so many players play backwards if they get attacked, it is their own fault if they die and the more they die, the more AP I get,
if they lay dead on the floor, I don´t get any AP for that, or in that case there should be a counter, the longer they lay on the floor dead, the more AP you should get.
you play AvA to kill ppl, so you get points, killing another player that is what it is all about. And if they disturb you while taking a keep, then YOU should think your strategy over, and try to get better.
rfennell_ESO wrote: »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.
There should be some delay, not the first rez but it should ramp up some from there.
1st rez instant, 2nd one 15 seconds, 3rd 30 seconds, 4th you get the idea.
Flame_of_Hades wrote: »The problem, is when 4-5 people attack, say, nickel, and the 10 people in side keep coming out, over, and over, and over, and over, and over, and over, and over. I have re-named this the re-spawn zerg. there is literally no cost to them dying, their only goal is to keep you off siege long enough for their friends to get there, even though they already outnumber you....
also, iv seen alot of arguments about how there is already a timer because of lag and so on... that why the timer can be something like 15-30 seconds, in order to stop the spawn spam, but it wouldn't effect other combat at all, because it takes you more than 30 seconds to reach the enemy keep/mile gate... and if you die within 30 seconds... chill, evaluate your strategy instead of "light attack them down my brethren!"
Flame_of_Hades wrote: »The problem, is when 4-5 people attack, say, nickel, and the 10 people in side keep coming out, over, and over, and over, and over, and over, and over, and over. I have re-named this the re-spawn zerg. there is literally no cost to them dying, their only goal is to keep you off siege long enough for their friends to get there, even though they already outnumber you....
also, iv seen alot of arguments about how there is already a timer because of lag and so on... that why the timer can be something like 15-30 seconds, in order to stop the spawn spam, but it wouldn't effect other combat at all, because it takes you more than 30 seconds to reach the enemy keep/mile gate... and if you die within 30 seconds... chill, evaluate your strategy instead of "light attack them down my brethren!"
Why should 5 be able to take a keep that's defended by 10?
If they couldn't spawn theyd just siege the crap out of you from the walls, where there's no risk to themselves, and you still wouldn't take it. Where's the fun in that?
Flame_of_Hades wrote: »The problem, is when 4-5 people attack, say, nickel, and the 10 people in side keep coming out, over, and over, and over, and over, and over, and over, and over. I have re-named this the re-spawn zerg. there is literally no cost to them dying, their only goal is to keep you off siege long enough for their friends to get there, even though they already outnumber you....
also, iv seen alot of arguments about how there is already a timer because of lag and so on... that why the timer can be something like 15-30 seconds, in order to stop the spawn spam, but it wouldn't effect other combat at all, because it takes you more than 30 seconds to reach the enemy keep/mile gate... and if you die within 30 seconds... chill, evaluate your strategy instead of "light attack them down my brethren!"
Why should 5 be able to take a keep that's defended by 10?
If they couldn't spawn theyd just siege the crap out of you from the walls, where there's no risk to themselves, and you still wouldn't take it. Where's the fun in that?
I disagree, but not just because I'm prone to diving in headfirst sometimes...Dying should be something you avoid with everything you've got. Most pvpers seams not to care if they die.
AllegraLionheart wrote: »I disagree, but not just because I'm prone to diving in headfirst sometimes...Dying should be something you avoid with everything you've got. Most pvpers seams not to care if they die.
In a Cyrodiil where the numbers of players have been slowly declining over the years, and in which there is already an argument for a more beginner-friendly Cyrodiil (I can elaborate on this more if you'd like), this would be disastrous for anybody who is still green in pvp.
Essentially, you'd have to be an unkillable veteran of pvp to make much of a difference on the battlefield at that point. Whereas, a brand-new player jumping out into the fray (not wearing impen, for example) and getting two-shot down immediately would make the newbie experience even more miserable with a keep respawn cooldown.
Bad newbie experience > probably won't stay in Cyro > old players leave > more empty Cyro.