The reason you see varied responses is due to hardcore players and casual gamers having different perspectives because they don't share the same game experience.
Hardcore players are mostly advocates of the removal of FC's as they almost always win battles of attrition due to usually being grouped, a better understanding of game mechanics and how to manipulate them, and the team synergies that come with organized pvp. They also don't have difficulties finding battles because they usually create them, ganking/bow spam is negligible as they are protected by their group, and now they can take keeps with almost no resistance. Organized groups are even more dominant and the hardcore player thrives on dominating.
The casual pvp player however, just wants to log and enjoy fighting an hour or two, feel that they are contributing, and gain some sense of satisfaction from player kills, ap gains, or character advancement. Unfortunately, very little in Cryodiil supports casual play or lends to any feelings of satisfaction.
When you also consider the lag and lack of viable builds/skills it's small wonder that the pvp population is decreasing. ESO promised RvR warfare with epic battles and it has been anything but due to the inadequacy of their servers and lack of commitment to the pvp player base.
Hardcore players may like pvp as it is, minus the lag, but it's the casual players that sustain a game long after the hardcore ones rush off to the next best thing.
ensignedb16_ESO wrote: »"Hardcore players", lol. I always wondered who they were. I think the demarcation is rather "more or less patient" or "more or less keen on some hot late night horse sim". Some are for and some are against. It seems to me, that a lot of the players wanting this change, are really talking about "immersion". They just don't want to say it out loud, cus we all know it gets you boo'ed. Like, you wouldn't be able to bloodport IRL, so this sort of is a gamebreaker for some. (As if the prospect of "negating magic" or suddenly vanishing into thin air for two full seconds had a shred of reality in their concepts, but I guess no one had an issue with that huh.)
Seems to me that most players struggle hard to find a middle ground, because many of us were actually, genuinely enjoying the game before 1.5, and we WANT to continue enjoying it. But it is now getting a bit tiresome. I dont know if this was part illusion or whatnot, but it suddenly dawned on me yesterday riding between alessia and sej - that OK, some things in this PvP have changed. But most things stayed exactly the same.
Players now stick close to each other in steady, uninterrupted streams between the biggest keeps, only to be sure they dont die yet again to some *** archer on the way. I mean come on. In a real war, would this be a feasible strategy? A chicken run like this would be begging for slaughter. But the sad truth is, the chicken run even wins. If they know how to stack up. And seriously, honestly, most people understand this now. The cap that makes this possible should also be removed for this change to make more sense.
So please, all you hardcore players who are talking about this great new PvP of yours. What exactly did change? The zergs are fewer, but bigger. The few battles that play out, at nearly all times, are zergs vs zergs. There are very, very, very few groups of +/- ten people running around now, if any at all. They will simply be squashed by the bigger numbers, not by lack of skill or "lack of eazy nub spawn point lel". An upside is that the map doesn't switch pressure points like some color wheel, yes things take longer time. But that also includes the 3-hour long stalemates that are created now, and was not there before, and guess who it includes. One thing that FCs obviously did, was to distribute the action all over the map, creating a lot more unpredictable moves. I just sit around and yawn now. How long has it been since somebody ninja took Blackboot or Bloodmayne out of purely strategic measures? Thats right it hasnt' happened since patch. Because its not a usable strategy anymore. All the possibilites of diverting attention, which should be a possibility, are gone with the FCs, there aren't any other. And what happens if you just stubbornly try to wander off once in a while alone, like you used to, just to test some stuff on a few random guys out there? 1 min on horseback, PEW PEW PEW - dead.
In my opinion they could just shrink the map to 1/5 of its size. This would probably, but just for a bit, solve some lag issues (not bad network code tho, unfortunately). There is simply no need for all this barren land where nothing happens anymore.
ensignedb16_ESO wrote: »In my opinion they could just shrink the map to 1/5 of its size. This would probably, but just for a bit, solve some lag issues (not bad network code tho, unfortunately). There is simply no need for all this barren land where nothing happens anymore.
LonePirate wrote: »ensignedb16_ESO wrote: »In my opinion they could just shrink the map to 1/5 of its size. This would probably, but just for a bit, solve some lag issues (not bad network code tho, unfortunately). There is simply no need for all this barren land where nothing happens anymore.
ZOS could reduce the PVP enabled area in Cyrodiil to a triangular slab of land with vertices at Aleswell, Arrius and Alessia and I don't think anyone would notice the change or miss the other areas.
Agrippa_Invisus wrote: »LonePirate wrote: »ensignedb16_ESO wrote: »In my opinion they could just shrink the map to 1/5 of its size. This would probably, but just for a bit, solve some lag issues (not bad network code tho, unfortunately). There is simply no need for all this barren land where nothing happens anymore.
ZOS could reduce the PVP enabled area in Cyrodiil to a triangular slab of land with vertices at Aleswell, Arrius and Alessia and I don't think anyone would notice the change or miss the other areas.
Wait... there's areas outside of the Bleakers/Sejanus corridors?
Agrippa_Invisus wrote: »LonePirate wrote: »ensignedb16_ESO wrote: »In my opinion they could just shrink the map to 1/5 of its size. This would probably, but just for a bit, solve some lag issues (not bad network code tho, unfortunately). There is simply no need for all this barren land where nothing happens anymore.
ZOS could reduce the PVP enabled area in Cyrodiil to a triangular slab of land with vertices at Aleswell, Arrius and Alessia and I don't think anyone would notice the change or miss the other areas.
Wait... there's areas outside of the Bleakers/Sejanus corridors?
Dude you missed it, yellow was pushing blue all night long last night nikel/ash
it was like the twilight zone
right before i flipped to my red overnight, i was there for it too. from like dinnertime all the way through the night, the nikel/ash milegate became legend o.o
Then of course promptly after breakfast, our regularly scheduled programming of alessia bridge began when yellow lost brk/sej
heng14rwb17_ESO wrote: »What is the main objective in this game?
Taking keeps?
Taking scrolls?
Ganking?
Open field pvp?
Hint:
How does the ESO scoring system for winning works?
heng14rwb17_ESO wrote: »What is the main objective in this game?
Taking keeps?
Taking scrolls?
Ganking?
Open field pvp?
Hint:
How does the ESO scoring system for winning works?
I win when a player is dead at my feet, your petty scoreboards mean nothing to me.
No seriously, I am not even homed on Thorn, im elsewhere (nope not Haderus either). The scoreboards have never really mattered to me. To use a term from other games, I view the score frenzy as "RP victory" with the real wins being how many people I killed before I died the last time I rezzed.
frosth.darkomenb16_ESO wrote: »heng14rwb17_ESO wrote: »What is the main objective in this game?
Taking keeps?
Taking scrolls?
Ganking?
Open field pvp?
Hint:
How does the ESO scoring system for winning works?
I win when a player is dead at my feet, your petty scoreboards mean nothing to me.
No seriously, I am not even homed on Thorn, im elsewhere (nope not Haderus either). The scoreboards have never really mattered to me. To use a term from other games, I view the score frenzy as "RP victory" with the real wins being how many people I killed before I died the last time I rezzed.
I don't blame you for it.
The game encourages those kind of behavior too by not giving worthy rewards for the "Rp victory".
They tried to improve it, but perhaps not enough.
Would you care about the campaign victory if you were to win more out of it?
Or you fight just for the sake of fighting?
I personally would love to care, I love RvR and the notion of fighting for a faction, but it's quite meaningless currently.
I cant remember the last time i said to a guildie "hey man, we need 2 percent crit or a few dozen points for tomorrows score evals, lets go take keep/outpost XYZ". What I normally say is "hey man, lets go take keep ABC and see if faction 123 comes to try to take it back from us."
frosth.darkomenb16_ESO wrote: »heng14rwb17_ESO wrote: »What is the main objective in this game?
Taking keeps?
Taking scrolls?
Ganking?
Open field pvp?
Hint:
How does the ESO scoring system for winning works?
I win when a player is dead at my feet, your petty scoreboards mean nothing to me.
No seriously, I am not even homed on Thorn, im elsewhere (nope not Haderus either). The scoreboards have never really mattered to me. To use a term from other games, I view the score frenzy as "RP victory" with the real wins being how many people I killed before I died the last time I rezzed.
I don't blame you for it.
The game encourages those kind of behavior too by not giving worthy rewards for the "Rp victory".
They tried to improve it, but perhaps not enough.
Would you care about the campaign victory if you were to win more out of it?
Or you fight just for the sake of fighting?
I personally would love to care, I love RvR and the notion of fighting for a faction, but it's quite meaningless currently.
The rewards in this game are garbage. Literally every reward for the worthy I have ever gotten has been either sold to a vendor, another player that really needed it for whatever reason, or fed to the materials mule via decon.
The stuff at end of campaign is only really worth the amount of tempers you get deconning it, with the rare chance you might get one of the two good sets that come out of PvP.
That and how Celarus emp trading destroyed that reason to play objectives (seriously, who pushes for emp anymore? if they ever do, its a guy thats already been emp 10 times anyway because they just happen to have always been the AP generator type)
About the only useful thing I see in the objective play are the buffs, but on the competitive campaign, you never see them for long if at all, they dont transfer anymore from buff campaigns other than for PvE purposes, and at the end of the day are by no means game changing anyway.
There is a lot wrong with AvAvA and the reasons to do it outside of actually just being a PvP purist (like I am in that sense, I only care about objectives if they generate PvP itself)
I cant remember the last time i said to a guildie "hey man, we need 2 percent crit or a few dozen points for tomorrows score evals, lets go take keep/outpost XYZ". What I normally say is "hey man, lets go take keep ABC and see if faction 123 comes to try to take it back from us."
I cant remember the last time i said to a guildie "hey man, we need 2 percent crit or a few dozen points for tomorrows score evals, lets go take keep/outpost XYZ". What I normally say is "hey man, lets go take keep ABC and see if faction 123 comes to try to take it back from us."
Completely and utterly agree with this sentiment. I PvP for the sake of PvP. Which is why I'm pretty OK with the end-of-campaign rewards being garbage -- I don't want people in PvP land who are there to grind rewards (PvP buffs existing outside of PvP land are ridiculous). I want people there who are in it for the fights. Keeps, outposts, scrolls, etc should only included to generate PvP. Which is why I've been a proponent of adding more objectives in the "dead" zones between the keep triangles. How many times have you and your guildies said, "DEFEND THE WELL - THOU SHALL NOT PASS!" , solely to generate fights?
Tintinabula wrote: »well its good to see I'm not the only one "throwing an epic fit" since camps were removed. I wonder if these folks who jumped my back have the balls to jump yours.(not hoping for that but to hear them talk I'm the only one who didn't like the change lol.)
Thechemicals wrote: »yes except i added an idea while you copy/pasted what i said and changed a few words. Noone is going to win from Fc's coming back. If they do return, youll lose a few hundred more subs, maybe a thousand. If it stays as is, the idea can be improved with speedy horses, more movement speed on roads, and other original ideas. Being "Original" is the key word here.
Removing camps, then returning them after people have been accustomed to this kind of play and having generally positive reviews from many players just means that many players will not enjoy the game with Fc's and trust me, you dont want "many" player not having fun.
Ultimately...the complaint against forward camps makes sense....it offers the worst kind of pvp playstyle and builds and tactics.....the weaksauce pvper style.
LonePirate wrote: »As someone else previously suggested, perhaps having one campaign that permits forward camps and one campaign that does not is how ZOS should restore them to the game. Both sides can then play in the version of Cyrodiil which they prefer.
Tintinabula wrote: »Whats funny to me are these testimonials to the great time we had "a few nights ago'..."the other night".."last week" etc.
I remember having great battles every hour on the hour. Where did they go?