The issues related to logging in to the North American PC/Mac megaserver have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!

Cyrodiil Feels Alive (FCs Thoughts and Opinions)

x99Needles
x99Needles
✭✭✭
Normally, I refrain from posting on the forums at all costs because I just don't care enough to comment, and the forums of most all games are the deepest most depressing pits of QQ and absolute nonsense because people online can act however they want. The current situation inside Cyrodiil and the controversy and differing opinions that have spawned from Zeni removing FCs (Forward Camps for those of you living under that rock) is something I do not think can be ignored. This is how I view the situation and will voice my opinion because Zeni will as most Devs do, end up siding with the crowd with the loudest voice in the matter.

Formality aside, Cyrodiil feels alive. The removal of FCs has changed everything. The roads are dangerous, the mass number of players constantly moving around the map and not just death porting everywhere, the gank groups that you actually need to worry about. You can still see glimpses of the old Cyrodiil sieges when the last few precious FCs are spawned in desperation, but for the most part a lot has changed and I think it is for the best. Sieges and assaults on enemy keeps are not mindless zergs throwing themselves at the walls endlessly without fear of death. You need to think, plan, work together towards a common goal, not go front dooring Alessia because you've got that camp on the bridge and he's got your back. Proper defense of your currently owned keeps has become crucial. No more just running along the walls maybe casting some spells or healing springs and just tagging enemies for AP. If you died it was unfortunate but you just revived at the camp and you were back in doing mostly nothing. Now if you want to hold onto your keeps you actually have to use your life wisely! Play smart or die and ride back. Work with your alliance whether or not your grouped, not ignore them because either way you are both reviving at that camp.

I watch zone chat and see actual coordination and thought put into movements. Resources groups are actually formed to take enemy resources consistently because porting is actually something worth taking away. Mile gates are actually utilized and are defended to stop reinforcements instead of ignored because all you needed to do was burn the camp. Positioning for our PvP guilds and raid groups is now something you have to plan for. No more leaving to back cap Warden and saying, "Hold the fort guys, if AD shows up throw down that camp we'll be here instantly." Cyrodiil requires strategy, teamwork, we actually use the terrain now when we never utilized the map before because why would you when where ever you needed to be was only a death port away.

I firmly believe the removal of FCs has breathed new life into Cyrodiil and added a sense of balance by removing the ridiculous idea of death porting. In that however, I fear a new unbalance has been created. Population balances have been something we've all talked about since BETA. And now, without FCs to "easily" defend or attack something, I think we will see it play out even more so. The Faction with the lowest Population online will always be at the biggest disadvantage at that time, but what has allowed the Pact to survive some of the most horrific nights at Arrius was the constant spam of FCs. The argument being made by a lot of players is that we "need" a way to reinforce our keeps without always riding back. I agree with this statement to a certain extent. FCs in their own right were broken, the concept was ruining Cyrodiil but there are other options I think Zeni can explore.

There are talks of this new FC called a "Limited Foward Camp" that will allow only one respawn. I don't think this is a solid idea. No one is going to spend AP to spawn one player, or someone is going to spend AP and spam this one camp for each player death? A lot of players want to see FCs work off of a radius instead of the old mechanic. So, if an FC is inside a keep under siege and a player dies inside that keep, they can respawn at just that camp because they are inside the camp's "radius". This would still remove death porting and allow for easier assaults and defenses of keeps. I don't think its a bad idea but this does nothing for the troll camps to ruin a defense group.

What I think I would like to see for keeps under siege is a reservoir of allowed respawns at a flagged keep. Very similar to how Zeni handles trials. A keep flags, and a number of allowed respawns would appear over the keep and players could continue to respawn at the keep until this reservoir ran out. This number of allowed respawns could them be contributed to or taken away from by differing factors, such as how many of the resources do you own at that keep? Perhaps owning each resource would add to the total pool, and then the level of that resource could affect the number of allowed respawns it contributed. This would add another element to resources and give them even more meaning, this would also make it even more encouraging for assault groups to try and take them before starting siege and defense groups to defend them. To prevent simply death porting back to a flagged keep this mechanic could work off of a radius just like the the FC radius idea. It could be worked into the radius the keeps already work off of with players receiving Defense Ticks. You don't get the Defense Tick if you aren't at the keep, you can't use the reservoir if you aren't at the keep. To those of you who would argue that pugs would just deplete the reservoirs, they did this already to the FCs. We would just need more coordination and teamwork with all of our alliance not just the guilds, and I don't see anything wrong with that.

The way I see it, Cyrodiil is taking a deep breath of new life and she's loving it. We are adapting already to this change and maybe we will never see something replace FCs and if we don't it won't be the end of the world. I think Zeni could work something into reinforcing our keeps without it becoming just like the old FCs. These are my thoughts and opinions on the matter.

-Like a Bulbasir :smile:
Bulbasir EP Dragonknight
Return of the Bulbasir EP Necromancer
Like a Bulbasir DC Warden
Fears Like a Bulbasir DC Nightblade
PERMAREKT DC Dragonknight
Permaling DC Templar
Bulbasir's Final Form AD Necromancer
Vehemence Crown.
  • Ifthir_ESO
    Ifthir_ESO
    ✭✭✭✭✭
    Agree so much I crossed it out of my complainey sig.
  • Ezareth
    Ezareth
    ✭✭✭✭✭
    ✭✭✭✭
    It is a good change but now many other things need rebalanced to compensate.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    I had more fun the last few nights in cyro than months before combined. Not only does the threat of death keep you on your toes, also each death you inflict on the enemy feels meaningful.

    Brought my little v1 templar out of retirement. Making him a set of Oblivion's Foe tomorrow. He will be my court resurrector :)
  • Ifthir_ESO
    Ifthir_ESO
    ✭✭✭✭✭
    It is a good change but now many other things need rebalanced to compensate.

    So this statement of yours is no longer true?
    I'm still having no problem taking on even 3 trashcan bow users at once because they're are all running around with 2400 hitpoints and are predictable as hell. Bolt escape on top of them, Spam shields, if they get you low spam healing ward, keep block held (on a S&B) and kill them until they start sending you hate tells for killing them constantly.
  • KirinBlaze
    KirinBlaze
    ✭✭✭✭
    Agreed.

    The combat feels insanely more intense now because in the back of your (Well, mine anyway.) head you know that if you're killed in combat you can't just revive up at a camp and run/ride back to your group to help. You can actually be taken and take people out of a fight and that's an amazing feeling when it happens in your favor knowing the Templar you just focused and dropped won't be back anytime soon to heal his group or the reinforcements riding on their way to defend that keep that's under siege. (Similar to what Hovaling said about taking down prominent guild groups/individuals.) It's also an extremely crushing feeling when you're taken out by a small scale group in the fields or wiped inside of a keep knowing that your group can no longer support your alliance because you weren't cautious enough about your actions.

    Gank has meaning and small scale groups are relevant now that no one can just res up at the camp inside the keep they were onto anyway after dying in the fields to those gank groups. Small scale groups can camp out around dead bodies to pick of attempted revives because that's the only way to get people up without having to revive to another keep and ride again to try and defend a flagged keep.

    Large groups can no longer death port halfway across the map to defend something being back-cap just because they opened their map and saw it flagged.

    What you do actually has consequence now and that's amazing.
    Kirin Blaze - Ebonheart Pact - Imperial Dragonknight
    Kïrïn Bläzë - Daggerfall Covenant - Imperial Dragonknight
    Kìrín Blàzé - Aldmeri Dominion - Imperial Dragonknight
    Vehemence - Omni - COMBUSTION
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    I would like to add to the general noise level by agreeing to this post, as emphatically as I can. I really would like to see Cyrodil move forward without forward camps as a mechanic, adapt and learn any new replacement mechanics as they arrive.

    To me, this new Cyrodil has all the best parts of the former with the added benefit of promoting smaller scale PvP on the side. Zerg fighting we have always with us, there was plenty of it in these few days since the patch. But what has really begun to flourish is the smaller stuff, the battles along reinforcement lines, the resurgence of players where formerly there would be none.

    The time was where to find players you would have to stick around a keep, close to a resource. Camps spawn there, players spawn there and go to the keep, and that's it. Now, I find people everywhere. There is life on the roads, in the fields where people seek to avoid gankers. I've had more good fights in the past few days than in the last few weeks combined.

    I do support new mechanics to go along with this change, but first and foremost I think this change should stay. It's already done a lot to make use of Cyrodil's space. There are so few games with a PvP area like this, it's a unique and fantastic thing.

    Edit: DAMMIT BLAZE! What have I told you about posting in threads before me?
    Edited by Satiar on November 5, 2014 11:19PM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Teargrants
    Teargrants
    ✭✭✭✭✭
    ✭✭✭✭
    Is this what we do now? We come in and gank threads?

    I just want to add that I love the FC removal, as things are largely the same for me since I'm not really dying to begin with and always ran maneuvers. It just feels so much more exciting seeing all the walking AP (players) out and about between keeps.

    Such is the reward Dee Tick has bestowed upon us for spreading his gospel and converting the unbelievers.
    POST EQVITEM SEDET ATRA CVRA
    ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
    EP ※ Teargrants ※
    EP ※ Kissgrants ※
    DC ※ Kirsi ※
    Vehemence Council
    #JustOutOfRenderRange
    ~Teargrants YouTube~
    ┬┴┬┴┤(・_├┬┴┬┴
  • Ezareth
    Ezareth
    ✭✭✭✭✭
    ✭✭✭✭
    Ifthir_ESO wrote: »
    It is a good change but now many other things need rebalanced to compensate.

    So this statement of yours is no longer true?
    I'm still having no problem taking on even 3 trashcan bow users at once because they're are all running around with 2400 hitpoints and are predictable as hell. Bolt escape on top of them, Spam shields, if they get you low spam healing ward, keep block held (on a S&B) and kill them until they start sending you hate tells for killing them constantly.

    What does a statement on FC have to do with me fighting bow users? It is so rare to find a skilled player using a bow correctly that yes I can kill 3 of them at once. I can't kill *any* 3 bow users, but multiple times since patch I've destroyed entire gank squads of bow users through superior tactics and strategy against a flawed enemy.

    The only thing that has really changed for me since patch is I now do ~@8% less damage.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • TheBull
    TheBull
    ✭✭✭✭✭
    Fear of death is awesome. Without it Cyrodiil was starting to feel like a lobby arena game.

    Edited by TheBull on November 6, 2014 5:11AM
Sign In or Register to comment.