I feel like you are using happy ironically here. Many who advocated for the camp removal do however speak fondly of that time. I would also have preferred a less extreme solution, but what's done is done. Now to see how things work out. And I'm at 9% download... I'm probably not going to make it in tonight.This game is not designed around not having an immediate res point. This is bugged camps all over again guys, and we all knew how happy we were with that.
Because they are the same in the Non Vet Campaign, making NPCs harder isn't going to work for me. Resource respawn, if limited to a given radius, could work. Maybe something with the tower where destroying it would also end the respawn point on that resource. Or what about having to aggro the mages on the transit shrine in the inner keep to break the link, if you haven't captured all the resources first. That way the first resource flip or the flaming keep icon would alert defenders of their window to get to the keep while the transit link is still up, instead of the alert and the link being broken happening at the same time.Remove the camps, sure, but give us the means to work around that. Don't just take something that your game was designed around. Make keeps harder to take. Make resources a steady respawn point at keeps. Create locations that can be captured and held by a small force for people to res at. Make the NPCs harder. Make walls stronger. Make keeps flag sooner, but cut off spawn later. Please. Something.
Our squad of 12 took four keeps, an outpost, and 12 or so resources in one hour tonight on the DC buff server without using a single camp and farmed the hell out of the blues while they kept spamming up with camps
What is your excuse?
michaelpatterson wrote: »Our squad of 12 took four keeps, an outpost, and 12 or so resources in one hour tonight on the DC buff server without using a single camp and farmed the hell out of the blues while they kept spamming up with camps
What is your excuse?
And if u had 20 you coulda taken 8 or more.. Were you ungodly skilled or maybe they had noone on? Or perhaps just couldnt respond in time?
driosketch wrote: »I feel like you are using happy ironically here. Many who advocated for the camp removal do however speak fondly of that time. I would also have preferred a less extreme solution, but what's done is done. Now to see how things work out. And I'm at 9% download... I'm probably not going to make it in tonight.This game is not designed around not having an immediate res point. This is bugged camps all over again guys, and we all knew how happy we were with that.Because they are the same in the Non Vet Campaign, making NPCs harder isn't going to work for me. Resource respawn, if limited to a given radius, could work. Maybe something with the tower where destroying it would also end the respawn point on that resource. Or what about having to aggro the mages on the transit shrine in the inner keep to break the link, if you haven't captured all the resources first. That way the first resource flip or the flaming keep icon would alert defenders of their window to get to the keep while the transit link is still up, instead of the alert and the link being broken happening at the same time.Remove the camps, sure, but give us the means to work around that. Don't just take something that your game was designed around. Make keeps harder to take. Make resources a steady respawn point at keeps. Create locations that can be captured and held by a small force for people to res at. Make the NPCs harder. Make walls stronger. Make keeps flag sooner, but cut off spawn later. Please. Something.
VileIntent wrote: »driosketch wrote: »I feel like you are using happy ironically here. Many who advocated for the camp removal do however speak fondly of that time. I would also have preferred a less extreme solution, but what's done is done. Now to see how things work out. And I'm at 9% download... I'm probably not going to make it in tonight.This game is not designed around not having an immediate res point. This is bugged camps all over again guys, and we all knew how happy we were with that.Because they are the same in the Non Vet Campaign, making NPCs harder isn't going to work for me. Resource respawn, if limited to a given radius, could work. Maybe something with the tower where destroying it would also end the respawn point on that resource. Or what about having to aggro the mages on the transit shrine in the inner keep to break the link, if you haven't captured all the resources first. That way the first resource flip or the flaming keep icon would alert defenders of their window to get to the keep while the transit link is still up, instead of the alert and the link being broken happening at the same time.Remove the camps, sure, but give us the means to work around that. Don't just take something that your game was designed around. Make keeps harder to take. Make resources a steady respawn point at keeps. Create locations that can be captured and held by a small force for people to res at. Make the NPCs harder. Make walls stronger. Make keeps flag sooner, but cut off spawn later. Please. Something.
I absolutely agree, a simple fix to allow porting to the keep if ALL 3 resources are not taken and the keep is above 25% health if they are taken. I would also like to suggest a keep lord added. like the DAoC days. This could also give defenders more time to show up as a degree of pve must be over come prior to flip.
michaelpatterson wrote: »Our squad of 12 took four keeps, an outpost, and 12 or so resources in one hour tonight on the DC buff server without using a single camp and farmed the hell out of the blues while they kept spamming up with camps
What is your excuse?
And if u had 20 you coulda taken 8 or more.. Were you ungodly skilled or maybe they had noone on? Or perhaps just couldnt respond in time?
My group has never relied on forward camps, we are used to cross rezzing and watching each others backs. Camps were a luxury, not a requirement, for competitive PvP
When the rest of you figure out how to play, let me know, Vice is always looking for skilled players.
It kind of helps if you dont die every 10 seconds, too.
michaelpatterson wrote: »Our squad of 12 took four keeps, an outpost, and 12 or so resources in one hour tonight on the DC buff server without using a single camp and farmed the hell out of the blues while they kept spamming up with camps
What is your excuse?
And if u had 20 you coulda taken 8 or more.. Were you ungodly skilled or maybe they had noone on? Or perhaps just couldnt respond in time?
My group has never relied on forward camps, we are used to cross rezzing and watching each others backs. Camps were a luxury, not a requirement, for competitive PvP
When the rest of you figure out how to play, let me know, Vice is always looking for skilled players.
It kind of helps if you dont die every 10 seconds, too.
Appreciate where you're coming from but for the purpose of this discussion Chilldrend doesn't really apply. I played Chill up until about a month and a half ago and it was nothing but DC (I'm DC). You're not going to encounter a situation on Chill where you take a resource, start sieging (or even just start sieging for the element of surprise) and all of a sudden 40 people role out of the keep, just because the server doesn't have the population. It's a different ball game.
Don't get me wrong I was in favour of the FC elimination until I saw it first hand... now not so certain.
If the population is low, you don't have any chance to defend or win. The DC in Thornblade [NA] lost everything now. Because we don't have enough people to defend. ZoS doesn't solve zerg problem but make it worst.
If the population is low, you don't have any chance to defend or win. The DC in Thornblade [NA] lost everything now. Because we don't have enough people to defend. ZoS doesn't solve zerg problem but make it worst.
Rune_Relic wrote: »Like above...I would say all 3 resources need to be taken (keep walls sustain 0% new damage otherwise) and you need to eliminate the 4 mages at the transit gate to stop respawn in a keep. This is the transport link control after all.
This gives low pop factions time to mobilise when they see resources dropping and they can maintain some numbers on the walls if they are outgunned for a long time.
1. other groups can grab resources fairly easy but the keep is much harder to take requiring "large numbers".
2. larger pop groups can send out bodies to take back the resources...smaller low pop groups can just remain sieged within the keep for some time.
3. Damn it sieges always took forever in RL and the resources vulnerable...why change that ?
4. Its possible to prevent losing keeps by just keeping 1 resource. This moves the battlefield outside the keep if numbers allow.
This game is about rezzing in the field now. You need to focus all damage on the lowest health players 1st and thin out the number of rezzers ASAP. All the heals goto the lowest health player...so you must take them down reducing numbers that damage and/or heal.
[edit: change keep damage from 100% to frozen at x%]
Zenimax needed to support the removal of camps before they removed camps. People who have a stockpile of camps will have the advantage, and people are not willing to run to get somewhere, die as soon as they get there, and then have to do the run again. The distance between potential res places is now too large.
Take the camps fine. But do something to compensate for that removal first.
Now it's a ring-a-rosie if zerg/ninja keep, cap it, leave. Have it zerged/ninja'd behind you. They leave. Repeat.
No more epic, long fights. No more moving from fight to fight continuously. No more 'Ow my fingers hurt!' from amazing lengthy battles.
Now it's zerg it or lose it.
Tintinabula wrote: »They allow people to get used to a mechanic and then jerk it from under us.
Not losing gear..a crutch.
No repair bill..a crutch.
Not having to go back and reclaim your body...a crutch.
Not losing XP and levels..a crutch.
You still have transitus..a crutch.
You still have rezz stones..a crutch.
Calling something a crutch cause you no longer have it to trick your mind into accepting a &*^&%$ up game situation or to try to make others feel bad because they scream ouch only brings to light what current crutches we STILL use.
Tintinabula wrote: »They allow people to get used to a mechanic and then jerk it from under us.
Not losing gear..a crutch.
No repair bill..a crutch.
Not having to go back and reclaim your body...a crutch.
Not losing XP and levels..a crutch.
You still have transitus..a crutch.
You still have rezz stones..a crutch.
Calling something a crutch cause you no longer have it to trick your mind into accepting a &*^&%$ up game situation or to try to make others feel bad because they scream ouch only brings to light what current crutches we STILL use.
Except for there was this magical time where camps didnt work and we did get by just fine for months.
We got so used to camps as our strength we forgot all the skills we learned before summer.