LonePirate wrote: »
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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.
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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.
LonePirate 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.
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.
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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.
LonePirate 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.
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?
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.
Sypherpkub17_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.
Solo player aswell. Finished top 5 DC during all campaigns except last where I took a much needed break.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
Oh yea, thanks for reminding me that it doesn't matter at all!LonePirate wrote: »LonePirate 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.
LonePirate wrote: »LonePirate 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.
Ifthir_ESO wrote: »Sypherpkub17_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?
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
Quoting Sanct
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.