This.I've noticed a lot of smaller fights, people attacking/defending resources, fighting in between keeps. It's fun.
ezareth_ESO wrote: »I don't think everyone is understanding the cascading effect this is having on the game.
The scrubs, newbies and just overall bad players were using up the majority of the camps. Since all they do is die constantly and will have to keep running back (and usually ganked on the way) they'll tire of Cyrodiil first and quit.
Then the "Farm" groups who are used to farming those bads will get tired of cyrodiil because the easy action of slaughtering the plebs of Cyrodiil will get tired and quit Cyrodiil.
Last will be the gankers....less people...more time between each gank and Cyrodiil becomes a ghost town.
stylepolice wrote: »ezareth_ESO wrote: »I don't think everyone is understanding the cascading effect this is having on the game.
The scrubs, newbies and just overall bad players were using up the majority of the camps. Since all they do is die constantly and will have to keep running back (and usually ganked on the way) they'll tire of Cyrodiil first and quit.
Then the "Farm" groups who are used to farming those bads will get tired of cyrodiil because the easy action of slaughtering the plebs of Cyrodiil will get tired and quit Cyrodiil.
Last will be the gankers....less people...more time between each gank and Cyrodiil becomes a ghost town.
You left one aspect out: as soon as death means you are out of the fight (because in the time it would take you to get back the fight is over), then most people will roll ranged chars. And many players are fine with plinking out some quick-shot arrows from farthest range, hoping their targets might die some day.
I always thought Zeni Devs had learned at least that much from DAoC and the tower-/brige-/keep-camping archer-groups who picked fights against solos but hid away from any real fight.
Even DAoC was faster paced then Cyrodiil is now, because of 2k rezz-range, insta-rezz, targeted heals and perma-speed 7.
FCs have been one of the basic mechanics of AvA and taking it away needs to be compensated in some way. In the meantime I (melee-full-tank) have moved in at Alessia Keep, stocked up on Siege Engines and when the keep falls - I go read a book hoping Zeni will change something to make AvA fun again before my sub runs out.
Mojomonkeyman wrote: »Well, exactly as I said, basically its bombers complaining about not being able to brainless solo bomb into anything, even if its 50 people, without repercussions.
You`re not some kind of special snowflake, Abraxus, you just ran into everything that moved while spamming blazing shield. Same as pretty much any DK.
Totally brainless, because camps allowed you to do that without having any downtime inbetween your "hey lets jump into 20 people and see how many die until I can respawn instantly and to the same again... and again..." adventures.
I dont think thats a "playstyle", that was an perverted abomination which let people carry their battleground lazy attitude over to RvR.
ezareth_ESO wrote: »I dont think people will reroll I think they will just give up and quit like me and countless others.
Mojomonkeyman wrote: »Totally brainless, because camps allowed you to do that without having any downtime inbetween your "hey lets jump into 20 people and see how many die until I can respawn instantly and to the same again... and again..." adventures.
Agree OP - ZZZ this new change is almost enough to make me PVE thats how bad it is xd
Mojomonkeyman wrote: »Well, exactly as I said, basically its bombers complaining about not being able to brainless solo bomb into anything, even if its 50 people, without repercussions.
You`re not some kind of special snowflake, Abraxus, you just ran into everything that moved while spamming blazing shield. Same as pretty much any DK.
Totally brainless, because camps allowed you to do that without having any downtime inbetween your "hey lets jump into 20 people and see how many die until I can respawn instantly and to the same again... and again..." adventures.
I dont think thats a "playstyle", that was an perverted abomination which let people carry their battleground lazy attitude over to RvR.
Mojomonkeyman wrote: »You`re not some kind of special snowflake, Abraxus, you just ran into everything that moved while spamming blazing shield. Same as pretty much any DK.
Totally brainless, because camps allowed you to do that without having any downtime inbetween your "hey lets jump into 20 people and see how many die until I can respawn instantly and to the same again... and again..." adventures.
I dont think thats a "playstyle", that was an perverted abomination which let people carry their battleground lazy attitude over to RvR.
Thechemicals wrote: »I am enjoying the changes. I hope they never bring back camps. It wasnt even just about trolls camps or that every keep had a camp up for constant hardswitches, but the fact that 24-48 people would suicide i.e. bloodport to get where they want to go. That is fail and if you support that, you are weaksauce. I had to leave a very good guild because the guild leader had a bloodporting addiction that happened every 15-20 minutes. It was stupid and this is what people were doing for months.
Forward camps would never work because they promoted *constant suicide, and while you might have gotten used to killing yourself for fast travel, it was never actually a fun thing, just something you did because you had to.
Im curious of these people that say "Omg there are no keep sieges" - How many of you have gathered up a raid of people and went to attack one? I mean, if you run from your farthest friendly keep to the closest enemy keep that can't take more than 2 minutes. If you are able to start a keep siege every 2 minutes from the time you die...how is it that there are no keep sieges? Seems to me that people are just expecting ZoS to start sieges for them that they can show up at and flail their body into and hope some alliance points stick.
mike.gaziotisb16_ESO wrote: »Im curious of these people that say "Omg there are no keep sieges" - How many of you have gathered up a raid of people and went to attack one? I mean, if you run from your farthest friendly keep to the closest enemy keep that can't take more than 2 minutes. If you are able to start a keep siege every 2 minutes from the time you die...how is it that there are no keep sieges? Seems to me that people are just expecting ZoS to start sieges for them that they can show up at and flail their body into and hope some alliance points stick.
It's not that simple Erlexx. The incentive to sieging has been greatly diminished.
If you ride up to a front-line keep and try to put down siege, the defenders can repeatedly sally out and zerg you before the wall drops below 50%. They can keep respawning and throwing numbers at you while if you die you have to take a 2 min ride (solo now) to get there and pray you don't get ganked on the way. The fact you cant put a camp down at least on a resource gives the defenders a huge initial advantage.
If you decide to push any keeps behind the front-line there are different dynamics to consider. You will 8/10 times take the keep via PvWalling very quickly. The "reward" for the boring ride and PvWall was usually a prolonged defence and the promise of a large defence tick which was only possible thanks to FCs.
In short, the riding has increased while the rewards have decreased. And that's guild mentality, I'm not even gonna touch on small groups or solo players of which ESO had (still has) hundreds but they now find they can't really do much besides ganking or bridgefights.
So people prefer to set up and fight at alessia bridge. Call it lazy or whatever you want. Fact is, that's what happens.
Yes many people find the constant and immediate action that FCs allowed, very fun. I understand that. The problem is that it also took away enjoyment from PvP for lots of other folks, like me. I hated the fact that the actual map was not being used. People would just port to the nearest camp outside of a besieged keep. And when they die they just respawn there, along with everyone else. I hated the endless zerg fights requiring no skill and where my abilities didn't work and where I died to stuff I didn't see myself get hit by.Also, the lag and min-max groups are still happening so not sure what could be considered better about that. The main difference now is the flow of the game is much more slow than before and about 1/3 or more of the time is spent not in action, i.e. riding/sneaking/waiting for others in the group to get to an objective. That's just a lot of time taken away from what's actually fun, for many people.
Yesterday I farmed Veteran Dungeons after 1 hour of pvp.
I 100% agree with Abraxus.
During that 1 hour of pvp I did I died at 6 keepflags vs aoe groups. Before the patch I might have been able to defend longer so some ppl might have been able to defend.
Overall it is just plain boring now in pvp. Zeni should just implement a campaign without camps and one without. Then ppl could choose for themselves and maybe it would be even train-free on the campless campaign.Everyone would be happy.
Tintinabula wrote: »If Brian Wheeler is seriously stoked about this change then he is not playing his own game.
Sieges have dropped to one per hour if that.
Trench warfare = walking on foot.Tintinabula wrote: »If Brian Wheeler is seriously stoked about this change then he is not playing his own game.
Sieges have dropped to one per hour if that.
Yep. All you have to do is look at the map. It's far less dynamic. FCs, for all their flaws gave mobility. Mobility creates action and strategic choice. Mobility was a key difference between WWI (trench warfare) and WWII (rapid maneuver tank battles).
I don't know about you, but trench warfare + horse simulator is not as interesting to me.
Sallington wrote: »
You seem like an upset person who got rolled too many times by an organized group that synergized their skill together well.
I don't know why skill was pluralized, but I fixed it for you.
And it seems like the only reason they removed FCs is because they have NO IDEA how to fix the lag spikes in Cyrodil during huge battles.
Trench warfare = walking on foot.
Rapid maneuver tank battles = Rapid maneuver horse traveling. Wait.. what? That's in the game!
Nowhere in WWII were there people teleporting all over the place. Not really a good example.
The main things I hate about FCs is that they make the whole of Cyrodiil mostly a ghost town. Fights only tend to happen at the keeps, where everyone endlessly respawns. Which leads me to reason nr 2. I hate that FCs create a never ending zergball lagfest inside a keep. Nothing you do works... weapons swap, abilities.. nothing. And I HATE dying to the invisible batswarms.Trench warfare = walking on foot.
Rapid maneuver tank battles = Rapid maneuver horse traveling. Wait.. what? That's in the game!
Nowhere in WWII were there people teleporting all over the place. Not really a good example.
Attack of captain literal.
Mobility creates dynamic strategies. Forward camps created mobility. Less mobility = less dynamic.
My question to you is why you hate FCs so much. (and believe me, I agree it's a flawed mechanic). As far as I could ever tell, there are three types who really think this is an improvement:
1. People who mainly like to gank
2. People who want to be able to pull-off sneak attack PvDoor battles every time
3. People who have some philosophical problems with no penalty for death (even if it encourages aggression and makes the game more fun)
I sympathize with 3, but really don't think that removing FCs improved the game (particularly since there were no compensating changes in other areas)