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There Needs to Be a Death Penalty in PvP. Right Now There Are Death Benefits.

  • frwinters_ESO
    frwinters_ESO
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    they need to disallow camps from being setup inside keeps and inside resources., this may curb some of the death transportation.
  • Umfafa_Umfafason
    Add black soul gems to the game for use in Cyrodiil. If you soul trap someone, it puts them in time out for a few minutes.

    That'd be fun as hell too. :)
  • milesrodneymcneely2_ESO
    milesrodneymcneely2_ESO
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    Is there a good reason why we can't travel to a forward camp via the transitus shrine network?
    Edited by milesrodneymcneely2_ESO on August 27, 2014 12:49AM
  • Cody
    Cody
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    spawn timers should not be implemented in this kind of PvP. but rez sickness, and only being able to spawn at camps when you are in the radius, would be good changes in my opinion
  • Arowe_eso
    Arowe_eso
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    I've always thought it should be spawn in radius of the camp only, but the way its ended up playing out is interesting.

    Another way to change forward camps without disrupting the ability to quickly reinforce an area would be to add another type of camp that you could access from transitus shrines, obviously with a much higher AP cost
    Edited by Arowe_eso on August 27, 2014 1:21AM
    V14 Nightblade DC
    V14 Sorc DC
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    Is there a good reason why we can't travel to a forward camp via the transitus shrine network?

    Yes, how would you estimate when a camp is cut off from the network?

    That and it would move the issue around. Sure, you won't need to suicide anymore, but you'd still be able to reinforce instantly any front.

    It's a net loss of gameplay opportunities. Both strategy wise and logistics wise.
  • seneferab16_ESO
    seneferab16_ESO
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    Maybe a portal
    Arowe_eso wrote: »
    Another way to change forward camps without disrupting the ability to quickly reinforce an area would be to add another type of camp that you could access from transitus shrines, obviously with a much higher AP cost

    Yeah, I have been thinking about this as well.
    Maybe a portal/teleporter where you have to set up the entrence as well as the exit; it'd make reinforcements a bit more interesting and would promote group play and coordination.

    I would also like to make us unable to set up a camp inside the keep so we have to sneak through posterns when we die/reinforce. I quite liked that about WAR; getting into the keep was hard work, and your success/failure as a sieger was dependent on how good your postern guards were at doing their job.

    Anything to promote group play and punish zerg/die/ress/zerg/die/ress warfare.

    Aerin Treerunner, pre dinner snack
  • Renuo
    Renuo
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    Elder Forward Camps Online. First idiot to forget to put up a Forward Camp loses. Doesn't matter if you die 100 times more as long as you keep them up!
    Dark Renuo - Nightblade - Daggerfall Thornblade
    Nightblade PVP - https://www.youtube.com/user/renuoz
  • Zubba
    Zubba
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    Simply remove them and make walls heavier.
    Add PvP loot drops for some risk/reward in this game.

    Captain Morgan Society
    Zub

    How'd ya feel like scraping the barncles off me rudder.. Matey..
  • TRIP233
    TRIP233
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    IKilled007 wrote: »
    You should never be rewarded for dying in PvP. It's silly. Currently, suiciding to forward camps is the fastest mode of travel around Cyrodiil. This should not be the case. Death should incur some kind of penalty -- maybe a 2 minute (or more?) penalty before you can respawn at a keep or camp (but battle rezzing by allies would still be instantaneous). I think this would both discourage "blood gating" and encourage battle-rezzing.

    Make it a one minute Cooldown and you've got yourself a deal. Don't want to make it too long or the fighting could be over by time you rez.
  • Joy_Division
    Joy_Division
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    I hate the idea of blood-porting and death being beneficial, but because keeps can fall so fast, players need a way to get to them quickly.

    I'd prefer to see a system in place where you didn't have to die in order to use a FC.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • WarrioroftheWind_ESO
    WarrioroftheWind_ESO
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    What if they removed FC's or changed them and created Forward BASES? Like you could spend oh I dunno 30k-50k points or so to get like a actual military camp with guards, a siege vendor, and a portal mage, and there'd be a mage at home base that you can interact and select the option to port to the front lines. They'd be stronger of course but could afford the secure staging points FC's were supposed to serve as. Restrict rezzing to the radius of camps and add decaying respawns at keeps, like the first time is instant, and each additional time you die is a incrementally longer. Have people rely more on soulstones and less on Leeroying as I've seen people often do.
  • thelordoffelines
    thelordoffelines
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    I think a good solution would be to make it so you can only respawn at a camp if you're in its radius and otherwise u respawn at the nearest keep. In pve you reapawn at the nearest wayshrine not anyone you want.
  • Xsorus
    Xsorus
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    They need to remove Forward Camps
    They need to increase the strength of Walls and Doors on Keeps (So no more blowing down Wall and Doors in under 2 minutes)
    and they need to Add rez sickness to this game.

    Basically, they need to copy DAOC more...and copy crappy GW2 less.

  • Tintinabula
    Tintinabula
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    I don't think anyone would go for this..prolly too hard core..but if you die whoever does most dps to you takes a portion of your ap..if they get 300 ap for killing you...you lose 300 ap.

    Make it so that ppl who who rank second in dps and third etc get smaller amounts of AP. This would fix a myriad of things such as zergballs and useless AP for useless items.

    It would also make sense for choosing Emp based off AP gained as well ;)
    Edited by Tintinabula on August 28, 2014 5:12AM
  • Iradicus
    Iradicus
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    A death penalty sounds nice on paper, but try to take a keep when outnumbered. An enemy zerg comes with double your numbers and wipes your full raid.

    Wont be so nice if half the players on your side suddenly cant do anything proper for a while as they have a penalty.
  • cuz_mike200
    cuz_mike200
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    Nah dude consider the level 10 volunteers getting continuously killed by veterans
  • Jaxom
    Jaxom
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    I don't think anyone would go for this..prolly too hard core..but if you die whoever does most dps to you takes a portion of your ap..if they get 300 ap for killing you...you lose 300 ap.

    Make it so that ppl who who rank second in dps and third etc get smaller amounts of AP. This would fix a myriad of things such as zergballs and useless AP for useless items.

    It would also make sense for choosing Emp based off AP gained as well ;)

    I actually love this idea. It reminds me of how Aion worked with rankings and points. As a high rank, if you died to a level 25 (that was the level you needed to be to get into the Abyss), you would lose a massive amount of points which could take a week to get back.
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