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Just Remove FC

seancaputo_ESO
seancaputo_ESO
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Please remove the FC - it should force teams to better defend area's and slow down Zergs - I mean Nerdz having people on the opposite side kill them to move them to quick spam Flash Points. It's amazing to watch a Nerdz move the map faster than 20 Siege Weapons on a wall.

Benefit -

Long Battles - people are not going to be so overly aggressive. If they die, ride back or revived.

Rewards - Teams that put the effort to effectively take a keep and are smart about it. Using Teamwork will win, but not be discourage from 200 players getting AP Killed by their Guildie on the other side to travel to defend. Total B.S

Balance - This will balance the game and population in-balance can be negated by smart attacks and countering in the deep territory. Killing the transmit lines does not help when you have CHEATERS using FC..... again look at AP Board......

Give more AP for defense...


And By the Way --- Stop nerfing toons because a level 22 got Ganked by a V14. That is not OP, it's a player in the wrong arena.
  • jkirchner71ub17_ESO2
    I remain torn on this issue altogether. I know change is tough for anyone to adjust to but this might be a TALL order and based on what I have seen in countless threads regarding FCs the majority seem to be in favor of them remaining in-game but support changing them. I just wish we could get ZoS to chime in for once on some of the ideas they are considering and not this insulting Rank 6 requirement they have on PTS. Perhaps they have no ideas but I have to think they have been contemplating something beyond this Band-Aid they are going to apply once the next update goes live. As of now they continue to give generic responses like "we are aware of the issue".
    MAIN
    Aldmeri Dominion
    Torroch, VR14 Orc DK Rank 22, Officer in Maelstrom
    Once again looking for an organized PvP guild to join - viva la Venatus

    NON-PvP Alts
    Ebonheart Pact
    Torach, VR12 Orc Sorcerer, GM House of the Tamriel Ten
    Torrach, VR8 Orc Templar, House of the Tamriel Ten (older brother of Torach)
  • ghengis_dhan
    ghengis_dhan
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    Actually, Brian Wheeler has commented about forward camps in other threads:
    We have talked about resurrections only be allowed within the radius of the Forward Camp and shrinking the size of the radius as well with increasing the respawns. This is a bit more tricky than it sounds and the programmers want to make sure it's clean as can be before putting it out there.
    This is from "Alliance War future plans and update!".
    "It is not the critic who counts: not the man who points out how the strong man stumbles or where the doer of deeds could have done better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood, who strives valiantly, who errs and comes up short again and again, because there is no effort without error or shortcoming, but who knows the great enthusiasms, the great devotions, who spends himself for a worthy cause; who, at the best, knows, in the end, the triumph of high achievement, and who, at the worst, if he fails, at least he fails while daring greatly, so that his place shall never be with those cold and timid souls who knew neither victory nor defeat."

    Teddy Roosevelt, Paris, 1910
  • Vorpan
    Vorpan
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    I personally do not think that they should get rid of forward camps, but instead should make changes to how they work.

    A radius, as mentioned above, would be a good idea. That way players cannot blood port across the map.

    Another ideas (I do not know if it has been suggested before) could be to make it so that if a player suicides at a resource node via NPCs, for example, they get sent to a wayshrine rather than having the option to resurrect at a forward camp.

    The Rank 6 change might help in some cases with troll camping, but not if troll campers are feeling determined. It's not very hard to rank up, not to mention you can buy camps from other players for gold. I wouldn't be surprised if the person who frequently troll camps AD is higher than rank 6, despite being very low level.

    I agree that it would be nice if ZOS would chime in. Players have offered up many good suggestions and feedback. It'd be nice if someone could at least pop in and let us know whether or not some of them are possible, or if they could not work for whatever reason.
  • seancaputo_ESO
    seancaputo_ESO
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    How about " Only people within a certain Radius can use the Forward Camp"
  • Lord_Draevan
    Lord_Draevan
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    How about ZOS puts a "Special Event" campaign which has no FCs. We try it out for a month, and if people like it, it gets instituted on all campaigns.
    This way we can test it out before deciding.
    I'm a man of few words. Any questions?
    NA/PC server
  • michael_bimson
    michael_bimson
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    They could do away with Forward Camps but up the availability of Soul Gems in PvP? Ressing becomes important and sieges more tactical.

    E.g. if you can lure a group into an ambush and wipe them it will have a strategic impact upon the campaign with those dead having to respawn at a keep and ride back to the battle and the ambushers able to move relatively unhindered.

    Also it would mean that we could actually siege keeps i.e. surround them and cut them off. Currently there is no point in doing this because even if you killed all the defenders riding toward it they can respawn at the camp inside the walls. No camps would mean they would need to group up and try and break the siege lines.

    Just a thought :)
  • eliisra
    eliisra
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    How about ZOS puts a "Special Event" campaign which has no FCs. We try it out for a month, and if people like it, it gets instituted on all campaigns.
    This way we can test it out before deciding.

    Well, no one would really go there besides NB stealth builds, just like with the proposed "single target only campaign".

    People are lazy by nature and especially randoms. They only want to reach the nearest contested keep quickly (w/o getting jumped), than starts shooting or healing at stuff for AP. I'm not judging or anything, I'm often the same when I'm a random solo'er. It's hard riding far into enemy territory and start action, when you're not with an organized raid.

    But agreed about the FC. Something needs to be done. Nothing really matters any more when it comes to faction success, only the bloody camps. Fail to place one and you auto loose the battle. You currently need FC in every single faction own keep, castle or fort 24/7 or you cant defend against blitz squads. That's how squishy keeps are. You even need designated players on camp duty, just teleporting around making sure the camps safe. It's messed up.
  • MagnusRex
    MagnusRex
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    eliisra wrote: »
    How about ZOS puts a "Special Event" campaign which has no FCs. We try it out for a month, and if people like it, it gets instituted on all campaigns.
    This way we can test it out before deciding.

    Well, no one would really go there besides NB stealth builds, just like with the proposed "single target only campaign".

    I don't agree with that. There are lots of players (such as me) who inside the normall campaign look for 1v1 fights because in general they require more skill than just zerging around, and are imo more fun.

    Removing forward camps wouldn't be the solution to fix the problem, but being able to buy different kind of camps such as guild only camps, personal camps and maybe some more, might fix a lot of it.

    (and i'm all for a single target only campaign! and a FFA campaign where you can also attack your own faction)
    Edited by MagnusRex on October 23, 2014 4:45PM
    Magnus Rex Magicka Dragonknight DC EU
    Magnus Rekt U Magicka Dragonknight EP EU

    KiteSquad | Fero Caedis
  • Wreuntzylla
    Wreuntzylla
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    They should make it so that you can destroy the FC....

  • Sanct16
    Sanct16
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    Taking keeps would be to easy then. If the keep is under attack by an organized group, you can't get there in time.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • seancaputo_ESO
    seancaputo_ESO
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    How about ZOS puts a "Special Event" campaign which has no FCs. We try it out for a month, and if people like it, it gets instituted on all campaigns.
    This way we can test it out before deciding.
    How about ZOS puts a "Special Event" campaign which has no FCs. We try it out for a month, and if people like it, it gets instituted on all campaigns.
    This way we can test it out before deciding.

    I would do that and with No Tags At All
  • seancaputo_ESO
    seancaputo_ESO
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    They should make it so that you can destroy the FC....

    You can... Unless its in the keep and the walls are up and they keep spawning Raids in.
  • seancaputo_ESO
    seancaputo_ESO
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    Sanct16 wrote: »
    Taking keeps would be to easy then. If the keep is under attack by an organized group, you can't get there in time.

    The reason for Defense. It will stop 200+ people navigating the map to attack and defend --- meaning 50 defend Two Fronts - 50 Counter Attack Two Fronts -- Means LOW LAGGGGGG....

  • MrGhosty
    MrGhosty
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    What if instead of FCs as we have them now, we change FCs to group/guild only and then add more locations across the map that players can spawn at like the bridges and the neutral imperial gates. Make these locations able to be captured/destroyed.

    Another option would be to place the transitus in the courtyard and enable it to be destroyed. As long as the shrine hasn't been destroyed defenders could spawn there. Then set it up so that attackers can respawn as much as they want as long as they control one of the resources.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • Sanct16
    Sanct16
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    Sanct16 wrote: »
    Taking keeps would be to easy then. If the keep is under attack by an organized group, you can't get there in time.

    The reason for Defense. It will stop 200+ people navigating the map to attack and defend --- meaning 50 defend Two Fronts - 50 Counter Attack Two Fronts -- Means LOW LAGGGGGG....
    What it will be like:
    Bombgroup goes to a keep off the fronts, like for example a Home Keep. They shoot inner and outer to 51% and then just blast the walls away. This will happen, before anyone can get there. And even if someone gets there, it won't be enough to stop them, because this person won't be able to get reinforcement coming.

    There are plenty of other tricks you could do then, but to sum them up, Cyrodiil would be even more PvDoor + Running Simulator.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Cody
    Cody
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    FCs don't need to be removed in my opinion. not saying cyrodill is a gigantic world the size of Azeroth..... but its big to the point it can get old having to run back and forth.


    just change them. spawn in radius.... group only..... things of that nature.
  • Lord_Draevan
    Lord_Draevan
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    At the very least (as Brian Wheeler says ZOS is currently testing) only allow people to spawn at a camp if they die in its radius. As it is, people leave resources under enemy control to use as "Death Ports" and throw little temper-tantrums if anyone caps them.

    And maybe a limit of, say, 5 FCs in X amount of time in an area, because as it is battles are won or lost nearly entirely on how many FCs the faction brings to a fight. Death is a minor annoyance and unlimited FCs heavily favors mindless frontal assaults.
    I'm a man of few words. Any questions?
    NA/PC server
  • Shadowsan
    Shadowsan
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    Th
    eliisra wrote: »
    How about ZOS puts a "Special Event" campaign which has no FCs. We try it out for a month, and if people like it, it gets instituted on all campaigns.
    This way we can test it out before deciding.

    Well, no one would really go there besides NB stealth builds, just like with the proposed "single target only campaign".

    People are lazy by nature and especially randoms. They only want to reach the nearest contested keep quickly (w/o getting jumped), than starts shooting or healing at stuff for AP. I'm not judging or anything, I'm often the same when I'm a random solo'er. It's hard riding far into enemy territory and start action, when you're not with an organized raid.

    But agreed about the FC. Something needs to be done. Nothing really matters any more when it comes to faction success, only the bloody camps. Fail to place one and you auto loose the battle. You currently need FC in every single faction own keep, castle or fort 24/7 or you cant defend against blitz squads. That's how squishy keeps are. You even need designated players on camp duty, just teleporting around making sure the camps safe. It's messed up.

    This is exactly the problem. The capture of keeps is currently dictated by who has the biggest zerg and is able to keep their camps up. The fact that this zerg is able to successfully defend Black Boot and then bloodport to take Warden 2 seconds latter is wrong. 1 person rides travels to Warden and places camps. The remaining 200 just bloodport.

    Beam me up Scotty.
    Vokundein

    Shadowsan - Oathsworn of Vokundein
    -
    Legend Gaming Website | Join Us
  • Varicite
    Varicite
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    Cody wrote: »
    FCs don't need to be removed in my opinion. not saying cyrodill is a gigantic world the size of Azeroth..... but its big to the point it can get old having to run back and forth.


    just change them. spawn in radius.... group only..... things of that nature.

    This is the entire point of having supply lines and caring about having an open supply to the keeps under siege.

    FCs completely negate the need for these types of strategies.

    I say just remove them. Cyrodiil was better before they were added, imo.
  • Gillysan
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    I mostly agree with this - remove the FC's. Fast horse and that assault skill for mobility is enough. Although I have another suggestion to throw into the pot: also put a lock-out timer on placing an FC in the same area as the previous one. Have a ghost circle of the image persist for 10 minutes and when someone tries to put down an FC they get a message telling them how many minutes until next FC can be placed.
  • seneferab16_ESO
    seneferab16_ESO
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    I think the radius change is good, but I also think that there should be a 1-2 min cooldown before players can start spawning at the camp after it has been placed.

    That would mean no more insta zergs a second after someone put a camp down. You'd have to be careful and sneaky with placement, and actually protect the camp once it has been set. It'd give camp hunters on the opposite side a chance to destroy the camp before it starts ressing players, and it would also give people an incentive to play a little bit smarter and try not to die all the friggin time.
    Aerin Treerunner, pre dinner snack
  • stoop420
    stoop420
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    I would like to see FCs available only in the radius of an owned keep that you can teleport to and is connected to the main base. This would prevent FCs behind scroll gate and spam spawning zergs deep in enemy territory. It would also make cutting off enemy transit a valid tactic again.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    As much as I understand the issues with camps, not having them would make keeps almost impossible to take for smaller groups since any competent defending group can repair both inner and outer walls in a fraction of the time it takes to play horse simulator back to a keep.

    Two changes to FCs would solve both lazy gameplay (bloodporting) and troll camping but leave the core mechanics of the camp intact. Note that these changes would have to be concurrent to be most effective.

    1. Decrease the radius of the FC blackout circle to roughly the distance between two keep resources.

    2. Only allow players that have died within that circle to rez to that camp.

    Here is a picture of what that would look like.

    e0bvQfp.jpg

    Note that with the smaller radius, it would be much harder to troll camp but still large enough that an enemy could not place two camps (at protected resources) around a keep. They could place more camps out in the wild but we all know how little flat surface there is and that is what scouting is for. Also, if they wander too far off to place a second camp, they risk getting ganked and not being able to rez to the first camp due to change #2.

    This is a much better solution than the level requirement to purchase camps which is easy to work around and will prevent the purchase of camps by anyone in non-vet entirely due to low rank.
  • PEZ
    PEZ
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    Here's how forward camps should work. When you capture an enemy resource (farm, mine, lumber mill), it becomes a forward camp. That resource now starts harvesting for your alliance rather than the enemy, and what it harvests is used to "resupply" more troops so they can respawn into battle.

    Let's just say one resource, a mine, can spawn one player every 9 seconds. If this isn't quick enough, you must capture the other resources. If you do you now have 3 players respawning every 9 seconds (1 from each resource). If this isn't quick enough you can accept a quest to deliver materials between resources. This quest would mostly be for low levels or players who prefer solo pvp. If you start at a mine, then you deliver ore to either the lumber yard or the farm. When you reach that resource, you hand over the ore and accept either wood or grain (depending on which one you went to) and then attempt to deliver it to another resource. Doing so reduces the spawn time at that location for a period of time ( just enough to require consistent but not constant upkeep of deliveries).

    The idea is that this trading of materials allows each resource location to better "resupply" the troops it's sending into battle. A solder needs more than just a weapon, he also needs food, so it makes sense that you would deliver grain to the mine location (that is, if you care about immersion and all that). It also encourages attackers to ride circles around the keep, constantly keeping a perimeter up to thwart defending reinforcements who are unable to teleport to the keep. This mechanic basically allows for easy, long-lasting forward camps, with multiple angles of attack, but at the cost of actually doing work rather than mailing something to an alt like the current system. It also serves to split up the attackers when respawning so there can be less of a tendency to zerg and lag.

    I've already mentioned that solo PvPers might like this and here's why: defenders of a keep can intercept attackers who are delivering. This would slow down respawn rates while still allowing respawning to a lesser degree; as opposed to the current system where you have a forward camp up with myriads of players spawning at once, or no forward camp and no reinforcements whatsoever. My suggestion allows for forward camps to operate at varying degrees of effectiveness. This way the siege isn't over in the instant you lose an attacking forward camp, but rather you feel your forces slowly dwindle as you fail to maintain material deliveries.

    But wait, there's more! How does a defender's forward camp work? The keep becomes a forward camp, but it no longer spits out reinforcements quickly or endlessly. At the start of a seige, the defenders will have a faster respawn time, but they also have to coordinate, split up, and defend a three front attack because enemies will be attacking from all sides. There is a tipping point, however. Eventually, if deliveries are left unchecked, the attackers will have a faster respawn time than defenders. This forces the defenders to leave the keep rather than turtle all day.

    I'm not a game dev, and I don't know the Cyrodiil population, so I won't throw out concrete numbers, but the idea is that if the defenders can disrupt the attacker's deliveries 50% of the time (either killing them or slowing them down), then both the attackers and the defenders have the same respawn rate of soldiers per second. The side with the lower respawn rate must rely on soul gem revivals from teammates. In the event of a spawn queue, players dying within range of the forward camp take precedence over those who die outside of the range.

    Why do I like this so much? Because it puts more emphasis on smaller battles all around the keep rather than 1 giant mob against another giant mob. Because it allows more time fighting players and less time fighting keep walls. Those things would still be present, but they would be have their place and time, rather than occupying the whole duration of a siege (they would also be adjusted to allow for group play rather than zerg play). The whole delivery system would only require a small portion of attacking force to function fully, so that players can continue playing the way they have been if they enjoy that. It would also give players who don't enjoy the current Cyrodiil metagame a different way to contribute.
  • ghengis_dhan
    ghengis_dhan
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    They should make it so that you can destroy the FC....
    If you are referring to being able to destroy your own faction's camp, then trolls will just change their tactics. Why waste gold or alliance points, when all you have to do is nonchalantly walk over to the camp and burn it.
    "It is not the critic who counts: not the man who points out how the strong man stumbles or where the doer of deeds could have done better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood, who strives valiantly, who errs and comes up short again and again, because there is no effort without error or shortcoming, but who knows the great enthusiasms, the great devotions, who spends himself for a worthy cause; who, at the best, knows, in the end, the triumph of high achievement, and who, at the worst, if he fails, at least he fails while daring greatly, so that his place shall never be with those cold and timid souls who knew neither victory nor defeat."

    Teddy Roosevelt, Paris, 1910
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