@ZOS_jessicaFolsom @ZOS_ginaBruno I thought I'd try to post some constructive feedback for a change.
The reason being, is that I want this game to
succeed.
I love this game, but I'm upset with the current state of PvP and many of the issues associated with it.
At the end of the day though, I want to help make this a
BETTER game.
With PvP essentially being the "End Game" of ESO it's important to monitor the overall health of PvP in Cyrodiil, and more importantly the enjoyment had by players.
So without further ado here are the issues that myself, and others have with Forward Camps and the effect they've had on PvP.
Pros of Forward Camps:
1. Allows instant gratification, and immediate access to a fight.
2. Allows players to loosely defend keeps and objectives.
3. Players can receive immediate reinforcements from anywhere on the
map.
Cons of Forward Camps:
1. Eliminates the possibility of cutting off enemy reinforcements.
2. Promotes only large scale combat.
3. Drastically reduces the amount of small scale combat, and effectively removes the benefit of roaming, havoc squads, beat squads, whatever you would like to call the skirmishers of the game.
(Prior to the over abundant use of Forward Camps, small groups were highly beneficial to the overall war effort. They utilized choke points and terrain to thin out the returning attackers. They provided insight to the movement of enemy troops. They took resource nodes for the larger force. They had a purpose.)Current Issues with Forward Camps:
1. They can be placed on the top of towers in Resource Nodes.
2. They can be placed on top of Resource Flags.
3. Players can suicide into enemy guards and spawn at Forward Camps spread throughout the map.
4. Forward camps allow Keeps to be reinforced with players almost immediately with little to no effort.
(e.g. Keep is under heavy siege and the Wayshrine is taken offline, any
player in the keep can simply toss up a Forward Camp, call for help in zone chat, and friendly players will then purposely kill themselves to re-spawn at said Forward Camp.)
5. Forward camps diminish the importance of self preservation and strategic gameplay.
6. Forward camps
drastically reduce the importance of utilizing the
AMAZING terrain Zenimax has created. Players bypass Mile Gates, Bridges, Passes, and Valleys then drop a Forward Camp. Ultimately defeating the purpose of having choke points.
How many of you remember having incredible battles on the bridge South
of Sejanus in Beta?
How many of you remember having epic battles at the Mile Gate up near
Bleakers?
So much of the games terrain is underutilized due to the ease of
access to Forward Camps.Suggestions:
1. Signifcantly increase the cost of Forward Camps. A forward camp
should not be something you can always rely on.
2.
Make it so that you can ONLY spawn at a forward camp IF you die
within it's radius.
(This would remove the ability to reinforce keeps at a moments notice
and overrun the opposition. Providing more of a fair fight and
increasing the importance of defending, scouting, and attacking key
objectives.)
***********************************************************************************
I'm sure that all of us have abused some of the current Forward Camp mechanics at some point, and can agree that not only are they are highly beneficial but also exceptionally convenient.
I'm also sure, that at
some point, all of us have experienced a time where the enemy uses these mechanics against us.
You've sieged through both the outer and inner walls, you're rushing through trying to capture the keep when suddenly.. the enemy drops a Forward Camp. The Emperor shows up with 20 people out of thin air and drops 12 Standards. You're pushed out of the keep, another Forward Camp is dropped and you're now outnumbered 3:1
The current Forward Camp Mechanics disrupt the balance of PvP.
Making
Ease of Access and Convenience > Strategy
Anyway, thanks for reading. I apologize for the length of my post, but it was necessary to properly convey my thoughts and ideas on the matter.