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5 Reasons Why Removal of Camps Will Save ESO PvP (Revisited) and Why PvP is Not Dead

Lfehova
Lfehova
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It's been over a week now, and I see a lot of discussion about the removal of forward camps and the impact they've had. Also, you crazy people seem to enjoy reading my opinion, despite my branding change to Brova. So I'm going to revisit my previous five reasons, and give you my opinion on a few hot topics as well.

Caveat: Keep in mind, the first few days after the removal, people were still dropping camps like usher drops platinum tracks. So whatever judgement of fwc removal effects should be judged later.

1. Indirectly fix lag/server issues?
Not completely yet, but it has definitely helped.


This is a yes and a no. First of all, the meta hasn't changed yet. People haven't learned to play and adapt to the new flow of pvp yet. People still think the best strategy is to gather 100 people to hit Chalman and meet 100 EP there and lagball each other out. Normally, the defending side will drop off walls and kill players on siege until the keep is flagged. Thinning out the Zerg. The problem herein lies, that when one side messes up and gets wiped, people drop their reserve camps. I have personally watched every faction drop camps when the server lags until it crashes. But these lag/crashes have definitely been shorter bursts now, with the exception of when players drop camps. And I believe, when the camps become even less common, and players adapt to the new meta, the lag will be even better.

2. Adds meaning to death?
Absophuckinglutely.


I have never had so much fun in ESO pvp since early release. Yes I have never been so frustrated when killed but it is way more satisfying to kill other players as well. People complain about riding horses, we were intended to ride horses or they wouldn't have added them. Think of riding your horse as a punishment for dying, and it'll make you reconsider rushing in or coming out of stealth outnumbered. Then, born out of fear of dying, your next near death that results in you killing your opponent will feel that much better. It's basic human psychology. It's the same reason why when you get a warlock cowl you're like, "Eh, 2.5k gold or elegant lining. *** I don't feel like selling crap to people today. Elegant lining it is." But when you get that light infused undaunted helm from the last boss in Elden hollow, or you get a signet of warlock in AA, you literally scream "*** YES!". It's not fun if it's too easy, girls don't like nice guys who just fall at their lap, you don't feel accomplished running a quarter marathon, there's no accomplishment killing someone in pvp if the risk of dying means you just spawn at a camp a millisecond later and go back and kill them since you have full resources now.

3. Increase in small scale pvp and meaning due to travel time?
This definitely depends on the player!


People think that they will magically get these fun small scale engagements when they sit inside faregyl waiting for people to attack? No you won't. So no, you probably think removal of camps has done nothing for small scale pvp. But I have had a TON of it. I'm so paranoid now, that I play the Rocky Theme song everytime I have to ride back to my team or my team and I are riding to an objective. By far the most glorious Rocky Theme songed encounter occurred while me and my friends were riding from Chalman to Arrius. We were about halfway there, we were chitchatting on mumble, there was 8 of us. I all of a sudden look to my right, and see 15 AD riding right near us. I literally freak out and scream, "Dismount! DISMOUNT! AD on the right!!" And it's as if the AD were on our mumble, because at the exact same moment, I believe their leader saw us and all 15 of them dismounted. We then proceeded to have an extremely fun 5 minute fight with rezzing, kiting, and strategy before the victor was rewarded with riding to Arrius.

The moral of the story here is, if you think encounters like this are fun, stop sitting in a keep waiting for a fight, and start riding with some risk.

4. Reward smart players and strategy?
This is definitely taking effect but has not reached full capacity since people still have camps.


I have seen lots of interesting strategy from all three factions and it makes me smile thinking that people are finally thinking instead of just slamming their head into a wall. People are flagging outposts to cut off transit before attacking a keep. People are hitting key transit keeps. People are setting up gank squads along reinforcement travel lines. It's becoming an interesting game, if you can understand the strategy behind the scenes instead of just going to the nearest enemy keep with swords and mashing your buttons. The big problem here is, all the strategy and planning should reward you with free keeps. But one person can drop a camp, and negate all your planning and hard work, and unless you drop a camp to counter it, you will have a tough time winning your siege. I think it will only get better with time.

5. This change was needed in conjunction with the oil change to keep zergs at bay?
Not sure yet and here's why.


First, I underestimated the fear factor for the majority of the player base. I order my soldiers to ride deep into enemy territory to fight overwhelming numbers and they proceed. When I tell those outside of my guild the same thing, they question me with words of sandy vijayjay. The majority of the playerbase is crippled by fear of death, that they seem to want to follow the other hundred people thinking it will give them some safety. With creative siege defense, I've wiped much larger stupider numbers while defending, catching those unaware. I've also watched hundreds of my faction get slaughter by a well set up defense. But people still drop camps when mistakes are made to negate the mistake. Who knew the most op negate would be camps. The real question is, when there are no more camps left, and people start growing a pair, will the zergs be thinned quickly enough that there are 5-8 separate fights on the map? Instead of just 1-3? Will a zerg busting tool help discourage zergs and make it a disadvantage? Will the zerg busting tool suck enough in small scale pvp that it is a risk to run at all times?

Anyways, if you have any reading comprehension skills, you can tell that my feelings on the camp removal is still an Overall Positive. We have still yet to see the full effects of the removal of forward camps.

So @ZOS_BrianWheeler‌ , please hold the horses (too soon?) on reimplementing forward camps. Make sure you guys have tested those camps to full working capacity. And wait until you see what real effect the removal of camps has on PvP before you reimplement them. Don't let a few vocal complainers push you to action too early. Don't fall to peer pressure. Don't do drugs. Stay in school.

Oh crap, I promised a hot topic.

Hot topic #1 PvP is dead!

No, it is not. If you have taken the time to look at the undaunted passives or undaunted sets or sanctum sets, you will notice that it is worth your time. A lot of hardcore pvpers are hardcore carebearing right now for those perks. I even convinced AOE BBQ to run undaunted dailies with me last night, and he hates PvE more than he hates the notzees who persecuted his race in Germany. In addition, running AA 100 times is boring. But a ton of the earlier dungeons are way better designed, with amazing layouts, and fun bosses. The problem was, all this well designed content was level 20, or level 40, and literally took five minutes to do solo dolo for the skill point. Now all those dungeons are vr12, take time and some skill, and undaunted dailies force you to visit them. I'll be honest and say I've wiped quite a few times tanking the last boss in elden hollow as a vamp. That damn daedric firebreathing beast hits harder than my mom when I called her a curse word for the first time.

Anyways, PvP is not dead. ZoS finally made PvE fun and a lot of people are meandering into some dungeons while not PvPing, including my entire guild No Mercy and I assume countless other PvP guilds.

Thanks for reading, lemme know what you think!

Tl; dr F you. I took the time to write it, you can take the time to read it while you're sitting at your desk pretending to do work.

Hova

Edit: typos, God I hate typos
Edited by Lfehova on November 13, 2014 5:33PM
Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
Class: DK/DK/Sorc/Templar
Guild: No Mercy
Alliance: Daggerfall

Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Erlex
    Erlex
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    Absolutely agree. It's still early, don't F up the best decision you have made for PvP yet by not waiting it out @ZOS_BrianWheeler‌ . Paul Sage once told me that many players don't know what they want - Forward camps is one of those things. Many players "think" that they want forward camps because it makes PvP happen faster, but PvP is better overall without them.

    Listening to the random faceless masses is what lead us to the Veteran System that is currently being deleted, first person view that is WAY under used (and took months of development time pre launch, delaying things like Trials and the Imperial City), and no Forward Camps that effectively completely deletes every mechanic you worked on in Cyrodiil (Supply Lines, Choke Points like mile gates, and resources).

    Just say NO to forward camps.
    World First Hel Ra / AA clear
    Officer of Entropy Rising
    Defender of the Chalamo
    Beta tester since March 2013
    I stream everything twitch.tv/erlexx
  • Rooty
    Rooty
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    Lfehova wrote: »
    he hates PvE more than he hates the notzees who persecuted his race in Germany

    Quoted for giggles.
    No Mercy
    Rooty, Rooty-san, Rooty-sama, Rooty-chan, Rooty-senpai
    Reality is for people who don't play video games.
    WHERE IS SHE?!
    #FreeBraidas
  • Agrippa_Invisus
    Agrippa_Invisus
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    The one key component I'd like to see changed is how quick it is to burn down an empty keep.

    We burned an empty Drakelowe (1 AD inside, but essentially empty) in 2:30. Walls at 100% and then EP owned in 150 seconds.

    At an outpost keep like Drake (or Dragon or Brindle) there is no longer a realistic way to get there. Even with transit until 50% HP on the outer walls, and an AD inside to warn them, no one was able to make it to the keep other than the lone scout. The zerg that took it would have rolled over anything other than a full raid inside.

    This is just too fast. There's just no way to stop assaults like this. Get a big enough zerg, hit the keep, and it's just gone. Defenders can set up at the next keep in the line, but the one you chose is already a casualty.

    Keep walls either need more HP or siege needs to do less damage to them. The same with doors. Other options is allowing keeps to flag earlier, but deny transit later.

    Or some combination of both.

    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!
  • Wreuntzylla
    Wreuntzylla
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    You cursed at your mom more than once?

    You got me on the work thing.
  • Lfehova
    Lfehova
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    Rooty wrote: »
    Lfehova wrote: »
    he hates PvE more than he hates the notzees who persecuted his race in Germany

    Quoted for giggles.

    It makes me giggle that you giggled. Uh oh, I sense a giggle meltdown incoming. Quick stop!
    The one key component I'd like to see changed is how quick it is to burn down an empty keep.

    We burned an empty Drakelowe (1 AD inside, but essentially empty) in 2:30. Walls at 100% and then EP owned in 150 seconds.

    At an outpost keep like Drake (or Dragon or Brindle) there is no longer a realistic way to get there. Even with transit until 50% HP on the outer walls, and an AD inside to warn them, no one was able to make it to the keep other than the lone scout. The zerg that took it would have rolled over anything other than a full raid inside.

    This is just too fast. There's just no way to stop assaults like this. Get a big enough zerg, hit the keep, and it's just gone. Defenders can set up at the next keep in the line, but the one you chose is already a casualty.

    Keep walls either need more HP or siege needs to do less damage to them. The same with doors. Other options is allowing keeps to flag earlier, but deny transit later.

    Or some combination of both.

    This is a problem also because people are playing reactively. They're sitting inside keeps waiting for people to attack. If people are constantly attacking. Large enough zergs to take a keep in 2:30 will never have the time to form up and flip a keep without losing other keeps. So while the hp and flagging of keeps is a solution, it may be solved with a mindset shift that will be coming to the general population soon.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Agrippa_Invisus
    Agrippa_Invisus
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    Erlex wrote: »
    Absolutely agree. It's still early, don't F up the best decision you have made for PvP yet by not waiting it out @ZOS_BrianWheeler‌ . Paul Sage once told me that many players don't know what they want - Forward camps is one of those things. Many players "think" that they want forward camps because it makes PvP happen faster, but PvP is better overall without them.

    Listening to the random faceless masses is what lead us to the Veteran System that is currently being deleted, first person view that is WAY under used (and took months of development time pre launch, delaying things like Trials and the Imperial City), and no Forward Camps that effectively completely deletes every mechanic you worked on in Cyrodiil (Supply Lines, Choke Points like mile gates, and resources).

    Just say NO to forward camps.

    Choke points like the Chalman milegate have become extremely relevant again.

    Many an attempt at Chalman has been broken on that gate since the patch, and it's fantastic that it's finally serving the purpose it was meant to once more.

    It's no longer about one stealther/blinker getting through, getting a camp down, and then flanking the gate defenders. You want to flank them? Take the north gate and risk being seen as you pass Chalman itself.

    I imagine the Ash gate is useful once more.

    It's no longer just about the Alessia bridge.
    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!
  • Lfehova
    Lfehova
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    You cursed at your mom more than once?

    You got me on the work thing.

    Well my mom was such a fool when I was a teenager at 17, so it was hard not to fight and argue with her. It's surprising how much wisdom she's gained in the past years that we rarely fight now and we actually have engaging intelligent conversation.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Lfehova
    Lfehova
    ✭✭✭✭
    Erlex wrote: »
    Absolutely agree. It's still early, don't F up the best decision you have made for PvP yet by not waiting it out @ZOS_BrianWheeler‌ . Paul Sage once told me that many players don't know what they want - Forward camps is one of those things. Many players "think" that they want forward camps because it makes PvP happen faster, but PvP is better overall without them.

    Listening to the random faceless masses is what lead us to the Veteran System that is currently being deleted, first person view that is WAY under used (and took months of development time pre launch, delaying things like Trials and the Imperial City), and no Forward Camps that effectively completely deletes every mechanic you worked on in Cyrodiil (Supply Lines, Choke Points like mile gates, and resources).

    Just say NO to forward camps.

    Choke points like the Chalman milegate have become extremely relevant again.

    Many an attempt at Chalman has been broken on that gate since the patch, and it's fantastic that it's finally serving the purpose it was meant to once more.

    It's no longer about one stealther/blinker getting through, getting a camp down, and then flanking the gate defenders. You want to flank them? Take the north gate and risk being seen as you pass Chalman itself.

    I imagine the Ash gate is useful once more.

    It's no longer just about the Alessia bridge.

    The ash gate has become a ton of fun and likewise the Chalman gate. Alessia bridge is also a ton of fun, but it comes with considerable risk. It's a long ass ride, and if we full wipe, it's a long ass ride back lol.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Agrippa_Invisus
    Agrippa_Invisus
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    Lfehova wrote: »
    Erlex wrote: »
    Absolutely agree. It's still early, don't F up the best decision you have made for PvP yet by not waiting it out @ZOS_BrianWheeler‌ . Paul Sage once told me that many players don't know what they want - Forward camps is one of those things. Many players "think" that they want forward camps because it makes PvP happen faster, but PvP is better overall without them.

    Listening to the random faceless masses is what lead us to the Veteran System that is currently being deleted, first person view that is WAY under used (and took months of development time pre launch, delaying things like Trials and the Imperial City), and no Forward Camps that effectively completely deletes every mechanic you worked on in Cyrodiil (Supply Lines, Choke Points like mile gates, and resources).

    Just say NO to forward camps.

    Choke points like the Chalman milegate have become extremely relevant again.

    Many an attempt at Chalman has been broken on that gate since the patch, and it's fantastic that it's finally serving the purpose it was meant to once more.

    It's no longer about one stealther/blinker getting through, getting a camp down, and then flanking the gate defenders. You want to flank them? Take the north gate and risk being seen as you pass Chalman itself.

    I imagine the Ash gate is useful once more.

    It's no longer just about the Alessia bridge.

    The ash gate has become a ton of fun and likewise the Chalman gate. Alessia bridge is also a ton of fun, but it comes with considerable risk. It's a long ass ride, and if we full wipe, it's a long ass ride back lol.

    Yup. With the changes it's much clearer where the 'borders' are. Past Chalman & KC gates, you're in Smurf Village, and beyond the bridges south is the Banana Republic.

    Enemy movements into that area feel like the incursions they were meant to be and moving out of that territory feels like we're invading people now.
    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!
  • Aoe_Barbecue
    Aoe_Barbecue
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    I really don't like PvE.
  • Nala_
    Nala_
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    PvP isnt dead, its just boring now and less people play it than before
  • Lfehova
    Lfehova
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    Nala_ wrote: »
    PvP isnt dead, its just boring now and less people play it than before

    You sir, seem to have not read my explanation of why PvP population is slightly lower than before. And it's only boring if you spend 20 minutes sitting inside a keep waiting for people to attack.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Nala_
    Nala_
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    Lfehova wrote: »
    Nala_ wrote: »
    PvP isnt dead, its just boring now and less people play it than before

    You sir, seem to have not read my explanation of why PvP population is slightly lower than before. And it's only boring if you spend 20 minutes sitting inside a keep waiting for people to attack.

    its lower than before because its boring and now people pvp for less time, like the 100000 other people have said in every single thread like these that gets made. thats why wheeler is being forced to implement camps back into the game with a radius/timer.
  • Azarul
    Azarul
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    I do not think its dead, but I do think a lot more solo/casuals ride out die once then say screw it and wayshrine out.
  • Nala_
    Nala_
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    Azarul wrote: »
    I do not think its dead, but I do think a lot more solo/casuals ride out die once then say screw it and wayshrine out.

    and since 75% of the player base are solo/casuals, so after a while you see the problem
  • Lfehova
    Lfehova
    ✭✭✭✭
    Nala_ wrote: »
    Lfehova wrote: »
    Nala_ wrote: »
    PvP isnt dead, its just boring now and less people play it than before

    You sir, seem to have not read my explanation of why PvP population is slightly lower than before. And it's only boring if you spend 20 minutes sitting inside a keep waiting for people to attack.

    its lower than before because its boring and now people pvp for less time, like the 100000 other people have said in every single thread like these that gets made. thats why wheeler is being forced to implement camps back into the game with a radius/timer.

    No there's also tons of people who enjoy the changes. It's lower because six month subscriptions ended. And since you probably didn't read and your intent is to make highly opinionated comments without reading preceding foundational statements I'll restate it for you for sake of helping you see.

    There are very strong undaunted passives and sets. PvPers that are interested in being the strongest, which is a lot of people, are spending time to do these undaunted dailies and farming sets. These pvpers will go in and out of Cyrodiil and farming dungeons. When all the sets are farmed and my undaunted level is max level. They will probably never do those dungeons again and spend the same hours in Cyrodiil like before.

    So no, the population is not down because pvp is boring. It's down because PvE is worthwhile and a little bit fun.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Lfehova
    Lfehova
    ✭✭✭✭
    Lfehova wrote: »
    Erlex wrote: »
    Absolutely agree. It's still early, don't F up the best decision you have made for PvP yet by not waiting it out @ZOS_BrianWheeler‌ . Paul Sage once told me that many players don't know what they want - Forward camps is one of those things. Many players "think" that they want forward camps because it makes PvP happen faster, but PvP is better overall without them.

    Listening to the random faceless masses is what lead us to the Veteran System that is currently being deleted, first person view that is WAY under used (and took months of development time pre launch, delaying things like Trials and the Imperial City), and no Forward Camps that effectively completely deletes every mechanic you worked on in Cyrodiil (Supply Lines, Choke Points like mile gates, and resources).

    Just say NO to forward camps.

    Choke points like the Chalman milegate have become extremely relevant again.

    Many an attempt at Chalman has been broken on that gate since the patch, and it's fantastic that it's finally serving the purpose it was meant to once more.

    It's no longer about one stealther/blinker getting through, getting a camp down, and then flanking the gate defenders. You want to flank them? Take the north gate and risk being seen as you pass Chalman itself.

    I imagine the Ash gate is useful once more.

    It's no longer just about the Alessia bridge.

    The ash gate has become a ton of fun and likewise the Chalman gate. Alessia bridge is also a ton of fun, but it comes with considerable risk. It's a long ass ride, and if we full wipe, it's a long ass ride back lol.

    Yup. With the changes it's much clearer where the 'borders' are. Past Chalman & KC gates, you're in Smurf Village, and beyond the bridges south is the Banana Republic.

    Enemy movements into that area feel like the incursions they were meant to be and moving out of that territory feels like we're invading people now.

    Heh banana republic.

    I agree with that feeling of enemy territory. My alert level is way higher when I'm in enemy territory. I pretty much expect to run into others riding and I almost always do.

    I truly feel behind enemy lines and the chance encounters are awesome :)
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Lfehova
    Lfehova
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    Azarul wrote: »
    I do not think its dead, but I do think a lot more solo/casuals ride out die once then say screw it and wayshrine out.
    Nala_ wrote: »
    Azarul wrote: »
    I do not think its dead, but I do think a lot more solo/casuals ride out die once then say screw it and wayshrine out.

    and since 75% of the player base are solo/casuals, so after a while you see the problem

    These same casuals and solo players, did they have fun spawning at a camp, then getting zerg impulse bombed to death? The same people who quit after getting knocked off their horse once, quit before when they spawned at a camp and just instantly died to an impulse blob.

    They are still rotating in and out of Cyrodiil at the same frequency as before. The big change in population is with the organized guilds that are all doing undaunted dailies and PvE.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • k2blader
    k2blader
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    TL;DR

    One interesting thing that caught my eye: "Girls don't like nice guys who just fall at their lap." You may be good at this computer game but you fail at women. If you like it that way, whatever floats your boat. :-)

    PvP is more slow and boring without FCs for a lot of people so I'm glad they're bringing them back. Right now, lack of FCs seems to primarily benefit those with much much much time to spend playing the game and/or those with specific solo/small group styles of play, which at best comprise half of the PvP population.

    Edit: typo
    Edited by k2blader on November 13, 2014 6:08PM
    Disabling the grass may improve performance.
  • Jitterbug
    Jitterbug
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    That, Sir, was, as they put it, "insightful".
  • Lfehova
    Lfehova
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    k2blader wrote: »
    TL;DR

    One interesting thing that caught my eye: "Girls don't like nice guys who just fall at their lap." You may be good at this computer game but you fail at women. If you like it that way, whatever floats your boat. :-)

    PvP is more slow and boring without FCs for a lot of people so I'm glad they're bringing them back. Right now, lack of FCs seems to primarily benefit those with much much much time to spend playing the game and/or those with specific solo/small group styles of play, which at best comprise half of the PvP population.

    Edit: typo

    It benefits all of us.

    Think of ZoS as your designated driver friend who's taking away that last shot to prevent you from puking all over yourself and making you quit drinking. When you're drunk and you want that shot, sometimes you don't know what's best for you. You'll appreciate it later when you sober up and can see clearly.

    Also, if you think being a nice guy and just falling into girls' laps like a sad little puppy is the way you get girls, I pity your real life.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Nala_
    Nala_
    ✭✭✭✭
    you say the game is so much better after 1.5, but 75% of the playerbase is in stealth spamming lethal arrow because theyre too afraid to engage anyone and die bcuz then they have to run 5 minutes on their horse back to a fight.
  • Lfehova
    Lfehova
    ✭✭✭✭
    Nala_ wrote: »
    you say the game is so much better after 1.5, but 75% of the playerbase is in stealth spamming lethal arrow because theyre too afraid to engage anyone and die bcuz then they have to run 5 minutes on their horse back to a fight.

    I never said the game is so much better. I said the forward camp change is better for pvp.

    Lethal arrow spam is a separate issue that ZoS messed up.

    They didn't forsee the fact that removing camps would increase traveling players, and reducing cast time and removing minimum range for lethal arrow would cause a lot of played to pick it up. Coupled with stacking healing debuff, it makes bow pretty damn op, which is why so many people have picked it up. But lethal arrow spam isn't caused by removal of forward camps, it's caused by an oversight in balancing and it sucks.

    Blame the right problems for the right issues. Lethal arrow spam also pisses people off and messed with the pvp ebb and flow.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Nala_
    Nala_
    ✭✭✭✭
    yeah and everyone is lethal arrow now because THEY DONT WANT TO HAVE TO DIE AND RUN BACK, which is the fault of no camps. put camps back in and the amount of people hiding in stealth spamming lethal arrow will drop severely,
  • Lfehova
    Lfehova
    ✭✭✭✭
    Nala_ wrote: »
    yeah and everyone is lethal arrow now because THEY DONT WANT TO HAVE TO DIE AND RUN BACK, which is the fault of no camps. put camps back in and the amount of people hiding in stealth spamming lethal arrow will drop severely,

    Nerf lethal arrow so people can't achieve 1k dps just spamming one skill with no penalties and people will stop spamming lethal arrow. When a skill is overpowered, it's overpowered. I was even using lethal arrow in my group aoe build. When an entire guild has everyone running bow on their offbar for lethal arrow, literally one skill, then it might be a tad overpowered.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • AllPlayAndNoWork
    AllPlayAndNoWork
    ✭✭✭✭✭
    All they need to do now is make each keep individual...... On a hill, with a moat, backing into a mountain...... Can we have some variety pls ? Keeps / outposts attacked in the same spot 90% of the time is losing its sheen.
  • Lfehova
    Lfehova
    ✭✭✭✭
    All they need to do now is make each keep individual...... On a hill, with a moat, backing into a mountain...... Can we have some variety pls ? Keeps / outposts attacked in the same spot 90% of the time is losing its sheen.

    Absolutely. Keep fights are boring because all the keeps are the same. Whether it be fighting small or large numbers, the terrain is static.

    Open field fights are where the fun is at. With all kinds of different terrain, it's exciting to run around on rocks and jump off cliffs and kite through a river.

    No camps also promotes more of these open field fights rather than everyone just bloodgating into a keep with the same fighting at the keep. Respawning and respawning at the keep or resource constantly fighting the same fight.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
  • Nala_
    Nala_
    ✭✭✭✭
    thankfully we only have a few more weeks of no camps before they implement them back in with the respawn radius, hopefully all those people resub when it hits so we can find decent pvp again
  • heng14rwb17_ESO
    heng14rwb17_ESO
    ✭✭✭✭
    Wow, so many advantages & benefits of having NO FC.....

    SO.....

    Did the pvp population raise?
  • Lfehova
    Lfehova
    ✭✭✭✭
    Wow, so many advantages & benefits of having NO FC.....

    SO.....

    Did the pvp population raise?

    No. It dropped due to undaunted dailies and worthwhile PvE rewards and the rescaling of the more interesting lower level dungeons.
    Characters: Hovaling/Lfehova/Hova-kun/Hovalicious
    Class: DK/DK/Sorc/Templar
    Guild: No Mercy
    Alliance: Daggerfall

    Characters after rename: BROVALING/Baka-kun/Brovalicious (Lfehova is now a retired DK and spends his days crafting)
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