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Tents make dying not matter and sieges stupid.

Dudis
Dudis
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EDIT: The poll is asking if you like the current implemetation of tents or not, NOT if you want them removed.


My sollution would be to remove or severely nerf tents (range, ress illness...) and make player ressurrecting much easier (longer range, easier targeting, possibly an AP reward etc).

Thoughts?
Edited by Dudis on September 10, 2014 4:37PM

Tents make dying not matter and sieges stupid. 116 votes

Yep.
57%
DleatherusThe_DrexillKewljag_66_ESOMitharuskevlarto_ESOAzarulLodurTeargrantsaclarkob14_ESOdarkdruidssb14_ESOSyndyTakutoNheris76KevinmonMustyBritchesWaheerussb7b14_ESOResuehtc0rpTheBull 67 votes
Nuh-uh!
42%
SirAndyMaddjujuKikazaruJoy_DivisionXexpoArtisandrewb14_ESO45Erock25LonePirateOrangeTheCatCinnamon_SpiderRedTalonKagheirsciwObservantkrimFoxhuntfritzOSU03Aldarennrgjutroub17_ESO 49 votes
  • Sypher
    Sypher
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    Yep.
    Totally agree. Dying means almost nothing in this game.

    As long as 1, just 1 of your 50-100 person group is alive. He/She can put down 1 camp which only costs ~7K ap and you are all back in the fight with full resources.

    I would like one or a few things on my list to happen:

    -10 Minute Cool down on when a camp can be placed after one has been used up or destroyed.

    -Increase the cost of Camps by a decent amount.

    -Have a shorter cool down on death spawn. So you can't wait forever until a camp is put down.

    Just a few things I would like to see implemented. Let's make dying actually mean something.
    DC Dragonknight 'Sypher - AD Nightblade Sypher Ali - AD Sorcerer Sypher Sensei - EP Sorcerer Sypharian - DC Templar Ali Sypher

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  • dennis.schmelzleb16_ESO
    Yep.
    The only things I would like to see is that you can only rezz when within the radius and some sort of rezz sickness

    Start with this and observate the reactions then prepare other mechanics if needed (e.g. cooldown)

    But I bet radius rezz with sickness will make most people happy enough
  • LonePirate
    LonePirate
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    Nuh-uh!
    The removal of tents will eliminate most of the epic battles that can last upwards of 1-3 hours or more, which I think are exceptionally enjoyable. Keep sieges will almost approach a PVDoor quality of action and they will undoubtedly be significantly shorter in duration if tents are radically overhauled or if some of these proposed changes are implemented. Do people really prefer the shorter sieges to the longer ones?

    Also, the removal/overhaul of tents significantly assists offensive forces as keeps will be tougher to defend. When that happens, people won't receive the huge AP bonuses for defense which will lead to even more AP farming which some seem to despise.

    Not only that but tents allow players access to the most action in the game, thus a more productive use of their gaming dollars. There will be a lot less time spent in battle and a lot more time spent waiting for a battle or traveling to one. Do people really want to spend their time waiting and repetitively riding their horse from the nearest held keep to the battleground site of their last death? This will only lead to people enjoying the game less because they will be engaged in much less action.

    Have people even considered the unintended consequences of tampering with tents?
  • supernico
    supernico
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    Yep.
    The meta game was actually an upper tier back when the tents we're bugged and you couldn't spam tents in the same place, but apparently the pvp in this game doesn't get as much attention from the developer team as much as the pve does.
    Tents definitelly have to change the way they work as they are altering the quality of the pvp. A simple solution, but probably not the most efficient, would be the removal of the Forward Camps from the game, and have specific resurection points over the Cyrodiil map.
    On top of that I strongly recommend siege damage that affect significantly the players (such as oils) should be nerfed, 90% of the players will die to oils in the inner keeps defenses.
    Oils have to be nerfed anyways, no matter what.
    Supernico - VR14 DragonKnight - Daggerfall Covenant - Former Emperor

    My name is Maximus Decimus Meridius, commander of the Armies of the North, General of the Felix Legions, loyal servant to the true emperor, Marcus Aurelius. Father to a murdered son, husband to a murdered wife. And I will have my vengeance, in this life or the next.
  • Orchish
    Orchish
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    Nuh-uh!
    Tents are essential for taking a keep that is heavily defended. They are also needed to keep hold of one that is under heavy attack. We have many cases on our campaign where we have to keep telling people that if they are the last one replace the camp. When they don't, we usually lose our attack/defence.

    Changes are needed, removal of camps are not one of them. I would suggest that only people INSIDE the camps radius can use them.
  • Vizier
    Vizier
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    Yep.
    Forward Camps need a total overhaul. Thing is a little tweaking of this one thing can majorly change PvP in Cyrodiil for the better.

    1. Reduce by 50% FC sphere of influence.
    2. Hard rule- Can't spawn at FC unless you died within the sphere of influence..period. No Blood porting.
    3. Have guild or group tents that are a little easier to set up that follow the same rules as above.

    Stop the blood porting and give some semblance of a game that allows for some strategic and tactical use of the terrain between keeps.
    Edited by Vizier on September 10, 2014 4:13PM
  • Dudis
    Dudis
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    Yep.
    What he said ^
  • OrangeTheCat
    OrangeTheCat
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    Nuh-uh!
    I think overall FCs are being used properly except when they are placed inside a keep or on a tower, etc. But that's a different problem. A greater death penalty would not help in those cases.

    Seems to me the real problem is people suiciding regardless of where they choose to spawn. If suicide can be reliably detected (meaning no false alarms) then fine, penalize the player.
  • Syndy
    Syndy
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    Yep.
    supernico wrote: »
    The meta game was actually an upper tier back when the tents we're bugged and you couldn't spam tents in the same place, but apparently the pvp in this game doesn't get as much attention from the developer team as much as the pve does.
    Tents definitelly have to change the way they work as they are altering the quality of the pvp. A simple solution, but probably not the most efficient, would be the removal of the Forward Camps from the game, and have specific resurection points over the Cyrodiil map.
    On top of that I strongly recommend siege damage that affect significantly the players (such as oils) should be nerfed, 90% of the players will die to oils in the inner keeps defenses.
    Oils have to be nerfed anyways, no matter what.

    pretty much this...

    I disagree with spawn points around the map, that is what the keeps you own are for. If you die, wait for a rez, or respawn and ride back... I don't know what they should do about FC but I do think they need to change, I wouldn't go so far as remove them. Rez sickness from them would probably be the best solution.

    Spawning inside the keep to defend, or right outside the walls to siege with full magicka/health/stamina is not exactly what I would call punishment for death. Nor would I call it rewarding smart/good play.

    I also agree with the oil statement, I am aware of purge, and constantly spam it. But you know something is wrong when you get into a 3v5 fight and people resort to putting down oil around a corner to try to win. I mean really?
    Syndy - VR14 Breton Templar
    Sacrilege
    Daggerfall Covenant

    Warhammer
    Syndia - 100 Zealot, Syndai - 99 Black Guard, Cyndrana - 84 Sorceress
  • Agrippa_Invisus
    Agrippa_Invisus
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    If tents are to remain in the game, the following two changes (IMO) are what are needed to balance them. Two changes and tents are where they need to be for the meta.

    1. Make it so people can only rez from within their radius -- this essentially removed blood gating or tentaporting around the map. This removes the need to have an enemy resource near a back line keep so you can quickly move around the map.
    2. Add a Death Penalty -- When rezzing at a tent (but not a keep or spawn gate) you come back with 50% HPs, no Mag/Stam, and a 50% reduction on damage dealt for 2-3 minutes. This makes attrition matter. If everyone defending or attacking is rez sick, the victory becomes much more certain. This rewards the team that husbands their forces carefully.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
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    Former Emperor of Bloodthorn and Vivec
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  • Dudis
    Dudis
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    Yep.
    Problem with oils i think is that you can just pour them on the floor anywhere... If you could somehow make it so you have to pour it from a height, a lot of these issues would be solved and oils could still be used creatively.

    Or they could go the easy route and make them only work inside keeps and other objectives and possibly bridges.
  • Tavore1138
    Tavore1138
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    Nuh-uh!
    Removing them totally has the potential to lower the action in Cyrodiil significantly.

    Pre-defined spawn points just means gangs of players lurking at each of them ganking revived people before they get their buffs back on.

    Maybe simply limiting the locations they can be placed is the thing to try?

  • SirAndy
    SirAndy
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    Nuh-uh!
    LonePirate wrote: »
    The removal of tents will eliminate most of the epic battles that can last upwards of 1-3 hours or more, which I think are exceptionally enjoyable.
    agree.gif
    I was in one of those epic battles last night defending Fort Ash.
    :)

    Tents were used by both the attackers and the defenders. We had a tent inside the fort and they had a tent next to one of the resources.
    This allowed for a constant replenishment of able bodies on both sides, making for an exceptionally epic battle that lasted well over an hour (until my client crashed and i called it a night).
  • Dudis
    Dudis
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    Yep.
    The idea here is not to remove them completely but rather to deal with the consequences of the current implementation.
    @Agrippa_Invisus post above reflects my own ideas pretty well, so go ahead and scroll up to read it. :)

    The issue as far as i see it is that you can wipe out the entire enemy "army" but not even manage to push through the hole in the wall because they all instantly respawn and are back with full health within seconds.
    Edited by Dudis on September 10, 2014 5:15PM
  • Takuto
    Takuto
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    Yep.
    I know some complaints about 'troll' camps have been due to guild groups (such as my own) dropping a camp to instant-rez half a dozen dead group members mid-fight.

    I think there should be some sort of short-term debuff associated with rezzing at a forward camps. I don't really care what the debuff is, or even how long it is. I just want to see an end to this sort of tactic.
    Eternal Destiny (PC/NA)
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  • starlizard70ub17_ESO
    starlizard70ub17_ESO
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    Yep.
    I wouldn't do away with FCs, but like many people have said I would change them some. First I would have a rez radius, you have to die within a certain radius of a location to be able to be rezzed there. This would instantly stop all "blood" porting. Second I'd have a rez timer, when you die you only have 5 - 10 sec to decide where you're getting rezzed at, otherwise you appear at the closest place. (If you really want to get hard core, if you don't/can't decide where to rez within 10 sec, you get rez at the closest base camp gate.) This stops people from waiting around dead until a FC gets dropped.
    Edited by starlizard70ub17_ESO on September 10, 2014 6:58PM
    "We have found a cave, but I don't think there are warm fires and friendly faces inside."
  • KleanZlate
    KleanZlate
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    Yep.
    I just hate the "suicide transit system" that's become the normal way of travel for guilds in Cyrodiil. "There's a camp at x. Suicide on mine and res there!". It completely ruins immersion in Cyrodiil for me. Groups should travel by horse more. It might add more field skirmishes which can only be a good thing IMO. So hopefully changes to camps are coming soon.
  • Zadian
    Zadian
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    Nuh-uh!
    Removing forward camps would result in a lot of problems as the whole RvRvR mechanic is based on the assumption that players can place forward camps.

    With out forward camps defending a keep would be impossible. Keeps would fall within minutes.
    It's easy for the attacker to block reinforcements while breaking through the wall is fairly easy and fast. Attacking forces have the advantage of surprise, they can focus more players on one target while the defending fraction would have to spread out their forces over all their keeps since it would be impossible to get reinforcements to that keep before it gets captured and they don't know which keep will get attacked.
    Most players wouldn't want to spend their time standing around in a keep, doing nothing, just waiting until someone attacks. So getting large groups that capture empty keeps while large enemy groups capture their keeps will become the norm.

    Removing forward camps won't result in more field skirmishes, it won't result in more players riding horses. It will result in everybody looking for ways to sneak as fast as they can - and that is currently done by being a vampire and by using a certain armor set. Vampirism would become a requirement in Cyrodiil - just to be able to move fast from fight to fight while minimizing the risk of getting ambushed.

    Cyrodiil would become an endless series of capture and recapture and completely ruled by vampire zergs.


    That would be a complete unfun PvP. Zergballs of sneaking vampires capturing empty keeps…
  • The_Drexill
    The_Drexill
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    Yep.
    Tents are the worst part of ESO. If I quit ESO, I can honestly say camps are one of the driving factors.
    Brandizzle - NB
    Drexill The Unbreakable - Sorc

    For teh covenant.
  • Cody
    Cody
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    Yep.
    Why the heck not. it will only make the game better. rezzing players has no reward, unless you are altruistic(I hope I used that word right. lol.) or you are just playing the medic role. You should get AP for rezzing players.

    and tents/FCs are a bit ridiculous. Sieges are often determined by which side has the most camps. if Fcs were unable to be put inside a keep, and/or only on a resource(or something similar) I don't think it would be a bad thing.
  • Pseudonym
    Pseudonym
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    I've been reading the posts in this thread and I'm still unsure where I stand on forward camps. Perhaps I need to pile some more hours into PvP to see the real damage they're causing, but from my own limited experience they seem to be working as intended.

    Cyrodiil is a huge place; not to mention that you can't ride your horse most places through fear of being ganked, so you either have to be extremely confident in your abilities or stealth your way to the conflict.

    I couldn't imagine enjoying PvP if forward camps weren't a thing. I'd hate having to spend a good 5-10 minutes getting back into the action. I love the PvP in Cyrodiil, but what's fast becoming tedious is the traveling from one place to the next, to the next, and the next...

    Don't get me wrong, I love the scope of Cyrodiil; they've done a fantastic job, but once the novelty wears off, you find yourself yearning more action and less of the horse simulator.

    My only suggestion would be to make resurrecting cheaper and/or easier as an alternative. Perhaps even offer an added AP bonus, as someone already mentioned.
  • LonePirate
    LonePirate
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    Nuh-uh!
    Pseudonym wrote: »
    I couldn't imagine enjoying PvP if forward camps weren't a thing. I'd hate having to spend a good 5-10 minutes getting back into the action. I love the PvP in Cyrodiil, but what's fast becoming tedious is the traveling from one place to the next, to the next, and the next...

    Don't get me wrong, I love the scope of Cyrodiil; they've done a fantastic job, but once the novelty wears off, you find yourself yearning more action and less of the horse simulator.

    This point seems to be lost on so many people here. The removal of camps will result in a reduction of battle time for a lot of people which means less enjoyment from the game. Less enjoyment means a faster exodus from the game.

    It all boils down to this question. Would you rather spend your time in Cyrodiil on your horse or in battle? Evidently the answer is the former for those who advocate removing camps while the answer is the latter for those who want camps to remain as is.

  • Makkir
    Makkir
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    Yep.
    You should only be able to rez to the closest forward camp to you upon death.
  • bitaken
    bitaken
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    Yep.
    20-30 seconds of rez sickness - rez radius about 50% larger than the tents current "too close to friendly forward camp" radius. Rez sickness = 50% health / magicka / stamina and DMG/Healing for duration.

    Tents make it better to die in many situations. That's just stupid.


    The idea that taking a keep means having one group hunting tents and clearing the ground floor - and another group handling guards / flags - is really not a strategic component of the game. All it does is add to the "zerg everything" component of the game that is growing stale to those of us who prefer to run 12-16 man groups. People get killed - rez right up at full health and magicka and the killing process is the same difficulty - this is not smart design.
    PvP Lead Officer for Einherjar

    Member of Einherjar and associated guilds since 2001

    A multi Gaming community of players.
  • Nox_Aeterna
    Nox_Aeterna
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    Nuh-uh!
    On one side , it is true that by having tents you make it more of a battle of attrition and people can die and go again over and over on both sides.

    On the other side , people want to play PvP to well , PvP. If it takes forever everytime you die and wants to join the fight again , then i atleast believe a lot less player will feel like playing this.

    Not every player like to play running simulators.
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • TheBull
    TheBull
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    Yep.
    I don't even know what keep I'm at half the time anymore. It's starting to feel like a bunch of battle grounds.
  • Wahee
    Wahee
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    Yep.
    My guildmates and I timed the run between keeps on max speed horses. You can run from emp keep to emp keep in ~90 seconds, same for emp keep to outpost. To run from your faction gate to an enemy faction gate takes ~10-12 minutes.

    People saying that it takes too long to get back into the fight are just wrong. In most cases you are running back from an adjacent keep in ~90 seconds. Going deeper into enemy territory might take you 2-5 minutes and 10 minutes or so for a very long run. That is an absolutely fair death penalty.

    The way camps are used at the moment destroy small group play, ruin any kind of map strategy, and turn pvp into giant endlessly respawning zergfests. You could delete camps entirely and the game would improve overnight.
    Edited by Wahee on September 11, 2014 4:49AM
    Mostly Harmless: PvP leader and officer
    mostly-harmless-guild.com
  • Knootewoot
    Knootewoot
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    Yep.
    We need hot air balloons as spawn points so we can drop in from above. Or at least use them as spotters.
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Zadian
    Zadian
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    Nuh-uh!
    Wahee wrote: »
    … In most cases you are running back from an adjacent keep in ~90 seconds. …

    Now take into account that with players having to ride back from one keep to an other will result in a lot of enemy players ambushing them. This increases the time it takes to go back into (the important) combat much longer since the players will have to fight these ambushes or will need to sneak to the keep.

    Being able to get a keep off the transit system is fairly easy. A small group can capture the resources of the next keep and force players to spawn at a different keep.
    An even smaller group can try to keep a part of keep walls slightly below 50% and prevent respawning at that keep.
    Both of this methods will have the added benefit for the attacking fraction that it will bind larger amounts of players in keeps that are not directly attacked and this is a big advantage for the attacking force.

    The reinforcements would have to get through the breach in the keep wall - easily defended by the attacking force unless all the reinforcements charge at the same time. More coordination for the defenders is needed and the reinforcements would have to wait somewhere to group.
    The moment the attackers are able get through the breached outer the keep would be captured, because defending the keep would become impossible.

    Sure attacking players who died will have to get back to the keep they attack just like the defenders, but the advantage is on their side since their main force is binding defenders to the keep. The cost of dying is much higher for the defenders than it is for the attackers.

    The problem is not the shortest time needed to get from keep A to keep B in an ideal situation. The problem is that the combat in Cyrodiil is designed with Forward Camps in mind. Remove the FCs and a lot of things will need changes and would have to be adjusted and rebalanced.
  • Dudis
    Dudis
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    Yep.
    Dying should still not be a quick way to get full health and resources. That's just stupid.
    Keep the tents then but make it so that you can't teleport across the whole map at least.
    Then make it so you spawn hith half health and no magicka/stamina and 50% reduced damage/healing for 60 seconds.



    I don't often zerg, but when i do, this is how it's done

    Step 1: Run into zerg spamming AoEs to build ult
    Step 2: Ressurrect at tent with full everything
    Step 3: Go kill people with ult
    Step 4: Got to step 1

    And it looks like that's what most people do, since there's no death penalty. You should not WANT to die.
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