Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
I wouldn't be opposed to a 20 respawn limit at each resource per hour. This would give value to defenders reclaiming resources before a siege ends, so they could get some reinforcements.
Yeah that is a good idea. Also, like @Aoe_Barbecue said, increasing the HP of walls by at least x2 is probably necessary to allow dead defenders to try to run back to the siege (which would, in turn, force the attackers to consider assigning a force to patrol the possible overland return routes).
Milegates/Bridges: No more dropping an FC on one side of it and then pounding it down as the defenders have further to run back from the keep.
This is definitely going to be an advantage for AD because it's alot faster to ride from Alessia to the bridge than it is to ride from Sejanus to the bridge.
We have the advantage at the Chalman milegate now.
I'd mention the Ash milegate, but we all know no PVP happens in that corridor of the map.
dzugarueb17_ESO wrote: »Horrible change, just horrible. Melee - ruined. Glass cannons - ruined. PVPing without a guild/group - ruined (obv nobody will res you). Being in a full raid mindlessly following the crown and mashing 1 button - mandatory.
Why, why don't just add the timer to respawn? Go get a beer is not fun - riding through the same woods over and over and over and over and over IS?
DisgracefulMind wrote: »Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
I wouldn't be opposed to a 20 respawn limit at each resource per hour. This would give value to defenders reclaiming resources before a siege ends, so they could get some reinforcements.
Yeah that is a good idea. Also, like @Aoe_Barbecue said, increasing the HP of walls by at least x2 is probably necessary to allow dead defenders to try to run back to the siege (which would, in turn, force the attackers to consider assigning a force to patrol the possible overland return routes).
Milegates/Bridges: No more dropping an FC on one side of it and then pounding it down as the defenders have further to run back from the keep.
This is definitely going to be an advantage for AD because it's alot faster to ride from Alessia to the bridge than it is to ride from Sejanus to the bridge.
We have the advantage at the Chalman milegate now.
I'd mention the Ash milegate, but we all know no PVP happens in that corridor of the map.
Funny you mention the Ash milegate, because on the DC side we just had a couple of fun battles there with some AD, so maybe now some PvP will happen in that area :P
ZOS_TristanK wrote: »Forward Camps won't be sold by any merchants in Cyrodiil, @Turelus.
Agrippa_Invisus wrote: »Wow, this change is abit harsh imo. People dying in seconds already.
I'd rather to keep it until you fix the radius issue.
This also greatly affects the fight club style duel guilds as well. Whole thing is gonna screw up from now on.. Are you gonna pay the soulstone bills Zeni?
Inconveniencing duelers is likely one of the things that ZOS didn't bother considering.
Agrippa_Invisus wrote: »DisgracefulMind wrote: »Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
I wouldn't be opposed to a 20 respawn limit at each resource per hour. This would give value to defenders reclaiming resources before a siege ends, so they could get some reinforcements.
Yeah that is a good idea. Also, like @Aoe_Barbecue said, increasing the HP of walls by at least x2 is probably necessary to allow dead defenders to try to run back to the siege (which would, in turn, force the attackers to consider assigning a force to patrol the possible overland return routes).
Milegates/Bridges: No more dropping an FC on one side of it and then pounding it down as the defenders have further to run back from the keep.
This is definitely going to be an advantage for AD because it's alot faster to ride from Alessia to the bridge than it is to ride from Sejanus to the bridge.
We have the advantage at the Chalman milegate now.
I'd mention the Ash milegate, but we all know no PVP happens in that corridor of the map.
Funny you mention the Ash milegate, because on the DC side we just had a couple of fun battles there with some AD, so maybe now some PvP will happen in that area :P
I heard a rumor once that AD and DC just rock/paper/scissors over who gets to own Ash or Roe for that afternoon and then go back to frighting along the Bleakers and Sejanus corridors.
Insurrektion wrote: »ZOS_TristanK wrote: »Forward Camps won't be sold by any merchants in Cyrodiil, @Turelus.
@ZOS_TristanK I think the question of the hour is, but will they be obtainable by a different means?
A guild group with finely tuned team play and survivable dps'ers will dominate these zergs more readily
Agrippa_Invisus wrote: »DisgracefulMind wrote: »Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
I wouldn't be opposed to a 20 respawn limit at each resource per hour. This would give value to defenders reclaiming resources before a siege ends, so they could get some reinforcements.
Yeah that is a good idea. Also, like @Aoe_Barbecue said, increasing the HP of walls by at least x2 is probably necessary to allow dead defenders to try to run back to the siege (which would, in turn, force the attackers to consider assigning a force to patrol the possible overland return routes).
Milegates/Bridges: No more dropping an FC on one side of it and then pounding it down as the defenders have further to run back from the keep.
This is definitely going to be an advantage for AD because it's alot faster to ride from Alessia to the bridge than it is to ride from Sejanus to the bridge.
We have the advantage at the Chalman milegate now.
I'd mention the Ash milegate, but we all know no PVP happens in that corridor of the map.
Funny you mention the Ash milegate, because on the DC side we just had a couple of fun battles there with some AD, so maybe now some PvP will happen in that area :P
I heard a rumor once that AD and DC just rock/paper/scissors over who gets to own Ash or Roe for that afternoon and then go back to frighting along the Bleakers and Sejanus corridors.
dzugarueb17_ESO wrote: »A guild group with finely tuned team play and survivable dps'ers will dominate these zergs more readily
I loved the PVP in this game cause it's the only game where you don't need "finely tuned team play". You can be VR1 or even slightly less and play without a guild or group. You can go where you want freely and help - sieges, defence. Multiplayer PVP without responsibilities, shouts in TS, etc. Like Battlefield. You will die a lot surely - but that is not a problem. WAS not a problem.
Daoc never had forward camps. seiges weren't trivial either. Good change imho.
dzugarueb17_ESO wrote: »A guild group with finely tuned team play and survivable dps'ers will dominate these zergs more readily
I loved the PVP in this game cause it's the only game where you don't need "finely tuned team play". You can be VR1 or even slightly less and play without a guild or group. You can go where you want freely and help - sieges, defence. Multiplayer PVP without responsibilities, shouts in TS, etc. Like Battlefield. You will die a lot surely - but that is not a problem. WAS not a problem.
Agrippa_Invisus wrote: »Daoc never had forward camps. seiges weren't trivial either. Good change imho.
Yup. In DAOC the attackers had to win or wipe. They had to eventually commit to trying to overrun the keep and that's when it was at the point they were all in on their choice.
If they wiped entering the courtyard or trying to kill the lord, that was typically that. The defenders won, and got to repair the keep.
We don't have that in ESO in 1.4 in earlier. It was wave after wave of bodies exhausting you, either as defense or offense.
I think you will find your small gank groups and solo efforts will be rewarded thanks to the absence of FC's.
ThyIronFist wrote: »
Agrippa_Invisus wrote: »Nox_Aeterna wrote: »You have seen farming simulator , digger simulator , goat simulator...
Now ESO presents the walking simulator.
Incorrect. Horse riding simulator.
Dont forget about this:Guys it's not that bad. I thought it would be but I just had a really intense 2hr fight at chalamo just now. I recorded the first 10 minutes of the Chalamo defense for you below. Get ready for EPIC fights!!
