DaggerfallTradeMasters wrote: »If you die now it really means something not just respawn run into it etc...
That's exactly it. People will think twice before taking risks or taking on a fight. They will use strategy, risk/reward thought process. A stupid approach to a battle results in a loss, and that one loss can have a big impact on the rest of the battle or the map, because you cannot endlessly sustain it. The thing that gives death meaning, is because it makes people NOT want to die. Whereas previously people were commiting suicide to get somewhere or even to restore their resources.DaggerfallTradeMasters wrote: »If you die now it really means something not just respawn run into it etc...
Other than having to get on a horse and travel back the long way around to avoid gank squads what does it mean?
They will use strategy, risk/reward thought process.DaggerfallTradeMasters wrote: »If you die now it really means something not just respawn run into it etc...
What strategy?
If you are in location A and location B gets flagged, you cannot possibly get there in time to save it. The ONLY strategy is to stay where you are and fight the best you can.
I suppose it does increase the premium on trying to figure out where an attack will start (which isn't too hard, because bypassing is now too costly and risky 95% of the time). But that's about it.
The change has created trench warfare, and in trench warfare the only strategy is "over the top"
@purgation Just some strategies from the top of my head: What about actually preventing enemy reinforcements to get to the battle. This will require communication with other organized groups/guilds. Or cutting off enemy transit lines so they cannot travel to any unflagged keeps under attack?
Slowing down enemy movements on the field to interrupt their plans."
Also, people will be more planful on when to charge or when to retreat, because they don't want to ride back and risk losing their objective.
And the "If you are in location A and location B gets flagged, you cannot possibly get there in time to save it" statement is not really true.. Only if the attacking force attacks an undefended keep with a huge force, and the defending force has no near transit routes, can this happen.
First of all I think ganking IS a strategy, wether you like the act of doing it or not. And what makes you think it only works for defence? You can also keep additional defenders from reaching the keep via a certain route (mostly chokepoints).@purgation Just some strategies from the top of my head: What about actually preventing enemy reinforcements to get to the battle. This will require communication with other organized groups/guilds. Or cutting off enemy transit lines so they cannot travel to any unflagged keeps under attack?
Slowing down enemy movements on the field to interrupt their plans."
Case 1: Transit available -- makes these strategies irrelevant
Case 2: Transit not available -- very difficult to sustain (except at the level of a small gank squad) in enemy territory.
Gank groups are not a strategy, and again -- favors defense, leading to a static game.Also, people will be more planful on when to charge or when to retreat, because they don't want to ride back and risk losing their objective.
Your example proves my point -- it rewards hanging back safely as possible and not engaging unless you are sure you can win, creating a more static game overall.And the "If you are in location A and location B gets flagged, you cannot possibly get there in time to save it" statement is not really true.. Only if the attacking force attacks an undefended keep with a huge force, and the defending force has no near transit routes, can this happen.
A medium size group with close to full sieges can easily take a keep long before even an organized group can disengage and get there. If there is any option at all, it requires INSTANTLY reacting, suicide at the current fight, rez at the closest keep (notice how transit is still irrelevant) and horse to the keep under attack.
In a few ideal situations, you might be able to pull off a defense, but most likely not.
At any rate, Theory-craft is what it is -- the proof is in the maps -- so far I haven't seen much of anything other than tug of war centered on Bleakers and Sej since the change. Come back when you can point to the dynamic, exciting strategies that are happening somewhere -- because right now they are not.
DaggerfallTradeMasters wrote: »In the beginning i directly joined the forums raging around and more.
But now after i played with my guild (we are a decent guild not good not bad but starting to become better) DPM in the PvP area with teamspeak i LOVED IT.
If you die now it really means something not just respawn run into it etc...
Your group members stay closer as well because they dont want to die.
You have much more small skirmish fight etc.
And for the people who dont have a horse/a slow one we just stay together give them retreating manouvre +30% speed and problem is solved.
Perhaps you can change it like this: In Thornblade you cant place camp and in Azura you can place camp just give some campaigns the ability to let camps get place and some not.
Ithe REMOVING of FORWARDS CAMPS (a happy DC player)
DaggerfallTradeMasters wrote: »Wow lots of discussions here glad so many people actually like the removing just as much as i do.
Yes i do run larger groups leader of a PVP only guild called DPM (daggerfall PvP Masters) with 320+ Members (around 250 active but not kicking inactive yet perhaps some come back you never know )
Its much easier to Ninja keeps now and that is really our speciality.
But i agree soul gems should become cheaper or perhaps be rewarded more with the mails?
I mean i get spammed with every day i play so less but better mails is Better IMO
Who said I was referencing him? I actually applaud him.mike.gaziotisb16_ESO wrote: »
AbraXuSeXile wrote: »DaggerfallTradeMasters wrote: »Wow lots of discussions here glad so many people actually like the removing just as much as i do.
Yes i do run larger groups leader of a PVP only guild called DPM (daggerfall PvP Masters) with 320+ Members (around 250 active but not kicking inactive yet perhaps some come back you never know )
Its much easier to Ninja keeps now and that is really our speciality.
But i agree soul gems should become cheaper or perhaps be rewarded more with the mails?
I mean i get spammed with every day i play so less but better mails is Better IMO
So camps allow you to ninja keeps so there's no opposition? Well forward camps is hardly promoting pvp now is it?
AbraXuSeXile wrote: »DaggerfallTradeMasters wrote: »Wow lots of discussions here glad so many people actually like the removing just as much as i do.
Yes i do run larger groups leader of a PVP only guild called DPM (daggerfall PvP Masters) with 320+ Members (around 250 active but not kicking inactive yet perhaps some come back you never know )
Its much easier to Ninja keeps now and that is really our speciality.
But i agree soul gems should become cheaper or perhaps be rewarded more with the mails?
I mean i get spammed with every day i play so less but better mails is Better IMO
So camps allow you to ninja keeps so there's no opposition? Well forward camps is hardly promoting pvp now is it?
So you like that you don't have to fight enemies now in order to take a keep? Yeah thats what a keep defense should be about... Fighting Doors and NPCs. PvE, here we come.
DaggerfallTradeMasters wrote: »So you like that you don't have to fight enemies now in order to take a keep? Yeah thats what a keep defense should be about... Fighting Doors and NPCs. PvE, here we come.
I didn't say that i like to fight at a keep but with these camps you where fighting and then both alliances were putting camps down non stop until some 1 forget it then the other side would win.
Perhaps make the camps more expensive or something but then you will probably get AP grinders...
AbraXuSeXile wrote: »DaggerfallTradeMasters wrote: »So you like that you don't have to fight enemies now in order to take a keep? Yeah thats what a keep defense should be about... Fighting Doors and NPCs. PvE, here we come.
I didn't say that i like to fight at a keep but with these camps you where fighting and then both alliances were putting camps down non stop until some 1 forget it then the other side would win.
Perhaps make the camps more expensive or something but then you will probably get AP grinders...
At least you was getting PvP...
If you really wanted a keep, You would send a squad to take care of the camps and rest kill players and siege.
If you wanted to defend a keep, you would go around them and take the resource/camp then repair from the outside then kill them from the back to the front.
It's simples, It's a matter of how much you wanted the keep. So no one can tell me there was no strategy involved.
Fights could last hours of constant PvP, and gankers, small scale, zergs and trains could all participate and get some sort of PvP.
DaggerfallTradeMasters wrote: »If you die now it really means something not just respawn run into it etc...
Other than having to get on a horse and travel back the long way around to avoid gank squads what does it mean?

DlSTORTlON wrote: »DaggerfallTradeMasters wrote: »If you die now it really means something not just respawn run into it etc...
Other than having to get on a horse and travel back the long way around to avoid gank squads what does it mean?
I think this is the game you're looking for...?
Those that were too reliant on an instant close spawn (a.k.a. forward camps) will have to adapt and make sure they don't die as much.