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Forward camps too prolific

rophez_ESO
rophez_ESO
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Forward camps are making the size of Cyrodiil and the designed choke points/bridges pointless. Let me explain:

My small team and I like to figure out where enemy reinforcements might be coming from and set up ambushes. Or we like to head to an enemy's furthest stronghold and set up areas to attack their soldiers as they head to the next logical objective. The problem is that forward camps are everywhere. People don't travel. They suicide and spawn at the forward camp near where they want to be. People attacking a keep die and immediately spawn from a nearby pez dispenser forward camp. They don't have to respawn farther away and make the journey back to the frontline. If there isn't a camp, they lay dead until a realm mate puts one down. It's now common practice to replace forward camps as soon as they are used up.

This has really made the size and variety of cyrodiil terrain fairly pointless.

If I'm wrong, or missing something, please educate me.
  • NorthernFury
    NorthernFury
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    If not for forward camps, one faction would just day cap everything, turtle up in the keeps, and camp the other factions' gates. No one wants to ride for 10 minutes just to make an *attempt* to break the dominant faction's transitus network while they can gleefully port in their whole faction to defend anything within seconds.

    Camps at least give smaller populations the ability to break transitus and make a monochrome map at least somewhat interesting, as well as counteract larger numbers.
    Edited by NorthernFury on August 14, 2014 9:56PM

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  • Soliss
    Soliss
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    Want to hear a strategy that makes this even better?

    Put some alts in Cyrodiil at strategic locations on the map. Keep them logged out but out of range of keeps (so that the game doesn't port you back to the home spawn).

    Make sure you have plenty of Forward Camps in your mailbox.

    Now anytime you want to go somewhere in Cyrodiil, log in your alt, place the camp, swap characters and suicide on your main character.
  • dbishop
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    OP rethink your ganking spots and strat. There's still plenty of space for your small group to roam and get the kills you desire.

    If they removed FCs people would still Zerg together and roll your small group and you would still pick up stragglers like you are now.

    Without FCs there would eventually be no pvp. People don't want to spend valuable game time playing a riding sim. Just because they don't come and say so in the forums doesn't mean it's not true.
    Edited by dbishop on August 14, 2014 9:59PM
  • Draxys
    Draxys
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    I don't see what the big deal is, without the current FC mechanics, battles would never last very long and taking a keep would be closer to PvE (especially with maps only showing assault at 50% wall strength). I'm in Cyrodiil for PvP. I use all the FC mechanics and go up against people using them as well, no complaints here.
    Edited by Draxys on August 14, 2014 10:09PM
    2013

    rip decibel
  • Enodoc
    Enodoc
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    rophez_ESO wrote: »
    Forward camps are making the size of Cyrodiil and the designed choke points/bridges pointless. Let me explain:

    My small team and I like to figure out where enemy reinforcements might be coming from and set up ambushes. Or we like to head to an enemy's furthest stronghold and set up areas to attack their soldiers as they head to the next logical objective. The problem is that forward camps are everywhere. People don't travel. They suicide and spawn at the forward camp near where they want to be. People attacking a keep die and immediately spawn from a nearby pez dispenser forward camp. They don't have to respawn farther away and make the journey back to the frontline. If there isn't a camp, they lay dead until a realm mate puts one down. It's now common practice to replace forward camps as soon as they are used up.

    This has really made the size and variety of cyrodiil terrain fairly pointless.

    If I'm wrong, or missing something, please educate me.

    A common suggestion to alleviate this is that you should only be able to respawn at a forward camp you are within the range of. This restores the purpose of the transitus network and the milegate chokepoints.
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  • Rylana
    Rylana
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    Im more inclined to dislike the constant respawning using forward camps.

    it makes some sieges last hours longer than they probably should have.

    Cutting transitus/resources at a keep, and then flagging it under attack does nothing to stop unlimited respawn inside if someone has a stack of camps. It literally gives defense an overwhelming advantage, even in a scenario where defense already had massive advantages to begin with.

    You can have full courtyard control, wipe out everyone in the keep save one, but if that one person survives and gets camps down outside the wall, for example, youve just lost all of the gains you made as the zerg of 40 slams you in the back of the breach.

    Simply make camps unplaceable in keeps (or keep radius) and id be content.
    Edited by Rylana on August 14, 2014 11:00PM
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