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PvP Destroyed

  • indorilwitch
    personally i like the change of no fc's. the reason is it makes up for more tactical play. you neeed to keep the transit lines alive.
    the PROBLEM i encounter, is when the transit lines are broken and players need to ride for 3min or more sometimes alone , because they died or joined late, these "horserides" are very dangerous because of gankers.
    beeing pulled from a horse, the fight is likely 1/2 over already, not what i would call a fun fight.
    so people move together in order to travel more safely. (noone is safe , i know)
    this in term leads to bigger groups traveling and fighting each other , more players join most likely and then comes the lag, and that kills all of them.

    horses need tobe faster to compensate the travel distance to help endangered keeps.
    without the camps , reviving players becomes essential, but the cost and risk of reviving a teammate is too high, soulgems too expensive vs gold/xp gained while pvp'ing.
    imho performance of the server is bad, too much fancy stuff that lags the players, they need smooth gameplay in order to enjoy fights , not "new dwemer" armor which cant be distinguished in 50 man groups anyway.

    the current playtpyes as i encouter them are :
    1 guilds with ts and all the shebang you can imagine, beein more efficient than players using chat to communicate.
    2 gank groups that find it fun to instakill and not give the opponent a chance to react or defend. i call them bad sports.
    3 PUG players that want to have fun and support there chosen faction, beeing severly punished by lag.

    it seems extremely difficult to satisfy these 3 groups on one single shard, even if you have multiple instances of them , ex thornblade haderus etc.

    i suggest to repair what you have implemented so far, adding new items that break alot of functions or gameplay doesnt keep your customers happy.



  • Cody
    Cody
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    Leovolao wrote: »
    Columba wrote: »
    Leovolao wrote: »
    Columba wrote: »
    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. ;)
    lol the equivalent to a high school fight? lol. No. I am a NB. I will just gank you with my stealth group. hahahaha.

    Because NBs are so weak 1v1 right?

    /sigh
    "gankers never man up"
    just.... no. you are wrong:/
    Edited by Cody on November 11, 2014 7:07AM
  • Cody
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    Leovolao wrote: »
    Columba wrote: »
    Leovolao wrote: »
    Columba wrote: »
    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. ;)
    lol the equivalent to a high school fight? lol. No. I am a NB. I will just gank you with my stealth group. hahahaha.

    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.

    "gankers never man up"

    just.... no. you are wrong:/
  • Lava_Croft
    Lava_Croft
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    Sanct16 wrote: »
    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.
    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.

    Surprise?
    Edited by Lava_Croft on November 11, 2014 2:11PM
  • Attorneyatlawl
    Attorneyatlawl
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    Lava_Croft wrote: »
    Sanct16 wrote: »
    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.
    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.

    Surprise?

    Sounds about right. Good groups or solo/duo'ers who don't die all the time, or people who can get a rez, will be happy with it (including myself, actually one of the major things that I was thrilled to see was implemented when coming back here after a few weeks in archeage). The removal of forward camps is a major component to making Cyrodiil a better place... they probably do and will need to bump up the health of keep walls some to compensate but the change itself is fantastic. The original design as well as daoc's new frontiers, were based around not having immediate and always-available instant-rez at 50 locations around the map 24/7.
    Edited by Attorneyatlawl on November 11, 2014 2:58PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

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  • Davadin
    Davadin
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    WebBull wrote: »
    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?
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
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  • Darklord_Tiberius
    Darklord_Tiberius
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    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.

    Or with Harness Magika no longer giving you infinite magika you quit due to lack of skill? Pushed 1.5 out faster? You are wrong again, like always, they are on a 7-8 week cycle for each content update. Another bad player no longer subbing, but posting in the forums, I lol @ that.
  • Nala_
    Nala_
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    Davadin wrote: »
    WebBull wrote: »
    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?

    as lively as ever...lol...yeah if you mean it has less people than ever and somehow more lag then yes
  • Maulkin
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    Dunno about you guys, but EU has definitely been less lively. The longest cue I've had to sit during prime-time for AD has been 7, this week. Last week it was 130+. And the locks don't last near as long as last week.

    Obviously, there are a lot more people doing PvE this week so it might just be that.

    No difference lag-wise. Still horrible on that front.
    EU | PC | AD
  • Rylana
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    the biggest problem as I have seen it thus far, is that far too many people became wholly reliant on forward camps to be effective any other way

    for those of us that never relied on them in the first place, it becomes completely obvious who did.

    my pvp chars grew up and learned to thrive before camps were fixed months ago. i never had to learn to rely because I dont personally die all that often (though I still do, and sometimes comically so)

    people that relied on insta rez throwing themselves repeatedly at a death trap, dying 20 times until they finally somehow wear down whatever they were attacking by attrition, seem to be the only ones truly upset by this change

    so in short, learn to cross rez and not actually die, and also learn to respond punctually to situations on the map, instead of relying on fast respawn to carry you every step of the way
    @rylanadionysis == Closed Beta Tester October 2013 == Retired October 2016 == Uninstalled @ One Tamriel Release == Inactive Indefinitely
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  • martinhpb16_ESO
    martinhpb16_ESO
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    kaer426 wrote: »
    Lava_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,...
    Traveling isn't what I would consider fun
    Columba wrote: »
    tonight has highest DC queue I've seen on thorne for months
    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 ago
    Ishammael wrote: »
    @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.

    I doesn't really help scouts and sneaks as much as you suggest because everyone is rezzing at the same keep. It is a lot harder to get that small action now that the rez rat-runs have so many people on them.

    With FC there were a lot more fights spread across the map and more small grp action.

    Also as a sneak you could place a camp behind enemy lines, miles from your own rez points and have some great small action fights. Now everyone is zerging the same points at wherever the front line is.

    I havent logged into pvp for a few days now, it has become dull for me.
    Edited by martinhpb16_ESO on November 12, 2014 12:28PM
    At least the spelling is difficult for you.
    Hew's Bane*
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Director
    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.
    Edited by ZOS_BrianWheeler on November 12, 2014 2:01PM
    Wheeler
    ESO PVP Lead & Combat Director
    Staff Post
  • Oughash
    Oughash
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    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.

    Bombshell!
  • Weberda
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    Now this would make things interesting again.
    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • Varicite
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    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.

    So still no bloodporting across the map and instantly reinforcing a push, or instantly having 2 full raids defending a keep.

    But still extends the battles at the keeps themselves until forces have whittled down the last man. Should extend the action, which is good, but not to a ridiculous "people just keep respawning for hours" level, hopefully.

    Acceptable. I just don't want to see transit lines completely trivialized the way they have been for the past 6 months.
    Edited by Varicite on November 12, 2014 2:15PM
  • TheBull
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    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.

    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.
    Edited by TheBull on November 12, 2014 2:16PM
  • Maulkin
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    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.

    Great stuff, Brian. What cooldown duration are you guys considering?

    Also it would be great if those camps could only be placed inside the circles of keeps and resources (subject to the faction owning the keep/resource ofc). It would prevent troll camps and also add value to resource capturing.

    It'd also make for interesting strategies. You either take a resource so you can put a camp risking the other faction being alerted to your presence there, or you go for a stealth siege but without having a camp to fall back to.
    EU | PC | AD
  • Agrippa_Invisus
    Agrippa_Invisus
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    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.

    This is perfect, Brian. This is exactly what we've been asking for.

    Do this, give it a reasonable cooldown on the re-use (2 minutes, IMO) and you'll have a balanced siege item.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Maulkin
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    TheBull 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.

    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.

    Which part of "resurrection only in the FC radius " and " global cooldowns to the respawning" did you find so confusing? There'll be no suicide travel and no immediate rezz if you keep throwing yourself at opponents and dying.
    EU | PC | AD
  • suycyco
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    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).
  • Thechemicals
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    Forward camps were a joke and went on way too long just like vampires on release did. Its a shame that Zos fixes these problems soooo late that too many people become accustomed to playing such a cheesey way.

    You couldn't even spawn this close to where you died in major fps games like battlefield yet people believe they are entitled and somehow pvp is ruined without a Camp that could resurrect you 5 seconds from where you died.

    Forward camps were garbage and I had to leave 2 guilds due to excessives hard-switches and blood-gating. If Forward camps ever return to Cyrodiil, you have my word that youll lose this subscription and all the subscriptions of people who actually can see how tactically sound this improvement is.
    Vr14 Templar since release- dual resto
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  • Maulkin
    Maulkin
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    suycyco wrote: »
    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).

    I see where you're coming from, I'd imagine it was fun finding and burning camps near outposts, however not being able to place them at nodes would lead to other, bigger problems.

    If you can't place them at keeps, defenders are at a distinct disadvantage to the attackers who have surrounded the keep and can place camps wherever. Also it would lead to troll-camping like before where people placed a camp somewhere close/far enough that stops defenders from re-spawning near the structure they are trying to defend or putting another camp.

    Gankers/scouts already had their role significantly increased by being able to cut supply lines of soldiers. And remember at the moment you don't even have camps to burn at all. So don't be greedy ;)
    EU | PC | AD
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Director
    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.
    Wheeler
    ESO PVP Lead & Combat Director
    Staff Post
  • Agrippa_Invisus
    Agrippa_Invisus
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    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 / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Oughash
    Oughash
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    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.
  • Agrippa_Invisus
    Agrippa_Invisus
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    Ishammael 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.

    Or at least come out of a tent with the same resources (full hp, no magicka/stam) as when soul gem rezzed.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Maulkin
    Maulkin
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    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.

    Cool, thanks for the update.

    Regarding the minimal radius of the camps, my only worry would be that if the circle is too small, you'll end up with the same situation as you currently do with defensive ticks.

    People will not rush to clear the resource for fear of straying outside tick AND camp range. And vice versa for offensive camps placed at resources, attackers will be more keen to siege the keep to force attackers out rather than try to take the keep.

    So what you'll have is prolonged battles and mexican stand-offs where the radiuses (or radii) meet, or at least where they are closest to one another.

    I'd imagine the decreased radius is partly to stop troll camps placed too far away from the keep?
    EU | PC | AD
  • Columba
    Columba
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    My advice - start with long cool downs and small radii. Otherwise you train people to use these as a crutch and it's harder to adapt.
  • Columba
    Columba
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    My advice - start with long cool downs and small radii. Otherwise you train people to use these as a crutch and it's harder to adapt.
  • Nala_
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    thank you brian wheeler, i just hope enough people dont quit in between that fix for it not to even matter
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