lulz, go play a first person off-line shooter, the game should not stop being played because you aren't logged in
rophez_ESO wrote: »Huh, yeah... jack that cost up to 100k, and people might slow down and care about their death a little more.
rophez_ESO wrote: »Huh, yeah... jack that cost up to 100k, and people might slow down and care about their death a little more.
I have to say, I kind of like that idea!
Sallington wrote: »rophez_ESO wrote: »Huh, yeah... jack that cost up to 100k, and people might slow down and care about their death a little more.
I have to say, I kind of like that idea!
Another idea from someone else that I like was to have respawning at an FC cost an increasing amount of gold. Kind of the way fast travel works when you're not at a wayshrine.
First rez at FC: 150g
Second rez: 800g
Third rez: 1.5k g
Wait 15 minutes without FC rez, back down to 150g.
Something like that.
rophez_ESO wrote: »Sallington wrote: »rophez_ESO wrote: »Huh, yeah... jack that cost up to 100k, and people might slow down and care about their death a little more.
I have to say, I kind of like that idea!
Another idea from someone else that I like was to have respawning at an FC cost an increasing amount of gold. Kind of the way fast travel works when you're not at a wayshrine.
First rez at FC: 150g
Second rez: 800g
Third rez: 1.5k g
Wait 15 minutes without FC rez, back down to 150g.
Something like that.
That's a nice idea - but make it more like 500ap -> 2500ap -> 10000ap -> reset after 20 minutes.
Sallington wrote: »
lulz, go play a first person off-line shooter, the game should not stop being played because you aren't logged in
Did I say they shoudn't be allowed to play at night? They can play whenever they want, and if they take over the whole map at 3am EST, then whatever. All I said was a forward camp price increase might not affect them as negatively as the other 2 factions.
You bob for apples in the toilet, and you LIKE it!
https://www.youtube.com/watch?v=Sbyg5XfTRv0 I remember reading something during the beta about only being able to spawn at a camp when you die in the white circle. I think it was something planned but never implemented.CoolsHisHands wrote: »I strongly believe this is how they were meant to function in the first place, but for some reason they changed it.
Joy_Division wrote: »I like FCs and not afraid to admit it.
I like epic sieges and battles. I don't like looking at horses' asses. Just need to eliminate blood-porting: if you get killed by an NPC outside of a keep, then you can't use a FC.
Whats funny is, the people who designed Cyrodiil and obviously had a specific gameplay in mind, cant even see that FCs have completely negated ALL of their gameplay design.
If I was Brian Wheeler....and if I actually played the game myself to see what was going on, I would have had FCs removed months ago, or at least make them cost 150k AP.
But what do we get instead? A rank 6 required to buy them. Lol.....ok....
exactly this.rophez_ESO wrote: »FCs completely negate the following design principles of Cyrodiil:
- The idea that you need to maintain keeps near your current battle for staging.
- The idea that defenders who are outnumbered can use structure, and guards to fight off larger forces - not possible when the larger force is made infinite by FCs.
- The idea that the world is built with terrain and structures forming choke points for pitched battles in which reinforcements can be delayed.
- The idea that a player should should feel some sense of danger or a bit of loss from death (travel time) - instead, we have mindlessly running from FC to breach, over and over,until the outnumbered defenders are overwhelmed.
What I'm getting at, is that Cyrodiil would be a lot more dynamic and interesting a place without FCs. There would still be large castle fights, but a lot less mindless rushing into breaches, etc. People would be faced with a short run, if you own the nearby keeps, and if you don't, why are you trying to hit a target deep in enemy territory? Shouldn't there be a consequence?
Personally, I like strategy a FC could bring to a campaign, but it needs to be a lot more rare, and a lot more costly. And charge people who USE it - this might stop lowbies from burning through them, anyway.
One of the drawbacks of removing forward camps, is that Cyrodiil would become a horse riding simulator.
No thank you
One of the drawbacks of removing forward camps, is that Cyrodiil would become a horse riding simulator.
No thank you
I don't agree with everything you say, but you make a lot of valid points. However, the point above is negated by the fact that the defenders are also made infinite by FCs.rophez_ESO wrote: »The idea that defenders who are outnumbered can use structure, and guards to fight off larger forces - not possible when the larger force is made infinite by FCs.
ghengis_dhan wrote: »I don't agree with everything you say, but you make a lot of valid points. However, the point above is negated by the fact that the defenders are also made infinite by FCs.rophez_ESO wrote: »The idea that defenders who are outnumbered can use structure, and guards to fight off larger forces - not possible when the larger force is made infinite by FCs.
ghengis_dhan wrote: »The real problem with forward camps is blood porting. Groups suicide so they can fast travel to the other side of the map. If you only allow camp spawns to players who die within a short distance, you solve this problem.
The true value of camps is that they are player-created tactical objectives. As such, forward camps are crucial to keeping PvP dynamic and interesting. (Unlike flags which are always in the same location with the same number of guards.)
When you breach the outer wall of a keep, you don't know where they have placed their camp. You can try to muscle your way into the inner keep, or you can search for their camp. If you destroy it and any more they put up, you can win by attrition.
By the same token, if you are on defense and you are able to keep your camp up, you have a chance to defend your keep. You can also lead a group to find and take out the attackers camp. If you take out their camp and any more they put up, their offense will dwindle away.
I was on keep defense one-time against a superior force who were setting up to take down the inner keep postern. Half our group stayed inside to slow down the attackers. The other half stealthed over to the mine to where we gambled they had their camp. We took the resource, destroyed their camp, and rushed back to the inner keep where they were about to take the second flag. We managed to take the back flag just as the front flag fell. The battle went back and forth, but because they didn't have a camp, we eventually won the day.
If they placed their camp somewhere else or if they had found ours, we would have lost. Forward camps have repeatedly shown to be crucial tactical objectives that can win or lose battles. Remove them from the game, and we are left with static objectives (flags, towers, upper level of inner keep).