That's why the warning-to-transit ratio of percentages needs to change, along with vastly increasing the strength of a keep wall. I posted this in another thread (based on others' ideas):It would greatly benefit the sneaking attackers but the not the defenders.
All the attackers need to do to ensure success is to attacked a keep and place a small group of gankers outside the nearest keep of the opposing alliance to prevent them from defending it since they still need to travel by horse to the keep which is under attacked just to reach the radius of the "modified FC". The attacked keep will surely change its color before any defenders will even reach it.
Defence of a keep can be maintained by tweaking the warning-to-transit ratio of outer wall integrity based on number of resources controlled (Sasky's idea), and buffing the health of outer walls. They fall too quickly at the moment anyway. With these two changes, forward camps wouldn't be needed to get to the keep in time.
This below was originally posted by @Sasky. I've tweaked the numbers a bit.Example (large swings to illustrate - obviously could be tuned down a bit):
3 resources - keep under attack at 90%, transit in stops at 0%
2 resources - keep under attack at 90%, transit in stops at 30%
1 resource - keep under attack at 70%, transit in stops at 50%
0 resources - keep under attack at 70%, transit in unavailable (as all resources are taken)
It would greatly benefit the sneaking attackers but the not the defenders.
All the attackers need to do to ensure success is to attacked a keep and place a small group of gankers outside the nearest keep of the opposing alliance to prevent them from defending it since they still need to travel by horse to the keep which is under attacked just to reach the radius of the "modified FC".
The attacked keep will surely change its color before any defenders will even reach it.
I also like the idea but I think there should still be a method to fast travel from one point to another because Cyrodiil is such a huge place and it would take so long to travel to another location merely by horse. I believe without a method to fast travel it would create a boring and dull PVP and would even discourage players to play AvA because they would be spending most of their time riding their horses in Cyrodiil.
Kewljag_66_ESO wrote: »
(1) Forward camps have a certain range that they can only be released to.
Kewljag_66_ESO wrote: »
(2) Forward Camps can ONLY be placed at resources.
I also like the idea but I think there should still be a method to fast travel from one point to another because Cyrodiil is such a huge place and it would take so long to travel to another location merely by horse. I believe without a method to fast travel it would create a boring and dull PVP and would even discourage players to play AvA because they would be spending most of their time riding their horses in Cyrodiil.
It would greatly benefit the sneaking attackers but the not the defenders.
All the attackers need to do to ensure success is to attacked a keep and place a small group of gankers outside the nearest keep of the opposing alliance to prevent them from defending it since they still need to travel by horse to the keep which is under attacked just to reach the radius of the "modified FC". The attacked keep will surely change its color before any defenders will even reach it.
Kewljag_66_ESO wrote: »It would greatly benefit the sneaking attackers but the not the defenders.
All the attackers need to do to ensure success is to attacked a keep and place a small group of gankers outside the nearest keep of the opposing alliance to prevent them from defending it since they still need to travel by horse to the keep which is under attacked just to reach the radius of the "modified FC". The attacked keep will surely change its color before any defenders will even reach it.
This is how it was in DAOC and it was so much better. Yes you have to fight your way in or sneak in which everyone can do. Because of this your location wa svery important, /zone intel was very important. When a large force was spotted moving the warning went out to get to that keep. you anticipated a keep attack and were already there waiting to defend. This is really how it should be. Right now in eso placement on the map does not matter, you can die on one side and release to a FC in the middle of a keep seige on the other side of the map to defend.
Take away this FC easy mode so people have to actually make choices and actually already be there to defend. This also makes scout intel very important
I agree with you that suiciding just to get a fast port to a keep that needs defending is silly.
However, it is a necessary evil to combat another evil - cardboard keeps. Without the ability to quickly port to a camp inside a besieged keep, there would be no way to defend a keep from an attack.
Because currently an attacking force can damage both walls at once to 51% without the keep showing as under attack, and then quickly finish the remaining HP, so the time from the point where the keeps shows under attack on map to it changing color is measured in seconds.
Until you address this, forward camps need to stay. To fix this, it would be neccessary to
1, allow porting into keeps that are under attack, as long as at least one resource belongs to keep owner
2, make it impossible to damage inner wall while outer wall still stands
With these two, defenders will have a chance to react to a keep being under attack, and not just be forced to retake it when it inevitably falls.
Kewljag_66_ESO wrote: »I agree with you that suiciding just to get a fast port to a keep that needs defending is silly.
However, it is a necessary evil to combat another evil - cardboard keeps. Without the ability to quickly port to a camp inside a besieged keep, there would be no way to defend a keep from an attack.
Because currently an attacking force can damage both walls at once to 51% without the keep showing as under attack, and then quickly finish the remaining HP, so the time from the point where the keeps shows under attack on map to it changing color is measured in seconds.
Until you address this, forward camps need to stay. To fix this, it would be neccessary to
1, allow porting into keeps that are under attack, as long as at least one resource belongs to keep owner
2, make it impossible to damage inner wall while outer wall still stands
With these two, defenders will have a chance to react to a keep being under attack, and not just be forced to retake it when it inevitably falls.
I agree that keep should be tougher but even in its current state FCs are like lazy easymode. You shouldnt rely on them to save keeps you should already be there to defend. Anticipate what will be attacked. This is how it was in DAOC, defenders were there ready before the attack even came.
You can look at the map, Yes the first keep take would have no warning and be very hard to save but once that happened you can pretty much know what the next keep target is and already be there to defend. Once defenders are at a keep it greatly slows down the the attacking seige. RIght now it is all about FCs, there is no real tactics, no one cares for intell on enemy movement from stealth because you can just die and release to defend at the moment it happens.
I just want better siege warfare and tactics and FCs in their current state really hurt that.
Kewljag_66_ESO wrote: »I agree with you that suiciding just to get a fast port to a keep that needs defending is silly.
However, it is a necessary evil to combat another evil - cardboard keeps. Without the ability to quickly port to a camp inside a besieged keep, there would be no way to defend a keep from an attack.
Because currently an attacking force can damage both walls at once to 51% without the keep showing as under attack, and then quickly finish the remaining HP, so the time from the point where the keeps shows under attack on map to it changing color is measured in seconds.
Until you address this, forward camps need to stay. To fix this, it would be neccessary to
1, allow porting into keeps that are under attack, as long as at least one resource belongs to keep owner
2, make it impossible to damage inner wall while outer wall still stands
With these two, defenders will have a chance to react to a keep being under attack, and not just be forced to retake it when it inevitably falls.
I agree that keep should be tougher but even in its current state FCs are like lazy easymode. You shouldnt rely on them to save keeps you should already be there to defend. Anticipate what will be attacked. This is how it was in DAOC, defenders were there ready before the attack even came.
You can look at the map, Yes the first keep take would have no warning and be very hard to save but once that happened you can pretty much know what the next keep target is and already be there to defend. Once defenders are at a keep it greatly slows down the the attacking seige. RIght now it is all about FCs, there is no real tactics, no one cares for intell on enemy movement from stealth because you can just die and release to defend at the moment it happens.
I just want better siege warfare and tactics and FCs in their current state really hurt that.
Do you really expect people (in a force large enough to stop attackers until reinforcements come) to spend their whole gaming evening at Fort Warden twiddling thumbs while the fighting is at Blue road keep? Just in case a sneaky enemy group(which might never come) decides to steal the scroll placed there?
Please.
Keeps in DAoC could not be taken in 30 seconds. They also were much closer together. Placing a siege was a major effort, you couldn't carry 15 ballistas and 12 trebuchets in your inventory. It's not comparable.
Kewljag_66_ESO wrote: »You can look at the map, Yes the first keep take would have no warning and be very hard to save but once that happened you can pretty much know what the next keep target is and already be there to defend. Once defenders are at a keep it greatly slows down the the attacking seige. RIght now it is all about FCs, there is no real tactics, no one cares for intell on enemy movement from stealth because you can just die and release to defend at the moment it happens.
I just want better siege warfare and tactics and FCs in their current state really hurt that.
Kewljag_66_ESO wrote: »
Kewljag_66_ESO wrote: »... you can still port to the closest keep and get to the seige in under 2 minutes.