a potato. We don't need a 1 min timer that penalizes agressive defenders and incentivizes attackers potatoing around killing the same players again and again instead of seiging and defending your siege line to capture the objective.
How about no respawn, once you're dead no more cyrodil till the campaign resets
VaranisArano wrote: »
VaranisArano wrote: »
I know you put the sarcasm tag up... But a Last Man Standing BG mode... sounds fun and fast.
How about no respawn, once you're dead no more cyrodil till the campaign resets
Sounds like a good idea. They could then also make the boundaries of Cyrodiil get smaller and smaller as time goes on. So that, as the population gets less, people are forced closer to each other to make sure the action never gets boring.
They could call the campaign Forts & Knights or something similar.
Flame_of_Hades wrote: »I feel like when groups fight between keeps, it ends up being a never ending battle, until one faction brings 3-4 times the numbers of the enemy. This is mainly because when one faction (faction A) pushes to an enemy keep (faction , faction A can't put down siege because faction B overwhelms them, not because they just simply beat them in a fight, but because no matter how many times you kill an enemy, they are right back in the fight 5 seconds later, making death meaningless.
I wouldnt mind a longer spawn time when you die, but not for the reasons the OP says.
Dying should be something you avoid with everything you've got. Most pvpers seams not to care if they die.