lol the equivalent to a high school fight? lol. No. I am a NB. I will just gank you with my stealth group. hahahaha.I disagree with you . Brian you SAVED PVP. No more mindless impulse monkey spammers able to hurl themselves at the enemy without consequences. applause!
now the pulsing pederasts are angry. good riddance.
I am one of those mindless impulse spammer you seem to hate with such passion. Therefor I extend a formal challenge to you: fight me 1v1 and let's see who stands victorious, the monkey or the hater?
Not tonight tho, I need to finish studying for a monster exam.
Because NBs are so weak 1v1 right?
/sigh
"gankers never man up"
just.... no. you are wrong:/
lol the equivalent to a high school fight? lol. No. I am a NB. I will just gank you with my stealth group. hahahaha.I disagree with you . Brian you SAVED PVP. No more mindless impulse monkey spammers able to hurl themselves at the enemy without consequences. applause!
now the pulsing pederasts are angry. good riddance.
I am one of those mindless impulse spammer you seem to hate with such passion. Therefor I extend a formal challenge to you: fight me 1v1 and let's see who stands victorious, the monkey or the hater?
Not tonight tho, I need to finish studying for a monster exam.
Because NBs are so weak 1v1 right?
/sigh
Somehow I knew your answer was gonna be a big fat no. Funny how gankers never man up.
What Sanct means is that if you previously did nothing but suicide into large groups of people while spamming AoE, you are not happy with the semi-removal of forward camps.If you like playing in a big zerg, you like the change. If you like to gank ppl, you like the change.
If you like to play with a small group versus superior numbers or bombsquads you hate the change.
Lava_Croft wrote: »What Sanct means is that if you previously did nothing but suicide into large groups of people while spamming AoE, you are not happy with the semi-removal of forward camps.If you like playing in a big zerg, you like the change. If you like to gank ppl, you like the change.
If you like to play with a small group versus superior numbers or bombsquads you hate the change.
Surprise?
I don't know what to say other than what a huge mistake. PvP in ESO is official dead. Even the forum is dead. I can understand the thought process and reasoning of removing FC's but with no back up plan??? No positive changes offset the negatives? This is a game but you are running a business, and this was a terrible business decision.
No - there is no uptick
No - people aren't just leveling Undaunted
No- people aren't just PvEing
Yes-there are some positives but massively out weighted by the negative.
Yes- this was a huge change with no/poor fore-planning = lost subs.
Please make changes quickly before you lose over half your PvP player base. Yes-half.
ezareth_ESO wrote: »It isn't just Brian Wheeler.
The original people who had a 6 month subscription to start had it expire this week and many of us myself included never renewed our sub. That's probably why they pushed 1.5 out faster than anticipated this week, to try and sucker us all into resubbing. The plan backfired apparently.
I don't know what to say other than what a huge mistake. PvP in ESO is official dead. Even the forum is dead. I can understand the thought process and reasoning of removing FC's but with no back up plan??? No positive changes offset the negatives? This is a game but you are running a business, and this was a terrible business decision.
No - there is no uptick
No - people aren't just leveling Undaunted
No- people aren't just PvEing
Yes-there are some positives but massively out weighted by the negative.
Yes- this was a huge change with no/poor fore-planning = lost subs.
Please make changes quickly before you lose over half your PvP player base. Yes-half.
it's been... what? Over a week?
Cyro is still as lively as ever....
Where's that half we're supposed to miss?
Agrippa_Invisus wrote: »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!
Actually, the traveling makes a huge difference for many different players.
It gives solo and small group players a reason to fight and move around outside of keeps and their environs. This rewards players who want to be scouts and sneak assassins.
It changes the dynamic of the 'enemy army materializes out of nowhere' that the tentaporting encouraged previously. One of the attempts to recapture the scroll of NiMohk from Arrius by DC on Thornblade NA was foiled on Sunday due to a scout seeing the large DC force come through the north Chalman milegate.
That wouldn't have happened pre-1.5. One runner would have set up a tent near Arrius and then 20+ people would have suicided to appear there magically.
So... EP was rewarded by more time with the scroll by playing smart and having scouts out watching. The scout was rewarded by getting to kill some stragglers and knowing he helped the Alliance when there were defenders waiting at Arrius for the assault force.
ZOS_BrianWheeler wrote: »Quick update! We currently are running the resurrection only in the FC radius we mentioned a while back through the design and testing rings. We're also looking at adding global cooldowns to the respawning at an FC (meaning if you respawn at an FC you can't personally respawn at another for "X" period of time) and reducing the size of the radius.
Again, this is all getting it's testing done internally and running through various alterations and will continue to do so before it's posted live/PTS.
ZOS_BrianWheeler wrote: »Quick update! We currently are running the resurrection only in the FC radius we mentioned a while back through the design and testing rings. We're also looking at adding global cooldowns to the respawning at an FC (meaning if you respawn at an FC you can't personally respawn at another for "X" period of time) and reducing the size of the radius.
Again, this is all getting it's testing done internally and running through various alterations and will continue to do so before it's posted live/PTS.
Damn man. We don't want this. It's not needed. If a person can't be bothered to ride 2 minutes they are playing the wrong game.ZOS_BrianWheeler wrote: »Quick update! We currently are running the resurrection only in the FC radius we mentioned a while back through the design and testing rings. We're also looking at adding global cooldowns to the respawning at an FC (meaning if you respawn at an FC you can't personally respawn at another for "X" period of time) and reducing the size of the radius.
Again, this is all getting it's testing done internally and running through various alterations and will continue to do so before it's posted live/PTS.
ZOS_BrianWheeler wrote: »Quick update! We currently are running the resurrection only in the FC radius we mentioned a while back through the design and testing rings. We're also looking at adding global cooldowns to the respawning at an FC (meaning if you respawn at an FC you can't personally respawn at another for "X" period of time) and reducing the size of the radius.
Again, this is all getting it's testing done internally and running through various alterations and will continue to do so before it's posted live/PTS.
ZOS_BrianWheeler wrote: »Quick update! We currently are running the resurrection only in the FC radius we mentioned a while back through the design and testing rings. We're also looking at adding global cooldowns to the respawning at an FC (meaning if you respawn at an FC you can't personally respawn at another for "X" period of time) and reducing the size of the radius.
Again, this is all getting it's testing done internally and running through various alterations and will continue to do so before it's posted live/PTS.
Damn man. We don't want this. It's not needed. If a person can't be bothered to ride 2 minutes they are playing the wrong game.ZOS_BrianWheeler wrote: »Quick update! We currently are running the resurrection only in the FC radius we mentioned a while back through the design and testing rings. We're also looking at adding global cooldowns to the respawning at an FC (meaning if you respawn at an FC you can't personally respawn at another for "X" period of time) and reducing the size of the radius.
Again, this is all getting it's testing done internally and running through various alterations and will continue to do so before it's posted live/PTS.
Whatever you do NEVER bring back the bloodgate to bloodgate spam AoE meta. We enjoy fighting in the fields and keeps, not just spamming AoE at the whole in the wall.
This sounds quite good.
I disagree however to whom said the camps should only be placed in ressources or keep, I tend to think it would be more interesting if at the opposite they could only be placed in open fields then, now they are more precious, scouts would have a real role of destroying them.
For the troll camp now that you have to be rank 6 to buy them and they cannot be trade anymore it should solve the problem (I hope).
ZOS_BrianWheeler wrote: »Cooldowns we're talking about range between 2-5 minutes (basically runtime/ridetime back to a fight from a nearby keep or keeps).
For Radius we're still toying with this too but it may turn out to be quite dramatic...such as the size of a keep for example. We'll see how it goes internally with the tech testing and gameplay testing.
We'll also be looking at the cost of them again.
Agrippa_Invisus wrote: »ZOS_BrianWheeler wrote: »Cooldowns we're talking about range between 2-5 minutes (basically runtime/ridetime back to a fight from a nearby keep or keeps).
For Radius we're still toying with this too but it may turn out to be quite dramatic...such as the size of a keep for example. We'll see how it goes internally with the tech testing and gameplay testing.
We'll also be looking at the cost of them again.
Excellent. My suggestion was rez sickness on the players, so they don't come at you with full resources in a heartbeat after it goes up, but the cooldown timer serves as an nice alternative to that.
Agrippa_Invisus wrote: »ZOS_BrianWheeler wrote: »Cooldowns we're talking about range between 2-5 minutes (basically runtime/ridetime back to a fight from a nearby keep or keeps).
For Radius we're still toying with this too but it may turn out to be quite dramatic...such as the size of a keep for example. We'll see how it goes internally with the tech testing and gameplay testing.
We'll also be looking at the cost of them again.
Excellent. My suggestion was rez sickness on the players, so they don't come at you with full resources in a heartbeat after it goes up, but the cooldown timer serves as an nice alternative to that.
Agreed on the premise of Rez sickness rather than timer. However, I'll take FCs with limited range and a timer. Will still allow the defender which make a strategic wipe/push the possibility of getting to the FC before everyone resurrects.
ZOS_BrianWheeler wrote: »Cooldowns we're talking about range between 2-5 minutes (basically runtime/ridetime back to a fight from a nearby keep or keeps).
For Radius we're still toying with this too but it may turn out to be quite dramatic...such as the size of a keep for example. We'll see how it goes internally with the tech testing and gameplay testing.
We'll also be looking at the cost of them again.