pmn100b16_ESO wrote: »Why don't we just delete them for a month and see how we get on. Personally I think it'll work out well, it'll no doubt help reduce the horrendous lag around keeps.
If the attackers are well organized, then yes. I've been on keep defense a number of times where I'll wonder why they haven't taken down our camp. I guess they made one loop around the inner keep and assumed that was that.rophez_ESO wrote: »On the surface, you would think so, but defenders have limited real estate on which to place a camp - once the outer wall is breached by a large force, it's easy for them to spot/burn camps the defenders try to put up.
You should try keeping a camp up when a really good sneak keeps setting it on fire. (You can't spawn at a camp on fire.) It's happened a number of times where 4-6 of us would be searching for this guy. He'd pop up behind us, set the camp on fire, and disappear. We'd put the fire out or put up another camp, and continue our search for him.Fine with me, because unless it is some late hour or largely empty campaign with few players and still fewer APs, it's in fact completely different story: there is no point whatsoever in burning tents down, because they go down often within seconds anyway by sheer numbers spawning there, and likewise within seconds up again. They do not add anything on tactical level, just make combat utterly dull.
CoolsHisHands wrote: »If they just made it so you could only bloodport to them if you died within the radius as it appears on the map, that would solve most of the problems. No need to change the price.
I strongly believe this is how they were meant to function in the first place, but for some reason they changed it.
rophez_ESO wrote: »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.
I get what you are saying, but, as currently implemented, 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.
Joy_Division wrote: »rophez_ESO wrote: »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.
I get what you are saying, but, as currently implemented, 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.
I get what your are saying but
- How happy would you be if you were insta-killed by a batswarming-streaking-impulsing enemy and then were stuck riding your horse for 5 minutes? The ratio of actual play time to horse-riding simulator would be highly unfavorable.
- I would say half the time I play in Cyrodiil, there are maybe 35 blues, 25 yellows, and 20 reds. How exactly can those dynamic alliance vs alliance things happen that you mention, with such a low population? They can't. There is only enough population for the map for the yellows to support a single siege. The map needs to be shrunk in such scenarios and FCs are the only thing that make playing in these empty campaigns tolerable.
- FCs do bring legitimate tactical and strategic options that are also part of the grand Cyrodiil design. Without FCs, attackers do not have to worry about and eliminate defender FCs when assaulting a keep. Also, an FC deep into enemy territory opens up the possibility of a surprise attack or a scroll run. Without FCs, AD would always have to go Roe-Nikel-Ash-Glademist in order to realistically sustain an assault on blue. Predictable and boring.
- The 2 most enjoyable experiences I have had in Cyrodiil was a successful yellow scroll capture from Fort Warden and a successful yellow defense of a determined blue attempted to capture Castle Bloodmayne. Both of these was the type of epic grand battles of the sort seen in the trailers, made possible only with the use of FCs.
I think it is theoretically possible that Cyrodiil would be a dynamic and interesting place without FCs, but this could be true only if there actually was 500 players from each alliance in the game. That was the number I saw back at launch, and maybe that was the case at the time. But right now I find it hard to believe there are 500 different blues in a locked campaign since I see the same names over and over again. And on the NA server, there is only 1 locked campaign...the only way to have a reasonably enjoyable experience where you are actually playing in unlocked campaigns is to artificially shrink the map to bring the fights to players and FCs allow this to happen.
I do agree FCs can be abused and there should be limits/restrictions imposed on their use. Death can have penalties besides imposed boredom.
Joy_Division wrote: »rophez_ESO wrote: »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.
I get what you are saying, but, as currently implemented, 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.
I get what your are saying but
- How happy would you be if you were insta-killed by a batswarming-streaking-impulsing enemy and then were stuck riding your horse for 5 minutes? The ratio of actual play time to horse-riding simulator would be highly unfavorable.
- I would say half the time I play in Cyrodiil, there are maybe 35 blues, 25 yellows, and 20 reds. How exactly can those dynamic alliance vs alliance things happen that you mention, with such a low population? They can't. There is only enough population for the map for the yellows to support a single siege. The map needs to be shrunk in such scenarios and FCs are the only thing that make playing in these empty campaigns tolerable.
- FCs do bring legitimate tactical and strategic options that are also part of the grand Cyrodiil design. Without FCs, attackers do not have to worry about and eliminate defender FCs when assaulting a keep. Also, an FC deep into enemy territory opens up the possibility of a surprise attack or a scroll run. Without FCs, AD would always have to go Roe-Nikel-Ash-Glademist in order to realistically sustain an assault on blue. Predictable and boring.
- The 2 most enjoyable experiences I have had in Cyrodiil was a successful yellow scroll capture from Fort Warden and a successful yellow defense of a determined blue attempted to capture Castle Bloodmayne. Both of these was the type of epic grand battles of the sort seen in the trailers, made possible only with the use of FCs.
I think it is theoretically possible that Cyrodiil would be a dynamic and interesting place without FCs, but this could be true only if there actually was 500 players from each alliance in the game. That was the number I saw back at launch, and maybe that was the case at the time. But right now I find it hard to believe there are 500 different blues in a locked campaign since I see the same names over and over again. And on the NA server, there is only 1 locked campaign...the only way to have a reasonably enjoyable experience where you are actually playing in unlocked campaigns is to artificially shrink the map to bring the fights to players and FCs allow this to happen.
I do agree FCs can be abused and there should be limits/restrictions imposed on their use. Death can have penalties besides imposed boredom.
xsorusb14_ESO wrote: »There are two lines of thought on forward camps
One line is people who see them for how bad they are for gameplay and want them removed
The other is people who think this game is WoW lite, and wants Scenarios...so they have zero problem with instant respawn camps with no death penalty...These are usually the people who whine about having to ride their horse to a keep because ya know...They don't wanna actually play Cyrodiil.
They don't need to be removed outright, they just need to address those issues.rophez_ESO wrote: »FC are ruining the game experience for anyone who doesn't like to endlessly smash two zergs against each other. Two examples:
1- On Chillrend we, EP, finally managed to take a keep on Sunday. We managed to fight off the much larger force of DC as they came to reclaim their keep. Maybe a dozen times? Unfortunately, they have an endless supply of FC. They just keep coming. It's silly. If they had to at least respawn at a nearby keep, we could get a breather to repair, set up ambushes on the road, etc.
2- Nobody travels. If you are fighting a war across the map, you send one scout to plant a FC, then everyone suicide and spawns at the camp. It's lame, and it makes the huge world kind of pointless. Why set up beautiful choke points like bridges when nobody uses them?
The complete removal of FCs does have a significant impact on attacking. I get that a keep defense without FCs is possible and maybe even a welcome thing - you can respawn at keep for a while.
The issue I have is with attacking a keep together with the size of the terrain and travel distances. If you do not have a possibility for some kind of "resupply of forces", a successful siege will be some kind of rare occurrence, again limited to certain highly coordinated groups with sufficient numbers to be able to compensate the 10% loss.
30 seconds is enough to get a wall back to 100% if you have maybe 10 to 15 people repairing. That is way less than the time required to travel back to the keep you are attacking even considering the nearest possible spawn/TP location.
xsorusb14_ESO wrote: »There are two lines of thought on forward camps
One line is people who see them for how bad they are for gameplay and want them removed
The other is people who think this game is WoW lite, and wants Scenarios...so they have zero problem with instant respawn camps with no death penalty...These are usually the people who whine about having to ride their horse to a keep because ya know...They don't wanna actually play Cyrodiil.
Just had a fun idea. Make FCs dirt cheap, remove the white circles completely, let them be put everywhere without any limitation.
Then have respawning at a camp cost 5% of your current balance of alliance points. You have 5million in your pocket? 1 spawn costs you 250k ap. You have 10k? 1 spawn = 500 ap.
You get killed again? Spawn at nearest keep, it's free! Or, pay another hefty tax to get back into the fray again.
If you can't respawn at all as an attacker while defenders have at least a short respawn period until outer is below 50%, how large a quota of sieges do you see succeed?Removal of FCs would have significant impact on Cyrodiil, both attacking and defending, no doubt. [...] but in both cases defenders simlply won through combat and repaired wall is alright.
If you can't respawn at all as an attacker while defenders have at least a short respawn period until outer is below 50%, how large a quota of sieges do you see succeed?Removal of FCs would have significant impact on Cyrodiil, both attacking and defending, no doubt. [...] but in both cases defenders simlply won through combat and repaired wall is alright.
xsorusb14_ESO wrote: »Or..here is an idea...
How about we remove Forward Camps, and make that area in between keeps generally used for something other then looking pretty.
Seriously..some of you need to go play WoW, or any number of MMO's with Scenarios in them with instant respawn in small maps..The fact that you want one of the few Massive Scale PvP MMOs that was specifically made to cater to that audience to reflect how Scenarios in general work is annoying.. If you don't wanna ride your damn horse between keeps, don't bloody PvP in this game..go play one of the many other MMO's that does exactly what you want.