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PVP WILL DIE. I GAURANTEE

  • Samadhi
    Samadhi
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    LonePirate wrote: »
    Samadhi wrote: »
    death finally has a penalty.

    This is a video game - one with an eternal war at its core. Why does there need to be a death penalty in a war that never ends?
    ...

    Multiple personal reasons were listed in the sentence you snipped:
    Samadhi wrote: »
    ...
    Provides small-scale PvP between keeps; makes keep defense more compelling, knowing that the zerg can't just respawn and keep throwing bodies on the keep until it is overrun; makes fights feel more meaningful; makes resurrecting my allies with Soul Gems feel vital and valuable to my team; makes fighting feel more strategic at an individual level, because death finally has a penalty.
    ...

    For me personally, these are positive effects the death penalty has on my gaming experience.
    Personally did not enjoy having forward camps incentivizing suicide and haphazard play.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • ThyIronFist
    ThyIronFist
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    Darthryan wrote: »
    I spent over an hour LFG, while pvp guilds did their thing.

    I have an idea that will blow your mind.

    Join a guild.

    QKIfg.gif
    The Elder Zergs Online
    Sainur Ironfist - DK - EU - Ebonheart Pact
    Retired
  • LonePirate
    LonePirate
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    Lfehova wrote: »
    Ackwalan wrote: »
    I'm a casual PvP player, and I did more PvP last night then in a long time. I normally avoid the big fights because of the lag, but last night as part of a small group, we did a lot of PvP. By doing 'hit and run' and hunting choke points we were able to make a significant difference on the map. Attacking and defending keeps is one part of PvP, and now 'supply' lines are also a factor. Delaying reinforcements for a few minutes can make a huge difference.

    Yep. That's the beauty of the removal of forward camps.

    Small groups can make a large impact killing those traveling. Lots of people have just taken to fighting all over Cyrodiil on the roads. And that's infinitely more fun then sitting there sieging a keep for two hours.

    Um, you seem to be omitting the singular (at best) or primary (at worst) design and gameplay goal of this AvAvA game - crowning an emperor by sieging keeps. You are essentially extending a middle finger to the reason Cyrodiil exists at all in this game.
  • Shunravi
    Shunravi
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    LonePirate wrote: »
    Lfehova wrote: »
    Ackwalan wrote: »
    I'm a casual PvP player, and I did more PvP last night then in a long time. I normally avoid the big fights because of the lag, but last night as part of a small group, we did a lot of PvP. By doing 'hit and run' and hunting choke points we were able to make a significant difference on the map. Attacking and defending keeps is one part of PvP, and now 'supply' lines are also a factor. Delaying reinforcements for a few minutes can make a huge difference.

    Yep. That's the beauty of the removal of forward camps.

    Small groups can make a large impact killing those traveling. Lots of people have just taken to fighting all over Cyrodiil on the roads. And that's infinitely more fun then sitting there sieging a keep for two hours.

    Um, you seem to be omitting the singular (at best) or primary (at worst) design and gameplay goal of this AvAvA game - crowning an emperor by sieging keeps. You are essentially extending a middle finger to the reason Cyrodiil exists at all in this game.

    Now it will be earned, instead of measured by who threw more bodies at a wall.
    Edited by Shunravi on November 5, 2014 8:21PM
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Kungfu
    Kungfu
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    Samadhi wrote: »
    Darthryan wrote: »
    I know some are happy about this and I bet youre in a pvp guild. BUT....So far the removal of fcs has demoralized the casual pvp players and only strengthened the elite pvp guilds.
    ...

    Am a casual player who has never been in an ESO PvP guild. My time in Cyrodiil is spent either solo, or duoing with my girlfriend, never more than that.

    Loving this change. PvP the past couple days has been the best that it has been in months for me.

    Provides small-scale PvP between keeps; makes keep defense more compelling, knowing that the zerg can't just respawn and keep throwing bodies on the keep until it is overrun; makes fights feel more meaningful; makes resurrecting my allies with Soul Gems feel vital and valuable to my team; makes fighting feel more strategic at an individual level, because death finally has a penalty.

    Removal of forward camps is the best thing to happen to PvP since the removal of mercenary NPCs.

    This
    I can't say it any better.

    Well done @Samadhi‌
    Edited by Kungfu on November 5, 2014 8:27PM
  • Kungfu
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    @Darthryan‌ -
    I know it's frustrating. It will always be frustrating when you lose an ability. The frustration you're feeling hints at the possibility that maybe you were too dependent on using the tents as teleportation devices more than an actual battlefield rez.

    You are correct in that public zergs might be hurt the most. But really, what you're not taking into account is that those small-group PvP guilds lost the ability to teleport too.
    So, really, your problem isn't the tents... it's that you couldn't get into a zerg. Because, the fact of the matter is that WITH tents, you would have run groupless but with a zerg until the PvP guild ported into your faces and melted all of you just as you were about to climb over the outer breach.

    Instead, now -- you have an opportunity AS a zerg to actually COMPLETE the siege before that small group can haul themselves across the map to you.

    Anyway, I do both - I belong to a pretty loose pvp guild but I tend to solo more often than I run with them.

    What your OP suggests is that you know little to nothing about the experience "PVP guilds" have. What do PvP guilds REALLY do?
    This (with forward camps):
    1. Defending: port to highest priority keep.
    2. Group up and sit on a wall away from the action
    3. Wait for the enemy to ball up as much as possible or for an outer breach to be close at hand
    4. Sneak off, around to a flanking position
    5. Charge the enemy spamming the same stupid aoe's you always spam.
    6. Rinse and repeat

    It's the same crap ALL DAY LONG. It's not nearly as much fun as you seem to think it is. True, there are were rare occasions in which the PvP guild gets to defend a whole keep with just 8 -16 people against a zerg. But otherwise, it all gets just as boring as the pugling zergs.

    What do pugling zergs do? Port to defend. Win = ride off to nearest keep and assault. Lose = port to another defense. Repeat.

    Moving from siege to siege in a pugling zerg is just as monotonous and boring.


    WithOUT forward camps, the chaff will begin separating from the wheat when it comes to pvp guilds. Now it will be all about (a)choke points, (b)global positioning, and (c)intel "eyes"

    PvP guilds are going to hurt only slightly less than pugling zergs because they will prepare and they will change their tactics. But they will continue to hurt because they will now be forced to communicate with other groups in order to CONTROL the multiple choke points that can be used to cut off & protect a SET of keeps.

    It's no longer about owning ONE keep or defending each keep individually. Now, it's about defending as many keeps as possible by protecting the most strategic position(s) available.
    Edited by Kungfu on November 5, 2014 8:48PM
  • LonePirate
    LonePirate
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    Shunravi wrote: »
    LonePirate wrote: »
    Lfehova wrote: »
    Ackwalan wrote: »
    I'm a casual PvP player, and I did more PvP last night then in a long time. I normally avoid the big fights because of the lag, but last night as part of a small group, we did a lot of PvP. By doing 'hit and run' and hunting choke points we were able to make a significant difference on the map. Attacking and defending keeps is one part of PvP, and now 'supply' lines are also a factor. Delaying reinforcements for a few minutes can make a huge difference.

    Yep. That's the beauty of the removal of forward camps.

    Small groups can make a large impact killing those traveling. Lots of people have just taken to fighting all over Cyrodiil on the roads. And that's infinitely more fun then sitting there sieging a keep for two hours.

    Um, you seem to be omitting the singular (at best) or primary (at worst) design and gameplay goal of this AvAvA game - crowning an emperor by sieging keeps. You are essentially extending a middle finger to the reason Cyrodiil exists at all in this game.

    Now it will be earned, instead of measured by who threw more bodies at a wall.

    You might want to familiarize yourself with the concept of nightcapping and daycapping which are when most emperors are crowned. But please continue thinking whatever you wish.
  • Bramir
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    I'm a casual player that runs solo or with PUGs (sometimes I lead them), and I love the changes that removing forward camps has brought. As a healer, it increases my challenge and enjoyment, because healing just became a lot more important.

    I also had to laugh at the 'elite pvp guilds' since we have no idea who is actually elite since most guilds were running the zergballs that were not an indication of anything but flawed game mechanics and a willingness to exploit them.

    And I have had absolutely no trouble finding a PUG since the removal of camps, but I play for EP, and most of the 'teamspeak-only, zergball or gtfo' groups have moved on to other factions or other games long ago from the looks of zone chat, so we have numerous PUGs going at most times when there is actually population. We also don't have a bunch of elitist tools disparaging our PUGs most of the time, and usually they get shut down pretty hard by the rest of the zone when they do. Of course, our PUGs sometimes wipe emperor groups, so there isn't always a lot to complain about.

    The short answer, OP, is to reroll EP. ;)

  • Columba
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    The game requires much more strategic and planning. Daoc never had forward camps. They were a crutch for lazy pvprs.
  • Davadin
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    1. Move to a bigger server.
    2. Play at peak times.
    3. Wait a couple weeks for the big guilds finish PvE.
    4. ???
    5. Profit.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Akula
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    LonePirate wrote: »

    This is a video game - one with an eternal war at its core. Why does there need to be a death penalty in a war that never ends?

    Hey yeah why does there have to be? Man spot on there buddy. Die in PVP? Instant self rez right there full health. Fun times man...real fun time. NO PENALTY! YEAH! FUN!

    /s

    Now quit spouting ignorance please.
  • Akula
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    Effectively what we had before the patch was battlegrounds. Near instant spawns near a objective with two teams constantly throwing bodies at it until one side won.

    Now I like battlegrounds, Im sure lots of people here like battlegrounds...but this isn't the design here. If they were going to continue to allow this they might as well ditched the whole concept and implemented a series of instant BGs. At least then the sides would have been a bit more even.

    Those complaining are only doing it out of their need for instant gratification. They dont feel like working for something. They dont want to execute a plan. Learn to be smart when traveling. They just want to constantly run in and hit buttons. I have had a long string of games with this type of BG instant gratification system. If I wanted, I could go play those. Ill take this system as I havent really seen it since DAoC, and i need something different than BGs.
    Edited by Akula on November 5, 2014 9:29PM
  • LunaRae
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    OP forgot to mention he's on Blackwater blade...??? Or maybe one of the buff servers?? Seriously though.. I just came back from a lunch break where I was able to jump into small-scale PvP at Sej bridge for 25mins, scarcely a break in-between fights.
    Stands-Strong-As-Snow ~ Argonian Templar DC NA V14
    Ytheri ~ Argonian Nightblade EP Thornblade NA V14
    Heals-All-Colours ~ Argonian Templar EP Thornblade NA V14
    Stands-In-Still-Waters~ Argonian Sorcerer EP Thornblade NA V2
  • Armitas
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    milthalas wrote: »
    Logged in to PVP last night, Haderus, and it was basically dead. Nothing was happening. Reds had taken Farra mill at some point and so we went to cap it expecting resistance but it was just npc's.

    Just flipped the mil red while reading this. Waited 15-20m nothing but dead silence. Server is completely dead right now.
    Retired.
    Nord mDK
  • Ifthir_ESO
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    I'm a solo player. No guilds, No groups, No form of direct communication.

    I've still managed to contribute, and I'm currently #2 for DC and #4 overall.

    So it certainly is possible without an elite pvp guild.


    So when I saw Sypherhamza (a character I believe you've shown video of) with the Alacrity group on Azura's star the other day, was that not you?
  • TheBull
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    Cyrodiil is in the best state that it's been since launch.
  • TheBull
    TheBull
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    Black-Bird wrote: »
    Solo player here, finished 7th for DC on the last Wabbajack its very possible and more enjoyable in my opinion to PvP solo. Do what you want when you want put some tunes on and don't listen to nerd babble on TS
    Solo player aswell. Finished top 5 DC during all campaigns except last where I took a much needed break.

    One of the keys to being a solo player is being able to read the map and predict hot spots.
  • Shunravi
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    LonePirate wrote: »
    Shunravi wrote: »
    LonePirate wrote: »
    Lfehova wrote: »
    Ackwalan wrote: »
    I'm a casual PvP player, and I did more PvP last night then in a long time. I normally avoid the big fights because of the lag, but last night as part of a small group, we did a lot of PvP. By doing 'hit and run' and hunting choke points we were able to make a significant difference on the map. Attacking and defending keeps is one part of PvP, and now 'supply' lines are also a factor. Delaying reinforcements for a few minutes can make a huge difference.

    Yep. That's the beauty of the removal of forward camps.

    Small groups can make a large impact killing those traveling. Lots of people have just taken to fighting all over Cyrodiil on the roads. And that's infinitely more fun then sitting there sieging a keep for two hours.

    Um, you seem to be omitting the singular (at best) or primary (at worst) design and gameplay goal of this AvAvA game - crowning an emperor by sieging keeps. You are essentially extending a middle finger to the reason Cyrodiil exists at all in this game.

    Now it will be earned, instead of measured by who threw more bodies at a wall.

    You might want to familiarize yourself with the concept of nightcapping and daycapping which are when most emperors are crowned. But please continue thinking whatever you wish.
    Oh yea, thanks for reminding me that it doesn't matter at all!

    Now I'll just go back to pvp in Cyrodill's big open world.
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Akula
    Akula
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    LonePirate wrote: »
    Shunravi wrote: »
    LonePirate wrote: »
    Lfehova wrote: »
    Ackwalan wrote: »
    I'm a casual PvP player, and I did more PvP last night then in a long time. I normally avoid the big fights because of the lag, but last night as part of a small group, we did a lot of PvP. By doing 'hit and run' and hunting choke points we were able to make a significant difference on the map. Attacking and defending keeps is one part of PvP, and now 'supply' lines are also a factor. Delaying reinforcements for a few minutes can make a huge difference.

    Yep. That's the beauty of the removal of forward camps.

    Small groups can make a large impact killing those traveling. Lots of people have just taken to fighting all over Cyrodiil on the roads. And that's infinitely more fun then sitting there sieging a keep for two hours.

    Um, you seem to be omitting the singular (at best) or primary (at worst) design and gameplay goal of this AvAvA game - crowning an emperor by sieging keeps. You are essentially extending a middle finger to the reason Cyrodiil exists at all in this game.

    Now it will be earned, instead of measured by who threw more bodies at a wall.

    You might want to familiarize yourself with the concept of nightcapping and daycapping which are when most emperors are crowned. But please continue thinking whatever you wish.

    All emperors are crowned during the day or during the night....
    And fish swim and birds fly.

    Profound, very profound. :p
    Edited by Akula on November 5, 2014 11:07PM
  • Sypher
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    Ifthir_ESO wrote: »
    I'm a solo player. No guilds, No groups, No form of direct communication.

    I've still managed to contribute, and I'm currently #2 for DC and #4 overall.

    So it certainly is possible without an elite pvp guild.


    So when I saw Sypherhamza (a character I believe you've shown video of) with the Alacrity group on Azura's star the other day, was that not you?

    DC leader boards. Not AD.
    DC Dragonknight 'Sypher - AD Nightblade Sypher Ali - AD Sorcerer Sypher Sensei - EP Sorcerer Sypharian - DC Templar Ali Sypher

    Youtube: www.youtube.com/SypherPK
    Twitch: www.twitch.tv/SypherPK
  • Ifthir_ESO
    Ifthir_ESO
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    :trollface:

    You lost me.
  • Poxheart
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    Solo and small group player here. I am really happy about the removal of forward camps. The fights are there, you just have to learn how to find them. Those of us who didn't zerg surf already know how.
    Unsubbed and no longer playing, but still checking the Alliance War forum for the lulz.

    Pox Dragon Knight
    Poxheart Nightblade
    The Murder Hobo Dragon Knight - Blackwater Blade
    Knights of the WhiteWolf
  • Columba
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    Pvp was great last night. Keep screaming that the end is nigh! For you it is, perhaps.
  • Teargrants
    Teargrants
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    For people who complain about having to actually travel over the map, I'll let you all in on a secret:

    Maneuvers + Radiant Magelight

    B)
    POST EQVITEM SEDET ATRA CVRA
    ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
    EP ※ Teargrants ※
    EP ※ Kissgrants ※
    DC ※ Kirsi ※
    Vehemence Council
    #JustOutOfRenderRange
    ~Teargrants YouTube~
    ┬┴┬┴┤(・_├┬┴┬┴
  • Poxheart
    Poxheart
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    Teargrants wrote: »
    For people who complain about having to actually travel over the map, I'll let you all in on a secret:

    Maneuvers + Radiant Magelight

    That's not why they're complaining. They're complaining because they can't respawn like a COD deathmatch after YOLOing into the enemy zerg.

    No sympathy.
    Unsubbed and no longer playing, but still checking the Alliance War forum for the lulz.

    Pox Dragon Knight
    Poxheart Nightblade
    The Murder Hobo Dragon Knight - Blackwater Blade
    Knights of the WhiteWolf
  • AbraXuSeXile
    AbraXuSeXile
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    Boring.
    AbraXuS
    Grand Overlord Rank 50 [First EU]
    Clan Leader of eXile
    Gaming Community - Est. 1999
    Crashing an EP Wedding | DK Emp | 1vX | Between Enemy Lines | Hate Video | 5 v Many

  • Sanct16
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    Maybe it is just because many people are in PvE now but at the moment PvP on Thornblade EU is dead. During the whole day maybe 5 keeps have been taken. I played about 2 hours this morning and everything going on on the map were 30 red and yellow pugs were zerging back and forth between Sejanus and Alessia. This was everything for literally 2 hours. It was so *** boring...

    Many people on the forums are happy about the FC removement. I highly disagree with that. For stamina based gankers its nice of course. But honestly I refuse to have fun or feel satisfaction oneshooting people on their horses. In keep defences everyone is super afraid to die now, so people group up. After all I think the game will become a lot more zergy on the one hand but will have more gankers on the other hand.

    Before the patch I used to repeatedly engage on a big group and try to kill as many of them as possible, knowing that winning 1v15 is very unlikely, but most of the time I could atleast get some kills. Grouped with some mates often even wiped the far bigger group (4v15). This way playing solo was fully viable in order to get AP and be high up on the ranking. I even got Emperor on 1st Thornblade campaing with soloing most of the time. I really enjoyed this way of playing.

    I know that there will be people saying that it shouldn't be possible to tank multiple targets and DKs are OP and all that *** people on the forums tend to say, ignoring the fact that this way possible for every single class, especially NB(!!!!). You just needed a tanky setup.

    However, now with Harness Magicka being nerfed, there is barely a way to keep up enough Magicka in a 1vX situation, which especially hurts DKs and Templars, as they don't have an escape mechanism and now being not able to escape means you have to ride all the way up again. This is destroying you AP/H as a Solo-Not-Ganking Player.
    (Maybe the Undaunted Sets will help tho as they look really great for fighting multiple enemies).

    As I mentioned above, the change favors gankers ofc and zergs on the other hand. Especially bombgroup will be a lot stronger now. The only when they really die, is when the pure number of attackers overwhelm them (or vs another bombsquad ofc). But without Forward Camps there won't be too many enemies so they have easily enough time to rez their deads and prepare for the next wave of attackers.

    I really hope I am mistaking here, but from what it is at the moment, pvp in this game feels pretty destroyed for me.

    - 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
  • Columba
    Columba
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    "Before the patch I used to repeatedly engage on a big group and try to kill as many of them as possible, knowing that winning 1v15 is very unlikely, but most of the time I could atleast get some kills. "

    Lol well there's your problem.
  • Maulkin
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    Sanct16 wrote: »
    Quoting Sanct

    People who have never played in AoE bomb squads have no idea how awesome this update looks to these groups.

    Large groups thrive on the activation of synergies. Mystic Orbs, Liquid Lightnings, Talons, Bone Shields, Blazing Spear, Purify, ulties etc. They LOVE that stuff, they can't get enough of them. When you play in a bomb squad, every 2nd action is the activation of a synergy. It gives you higher DPS and it gives you magicka/stamina sustain.

    So, I said it before and I'll say it again. When the big guilds are done with grinding their undaunted passives and new gear, nothing will be able to stand in the way of an AoE bomb squad besides another equally big squad.

    Not that many will want to stand in the way of that, unless part of another large group, when they'll have to ride for 5 minutes back into the action.
    EU | PC | AD
  • smassareub17_ESO
    smassareub17_ESO
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    Akula wrote: »
    LonePirate wrote: »

    This is a video game - one with an eternal war at its core. Why does there need to be a death penalty in a war that never ends?

    Hey yeah why does there have to be? Man spot on there buddy. Die in PVP? Instant self rez right there full health. Fun times man...real fun time. NO PENALTY! YEAH! FUN!

    /s

    Now quit spouting ignorance please.

    NOW it is time (on death) to get damage to equipment too. THAT will really give a death penalty that is meaningful!
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