Horkerloaf wrote: »Low levels will quit pvp. It is already difficult to travel without being ganked. Now it will be impossible.
Horkerloaf wrote: »Low levels will quit pvp. It is already difficult to travel without being ganked. Now it will be impossible.
Horkerloaf wrote: »Low levels will quit pvp. It is already difficult to travel without being ganked. Now it will be impossible.
Horkerloaf wrote: »Low levels will quit pvp. It is already difficult to travel without being ganked. Now it will be impossible.
Horkerloaf wrote: »Low levels will quit pvp. It is already difficult to travel without being ganked. Now it will be impossible.
Fortunately there is this amazing magical place called Blackwater Blade...
ZOS_BrianWheeler wrote: »@c0rp Siege damage vs. Players and Walls/Doors are next on the list to look into after the dust of Forward Camps settles. As I'm sure everyone in this thread and the Alliance War thread knows as a whole, moving one piece in the jenga castle of Cyrodiil isn't as easy as it always sounds
I'd don't want to see you at a poker table. So far things feel great.ZOS_BrianWheeler wrote: »@c0rp Siege damage vs. Players and Walls/Doors are next on the list to look into after the dust of Forward Camps settles. As I'm sure everyone in this thread and the Alliance War thread knows as a whole, moving one piece in the jenga castle of Cyrodiil isn't as easy as it always sounds
ezareth_ESO wrote: »WTS Cardio Lessons 10K/hour.
ezareth_ESO wrote: »WTS Cardio Lessons 10K/hour.
Do they include the almighty top secret Ezareth set bonuses? I'll pay.
ezareth_ESO wrote: »WTS Cardio Lessons 10K/hour.
Do they include the almighty top secret Ezareth set bonuses? I'll pay.
ezareth_ESO wrote: »ezareth_ESO wrote: »WTS Cardio Lessons 10K/hour.
Do they include the almighty top secret Ezareth set bonuses? I'll pay.
My set bonuses are only a minor piece of the pie. Anyone watching my videos closely if so inclined could probably figure that out.
Just roll around chugging a 2500 tri-stat stack and barrel roll like a chimpanzee any time you're threatened and you'll die much less. ( =
It seems the community is split on whether or not the removal of forward camps is a positive change for the health of pvp, and I'd like those that think it's detrimental to consider these 5 points.
1. It indirectly will fix the lag and server issues (if ZoS doesnt break something else with this patch).
The root cause of server lag and attacks not registering is the sheer number of players in one location spamming heals and attacks. The never ending balls of people piling in because of forward camps. The removal of camps will cause travel time, fights will be spread out to multiple keeps. Fights will start and end more definitively. And there will be less lagball fights where people keep spawning until numbers hit a critical mass and cause attacks to stop registering.
2. It adds meaning to death.
A big part of pvp in any game is the thrill of surviving and the risk of death. Whether it be a MOBA where your death feeds experience and gold to your enemy, or a FPS where your KDA goes down, or an mmorpg. The death penalty in ESO was close to none. I have legit, when out of stamina/magicka, jumped off a keep wall to commit suicide and respawn just to refill my resources because we had a forward camp safely located and guarded. Adding meaning to death, by way of travel time punishment, will make the game more exciting and rewarding, and more frustrating.
3. The return of travel time and small scale pvp.
While I lead a guild and primarily group pvp, I am sad that the small scale pvp died in this game due to the availability of forward camps. I believe the game was a lot more fun when nobody could afford forward camps and most people had to travel to a fight. Small skirmishes with a death penalty like travel time, can be exhilarating.
4. This will reward smart strategies and skilled players and make risks meaningful
Pre-patch. Defenders routinely threw themselves off walls and just mindlessly slammed their heads against siege engines and players. Death just meant easy travel back to the keep where you could collect your ap tick or mindlessly charge out again. Assaulters played the role of mind numbingly brainless dimwits slamming their heads into an open inner breach. Over and over, until one side has an organized group destroy an assault or defense forward camp to end the siege. But all it took was on person to escape and drop a camp, and instantly the keep was filled with mindless Zerging. Is it fun to fight knowing that the kills you achieve mean nothing because your enemy will respawn in .5 seconds? Is it fun to fight knowing your death means nothing because you can respawn to defend in .5 seconds. Now each decision made, to rush up the stairs of a keep, or stack on back flag, or whatever choice you make strategically, we have a paramount impact on whether or not your alliance takes or defends a keep. It makes strategy meaningful.
5. We needed this change in conjunction with the oil change and ZoS actually did good predicting a problem and solving it before it festered
A lot of people clamored for a need to change oil mechanics. Those who never used or understood oil, hated it, rightfully so. The oil change, while I may not agree, removed the only zergbuster mechanic in the game. So while they have a zerg busting skill being developed and close to implementation, they could not change oil the way they did and not make another offsetting change. Imagine the flood of players from forward camps WITHOUT oil. There would be no real way to stop a zerg flowing from camps and the lag and crashes would be even worse than it already is.
I think the removal of forward camps was done at a good time, to offset the repercussions of changing oil mechanics. I would not be surprised if they brought back forward camps in a modified fashion, when they implement the zerg buster mechanic that they're developing for a future patch.
Anyways, I hope that clarifies some of the reasons why I think the change is a godsend for ESO pvp and why I believe it will revive a slowly fading community.
If people have some strong reasons against the forward camp change, I'd love to hear some of your well thought out rebuttals.
Hova
ezareth_ESO wrote: »WTS Cardio Lessons 10K/hour.
Do they include the almighty top secret Ezareth set bonuses? I'll pay.
7 piece light.
5 piece warlock/5 piece magnus.
Ball of lightning.
Softcap magicka/stamina.
Run at first sight, use dark exchange to trade stamina for magicka/health. Stack shields.
Btw, ezareth build follows the ebb and flow of harness magicka nerfs. So you may want to reconsider since if it only regens magicka three times per cast, that build is fudged.
ZOS_BrianWheeler wrote: »@c0rp Siege damage vs. Players and Walls/Doors are next on the list to look into after the dust of Forward Camps settles. As I'm sure everyone in this thread and the Alliance War thread knows as a whole, moving one piece in the jenga castle of Cyrodiil isn't as easy as it always sounds
Horkerloaf wrote: »Low levels will quit pvp. It is already difficult to travel without being ganked. Now it will be impossible.
To those who will think that it will improve small scale PvP. What do you think happens when small groups will get ganked over and over again? They gonna join bigger groups. And solo players simply gonna always sneak.
Without FC people will care about deaths so they do anything to survive. Big trains or hide and seek tactics gonna mean survival.
Changes to FC were needed but don't clap your hands yet wait 1-2 weeks and then judge how good or bad changes are.
To those who will think that it will improve small scale PvP. What do you think happens when small groups will get ganked over and over again? They gonna join bigger groups. And solo players simply gonna always sneak.
Without FC people will care about deaths so they do anything to survive. Big trains or hide and seek tactics gonna mean survival.
Changes to FC were needed but don't clap your hands yet wait 1-2 weeks and then judge how good or bad changes are.
During beta, and for the first few weeks of launch when FCs didnt work, that was the best PVP Ive seen in ESO. FC spam ruined Cyrodiil. For all the reasons that have been stated over and over on this forum. I have no need to wait 1-2 weeks to judge
You're making some crazy assumption that small scale fights will happen at keeps or scrolls. They won't.
But small scale fights will likely happen with regularity along travel lines.