AbraXuSeXile wrote: »I reckon i could capture any single keep within time of anyone getting enough players there to stop us, But that's too much PvDoor. I enjoyed the fights to keep enemy camps down.
Teargrants wrote: »Hello vocal whiners. May I ask what it is that is so abhorrent about not having insta port FCs as to suddenly make the entire experience of PvP unplayable to the point of unsubbing?
Is it because you can't death port 3 raids across the map to lag bomb a flag? Cuz rest assured, you can still do that, you just have to ride there first.
Is it cuz you can't kamekaze into groups over and over? If that's what you enjoy then I suggest being a sorc, we get to do it without the dying part.
Is it cuz you can't death port to any keep under attack, so it's not even with defending to you? Here's a crazy idea, the same people who were tenting every keep can take a minute to instead ride around the walls and look for siege. Is it less efficient now? Yes, but it's the same for your enemies, use it to your advantage. If having one dude port around keeps now and then is too hard for your raid guild, then I dunno what to say.
Is it cuz riding a horse is taking too long to get to the next keep? Speed horse + maneuvers will get you to the next keep in 1-2 min, and that's allowing time for going along the roundabout way to avoid gankers.
Is it cuz you get ganked on the way to a keep and can't thank them for helping you death port to the FC? This may blow your mind but it's actually much much more dangerous for us gankers now with all the respawners running around and the finality of wipes. People know we have to rez, so they just camp our bodies. Yet we actually like these changes, it makes what we do impactful to the flow of the RvR. We just adjust out tactics.
Is it cuz you just can't stand being out of the action for a few minutes when you die? If this is a serious issue for you, then you are dying too frequently. Improve your build/playstyle and spec more into sustain.
Have you all forgotten the first few months of live where FCs were constantly bugged out?
https://www.youtube.com/watch?v=alNl0Re4hmA - what people call "zergs" today are tiny compared to back then. Maybe when Zenimax stated that 2000 people could be in a Cyrodiil server at a given time they meant the entire "megaserver," but the reality is I see the same names over and over again and it's not because of FCs. What we played during Beta when Cyrodiil actually did have "action everywhere," which is what the people who hate FCs promise, is not happening now simply because of numbers: the number of people in "wabbajack" BETA was much higher than "wabbajack" 1.5. My recollection could be faulty, but I *think* the number for a faction to be locked was noticeably higher back in April (at launch) than it is now. Give me the Cyrodiil in that video and I won't even whine about no FCs again.Teargrants wrote: »Less action? Yet my nightly kill counts are consistently higher than they were pre 1.5 because there is literally action all over the fields. So much action in fact that we have to pull further off the main gank line between keeps to keep from being zergged down.
Are you one of the types that sits at the shrine until transit is open to the front line, and be damned if you have to ride to the battle, time's too precious for that crap?
Agree. JD nailed it and I haven't forgotten what it was like in the beginning. I also haven't forgotten what the #1 complaint about Cyrodiil was back then either. Here's to hoping Zos hasn't forgotten either and can find some solutions that will make PvP/AvA have a bright future.Joy division, well said!
My experience on EU-TB does not agree. The removal of forward camps has made responding to sieges actually a lot more fun, since people will frantically scramble to the nearest uncontested keep and move en masse to the contested keep. Much better gameplay than having everyone suicide at the nearest enemy base.Tintinabula wrote: »NO FCs have turned responding to a siege almost impossible.
Lava_Croft wrote: »My experience on EU-TB does not agree. The removal of forward camps has made responding to sieges actually a lot more fun, since people will frantically scramble to the nearest uncontested keep and move en masse to the contested keep. Much better gameplay than having everyone suicide at the nearest enemy base.Tintinabula wrote: »NO FCs have turned responding to a siege almost impossible.
Agrippa_Invisus wrote: »Camps should have had a limited rez radius (to eliminate blood porting) and provided a temporary rez sickness debuff to prevent spawn rushing.
That rezzing with a soul gem left you in worse shape to fight than just respawning at the tent was slightly ridiculous.
These are good things, unless all you want to do is zerg.
mike.gaziotisb16_ESO wrote: »These are good things, unless all you want to do is zerg.
Maybe all I want to do is farm that zerg at the breach for 2 hrs for 100k AP, until they get demoralised and go elsewhere. Maybe, just maybe, I get my kicks from big sieges and big fights rather than going back and forth between keeps all the time. And it's possible that other people find fun in things you don't.
Agrippa_Invisus wrote: »mike.gaziotisb16_ESO wrote: »These are good things, unless all you want to do is zerg.
Maybe all I want to do is farm that zerg at the breach for 2 hrs for 100k AP, until they get demoralised and go elsewhere. Maybe, just maybe, I get my kicks from big sieges and big fights rather than going back and forth between keeps all the time. And it's possible that other people find fun in things you don't.
Maybe just maybe we don't like having to deal with inexhaustible waves of bodies.
Maybe we don't like having to worry about one player spawning 20 (and more) if they happen to escape our sweep of an area.
Maybe we don't like having to deal with guilds farming resource nodes (like the Arrius Mine) for hours because you can't completely wipe them. Even if you flip the node, they have a designated stealther drop a tent five minutes later and they're right back on the resource.
Maybe we don't like having strategy erased by Tentaporting/Bloodgating. When one guild can defend five-six keeps in a thirty minute span by using a suicide node to reappear everywhere.
You losing your AP farm is a small price to pay for tents to be balanced.
In my opinion, restricting their rez radius and giving them a rez sickness debuff on use would have been sufficient. This appears to be what ZOS is willing to do and it was far better than the current meta.
I am sick and tired of spending sieges circling keeps to make sure one dude can't spawn 100 with a tent in a tower. I am tired of the endless resource node farm. I am tired of wipes meaning nothing to the opponent.
There should be negative consequences to death in PVP. Being sent to respawn is a mild one in the history of MMO gaming. Go look at the consequences of a PVP death in EQ 1, UO, or Asheron's Call. Brutal.
mike.gaziotisb16_ESO wrote: »Agrippa_Invisus wrote: »mike.gaziotisb16_ESO wrote: »These are good things, unless all you want to do is zerg.
Maybe all I want to do is farm that zerg at the breach for 2 hrs for 100k AP, until they get demoralised and go elsewhere. Maybe, just maybe, I get my kicks from big sieges and big fights rather than going back and forth between keeps all the time. And it's possible that other people find fun in things you don't.
Maybe just maybe we don't like having to deal with inexhaustible waves of bodies.
Maybe we don't like having to worry about one player spawning 20 (and more) if they happen to escape our sweep of an area.
Maybe we don't like having to deal with guilds farming resource nodes (like the Arrius Mine) for hours because you can't completely wipe them. Even if you flip the node, they have a designated stealther drop a tent five minutes later and they're right back on the resource.
Maybe we don't like having strategy erased by Tentaporting/Bloodgating. When one guild can defend five-six keeps in a thirty minute span by using a suicide node to reappear everywhere.
You losing your AP farm is a small price to pay for tents to be balanced.
In my opinion, restricting their rez radius and giving them a rez sickness debuff on use would have been sufficient. This appears to be what ZOS is willing to do and it was far better than the current meta.
I am sick and tired of spending sieges circling keeps to make sure one dude can't spawn 100 with a tent in a tower. I am tired of the endless resource node farm. I am tired of wipes meaning nothing to the opponent.
There should be negative consequences to death in PVP. Being sent to respawn is a mild one in the history of MMO gaming. Go look at the consequences of a PVP death in EQ 1, UO, or Asheron's Call. Brutal.
The bolded part contradicts the rest of your case. I also agree with what you say in the bold part, but you will have inexhaustible waves of bodies coming to you, until you push and clear those camps.
mike.gaziotisb16_ESO wrote: »These are good things, unless all you want to do is zerg.
Maybe all I want to do is farm that zerg at the breach for 2 hrs for 100k AP, until they get demoralised and go elsewhere. Maybe, just maybe, I get my kicks from big sieges and big fights rather than going back and forth between keeps all the time. And it's possible that other people find fun in things you don't.
mike.gaziotisb16_ESO wrote: »These are good things, unless all you want to do is zerg.
Maybe all I want to do is farm that zerg at the breach for 2 hrs for 100k AP, until they get demoralised and go elsewhere. Maybe, just maybe, I get my kicks from big sieges and big fights rather than going back and forth between keeps all the time. And it's possible that other people find fun in things you don't.
Traveling isn't what I would consider funLava_Croft wrote: »It's much more fun in Cyrodiil now that the camps are gone, since people are actually forced to travel for a few minutes to and from objectives,...
I was pvping all night, even during the couple of short times DC population was "locked" the queue was ZERO when I tried to get back in, that's a far cry from the 30-40 person queue from just over a month agotonight has highest DC queue I've seen on thorne for months
@Joy division, well said!
Teargrants wrote: »Have you all forgotten the first few months of live where FCs were constantly bugged out?
Traveling isn't what I would consider funLava_Croft wrote: »It's much more fun in Cyrodiil now that the camps are gone, since people are actually forced to travel for a few minutes to and from objectives,...I was pvping all night, even during the couple of short times DC population was "locked" the queue was ZERO when I tried to get back in, that's a far cry from the 30-40 person queue from just over a month agotonight has highest DC queue I've seen on thorne for months@Joy division, well said!