I'm still kind of convinced that this is due to being used to this kind of warfare.
*snip*
My only concern is that there will be a huge problem if they wait too long with bringing them back and a major part has adjusted already.
Hold your horses. That sentence was posted in the context of a thread in which the overwhelming majority of posters complained about tent removal.frosth.darkomenb16_ESO wrote: »The bright side is than Brian's answer isn't that "We're going to reimplement them." but is "we're testing out stuff internally, just in case.".
Hopefully, it will never make it out of the testing phase.
Hold your horses. That sentence was posted in the context of a thread in which the overwhelming majority of posters complained about tent removal.frosth.darkomenb16_ESO wrote: »The bright side is than Brian's answer isn't that "We're going to reimplement them." but is "we're testing out stuff internally, just in case.".
Hopefully, it will never make it out of the testing phase.
While he hasn't explicitly confirmed that they come back, the implications of his post in that context must have been taken by the majority of readers to infer "yes we bring them back".
Not taking that route and later saying "Well, I didn't promise anything and testing revealed that it was not possible" or some such will result in the mother of crapslinging and the only reason for them to let that happen is if they abso-effin-lutely don't see any possibility at all to technically implement a version of the tents that even slightly improves the situation we had before.
I actually do think that they will also fix this. If they do implement a timer, letting you respawn at a camp every 2-5 minutes, you would get one additional chance to make a difference on the battle field. If you mess up twice, it's either go back to start (ride back from next keep) or wait in prison (wait until timer has run out).frosth.darkomenb16_ESO wrote: »I do think that what they are testing would be an improvement compared to what we had before, but a step backwards compared to what we have now.
Bloodporting would be fixed, but not the constant mindless streaming and lack of logistics management.
I actually do think that they will also fix this. If they do implement a timer, letting you respawn at a camp every 2-5 minutes, you would get one additional chance to make a difference on the battle field. If you mess up twice, it's either go back to start (ride back from next keep) or wait in prison (wait until timer has run out).frosth.darkomenb16_ESO wrote: »I do think that what they are testing would be an improvement compared to what we had before, but a step backwards compared to what we have now.
Bloodporting would be fixed, but not the constant mindless streaming and lack of logistics management.
Of course with a 2 minute timer this would not be very efficient as most players are capable of surviving for two minutes anyhow, but if they go towards 5 minutes, it may work out.
Or if they have the timer start after you died (e.g.: you die, first rez at camp is immediately possible, you die again (let's say within 30 minutes), you have to wait 1 minutes as a ghost untill you can respawn at the camp, next time 2 minutes as a ghost, third time 5 minutes as a ghost, etc.) - there are options to make it work in a good way that would resolve many, if not most, issues we had with the old camps.
frosth.darkomenb16_ESO wrote: »I do think that what they are testing would be an improvement compared to what we had before, but a step backwards compared to what we have now.
Bloodporting would be fixed, but not the constant mindless streaming and lack of logistics management.
martinhpb16_ESO wrote: »
What matters for me is the level and intensity of the action and the possibility to move around the map. Not every player is in a highly organised group, in fact at the end of the day it is probably the minority of players who play in this way. Such groups are ofc essential to any pvp arena, but lets not fool ourselves here.
I'm just not buying this faction wide strategy thing that is supposed to be occurring.
I agree very much. In itself, there is no difference at all.martinhpb16_ESO wrote: »I just find this sort of generalisation to be over the top. Why is rezzing at a keep any more intellectual than rezzing at an FC? The differences are distance & flexibility only. FC and rezzing machanics have nothing to do with intelligence.
martinhpb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »I do think that what they are testing would be an improvement compared to what we had before, but a step backwards compared to what we have now.
Bloodporting would be fixed, but not the constant mindless streaming and lack of logistics management.
Again "mindless".
Sorry but why was this "mindless"? As opposed to what intellectual? highly organised ? Napoleonic ?
frosth.darkomenb16_ESO wrote: »FCs just disrupt the entire map design, either through invalidating the transitus mechanic or simply cutting the openfields between keeps down to a teleport.
It also limits the game to the tactical level and strategy takes a back seat.
We might as well have loading screens between each keep because the only time the openfields should be used is when sneaking around to setup a new offensive forward camp. Any fight in between keps is a mistake and just a delay to setup shop close to the next target.
...
In the end, where I'm getting at is that with FCs, the strategic level is severely limited and so is ESO's potential for greatness.
Many other games offer intense and non stop tactical action, but very few can offer an additional layer of gameplay like true RvR can.
Sure, perhaps it will take months before the playerbase learns how to play, and if we never do, then it is our own fault, but the game should be set up to give the community a chance of showing brillance.
With FCs removed, there is still the possibility for that level of play to exist. To reintroduce them would snuff that candle out.
frosth.darkomenb16_ESO wrote: »In the end, where I'm getting at is that with FCs, the strategic level is severely limited and so is ESO's potential for greatness.
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.
frosth.darkomenb16_ESO wrote: »martinhpb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »I do think that what they are testing would be an improvement compared to what we had before, but a step backwards compared to what we have now.
Bloodporting would be fixed, but not the constant mindless streaming and lack of logistics management.
Again "mindless".
Sorry but why was this "mindless"? As opposed to what intellectual? highly organised ? Napoleonic ?
edit: sorry for the wall of text, I got caried away by all the answers and wanted to address every point. Thank you in advance for reading.
Mindless not compared to anything, just in the absolute sense of the word, "that does not require thinking".
I'm not saying the players doing it are mindless, I'm saying that they don't have a choice. It's not derogatory or an "I'm cleverer" argument.
In our context, having forward camps doesn't allow you to think. There is no better move than to respawn as close as possible to the action and maintain the front.
While it is technicaly possible to respawn elsewhere and then take an alternate route, or switch front alltogether, frontlines being where the FCs are means that whatever attempt you make at taking a decision, it will always be delayed by at least 2 to 3 minutes compared to the reality of the fight.
Which is a non viable choice compared to being straight back into action and have no delay in knowledge or impact.
It is a far better move to respawn at the camp, and flank from there. Which in essence remains at the tactical level.
If FCs aren't in the game, you'd respawn at a keep.
In that case your action are in the form of a "double blind". You don't know what the enemy will do just as they don't know. it sort of resets the fight and puts everyone at a clean slate tacticaly, but at a different strategical step.
You have more options and routes to pick as the distance is greater, there are more ways to intercept enemies or set up a stand. You also have more time to think and regroup as the enemy won't be knocking down your door in mass until a couple minutes later.
A second advantage of removing camps is to have an opportunity costs for actions at a strategic level.
If you want to attack behind enemy lines, you do it without fallback and you will be out of the main fights on other fronts for a while. Your faction could end up missing you and your efforts could be for naught.
Mistakes matter but they call you back to reality.
With camps, you can attack any keep on the map and maintain a front there regardless of how well you fight or how smart your move was.
You could end up entranched and never get back to your factions fights.
At the same time, disrupting transitus line, if succesful, has a real impact, a payoff that is felt at the faction level. With camps, people can stay in stalemates despite being surounded and being, in theory,without support lines.
FCs just disrupt the entire map design, either through invalidating the transitus mechanic or simply cutting the openfields between keeps down to a teleport.
It also limits the game to the tactical level and strategy takes a back seat.
We might as well have loading screens between each keep because the only time the openfields should be used is when sneaking around to setup a new offensive forward camp. Any fight in between keps is a mistake and just a delay to setup shop close to the next target.
And it isn't the realm of guild leaders or organized groups to have a sense for strategy. Solo players, casuals or just publicly organized groups can also open a map and learn how to read it.
There aren't enough types of objectives for AvA to be complex and just as most people are able to play an RTS, most people should end up understanding how to play AvA without forward camps.
Those who don't care about strategy will still have action and won't see a difference. There will always be predictable spots with constant fighting.
But those that care about it would enjoy the game more. It doesn't have to be a binary situation, both type of players can enjoy the game at the same time.
In the end, where I'm getting at is that with FCs, the strategic level is severely limited and so is ESO's potential for greatness.
Many other games offer intense and non stop tactical action, but very few can offer an additional layer of gameplay like true RvR can.
Sure, perhaps it will take months before the playerbase learns how to play, and if we never do, then it is our own fault, but the game should be set up to give the community a chance of showing brillance.
With FCs removed, there is still the possibility for that level of play to exist. To reintroduce them would snuff that candle out.
LonePirate wrote: »frosth.darkomenb16_ESO wrote: »In the end, where I'm getting at is that with FCs, the strategic level is severely limited and so is ESO's potential for greatness.
Your linkage of ESO's potential to an increase in alleged strategy resulting from the removal of camps is a completely baseless supposition. Strategy is always trumped by numbers in this game and the removal of camps has greatly reduced the number of concurrent battles on the map. Thus. larger numbers of players coalesce around fewer battles.
Also, strategy has no long term impact on this game. Your bold strategic move in taking that keep means nothing when enemy forces recapture it a few minutes later. Your own self-satisfaction is the only beneficiary of your strategy.
Then there is the undeniable fact that many players do not care one bit about strategy. They log in and want immediate action - preferably action that leads to some sense of victory during their play session. Camps allowed them to join the action at any number of places on the map. Strategy seldom allows players to join the action of their choice whenever they want. Without camps, there is a lot less action for many players and by extension, a lot less greatness of this game.
frosth.darkomenb16_ESO wrote: »FCs just disrupt the entire map design, either through invalidating the transitus mechanic or simply cutting the openfields between keeps down to a teleport.
It also limits the game to the tactical level and strategy takes a back seat.
We might as well have loading screens between each keep because the only time the openfields should be used is when sneaking around to setup a new offensive forward camp. Any fight in between keps is a mistake and just a delay to setup shop close to the next target.
...
In the end, where I'm getting at is that with FCs, the strategic level is severely limited and so is ESO's potential for greatness.
Many other games offer intense and non stop tactical action, but very few can offer an additional layer of gameplay like true RvR can.
Sure, perhaps it will take months before the playerbase learns how to play, and if we never do, then it is our own fault, but the game should be set up to give the community a chance of showing brillance.
With FCs removed, there is still the possibility for that level of play to exist. To reintroduce them would snuff that candle out.
I agree with the perspective that forward camps limit the tactical strategy with regard to keeps. But I do not agree that fighting between keeps is a delay or a waste of time;
As I had stated in my previous post, this is why things need to move away from keep warfare. When keeps are the only targets that yield tactical pvp reward, zerging becomes the optimum strategy, and anyone not in a zerg gets consistently steamrolled. From that point forward the combat just becomes lather rinse repeat. If open world tactical targets were created to provide the benefits of forward camps when captured, non-zerg combat would be more dynamic and accommodating to non-zergers, open world combat would be more diverse, and tactical raid strikes on keeps would be more diverse.
LonePirate wrote: »frosth.darkomenb16_ESO wrote: »In the end, where I'm getting at is that with FCs, the strategic level is severely limited and so is ESO's potential for greatness.
Your linkage of ESO's potential to an increase in alleged strategy resulting from the removal of camps is a completely baseless supposition.
LonePirate wrote: »Strategy is always trumped by numbers in this game and the removal of camps has greatly reduced the number of concurrent battles on the map. Thus. larger numbers of players coalesce around fewer battles.
LonePirate wrote: »Also, strategy has no long term impact on this game. Your bold strategic move in taking that keep means nothing when enemy forces recapture it a few minutes later. Your own self-satisfaction is the only beneficiary of your strategy.
LonePirate wrote: »Then there is the undeniable fact that many players do not care one bit about strategy. They log in and want immediate action - preferably action that leads to some sense of victory during their play session. Camps allowed them to join the action at any number of places on the map. Strategy seldom allows players to join the action of their choice whenever they want. Without camps, there is a lot less action for many players and by extension, a lot less greatness of this game.
Tintinabula wrote: »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.
I don't know what you guys who are glad FCs are gone are reading from this but I seriously doubt the Dev team is being asked to do all this work and testing on something that "may not even go live'. LOL at that!
martinhpb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »martinhpb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »I do think that what they are testing would be an improvement compared to what we had before, but a step backwards compared to what we have now.
Bloodporting would be fixed, but not the constant mindless streaming and lack of logistics management.
Again "mindless".
Sorry but why was this "mindless"? As opposed to what intellectual? highly organised ? Napoleonic ?
edit: sorry for the wall of text, I got caried away by all the answers and wanted to address every point. Thank you in advance for reading.
Mindless not compared to anything, just in the absolute sense of the word, "that does not require thinking".
I'm not saying the players doing it are mindless, I'm saying that they don't have a choice. It's not derogatory or an "I'm cleverer" argument.
In our context, having forward camps doesn't allow you to think. There is no better move than to respawn as close as possible to the action and maintain the front.
While it is technicaly possible to respawn elsewhere and then take an alternate route, or switch front alltogether, frontlines being where the FCs are means that whatever attempt you make at taking a decision, it will always be delayed by at least 2 to 3 minutes compared to the reality of the fight.
Which is a non viable choice compared to being straight back into action and have no delay in knowledge or impact.
It is a far better move to respawn at the camp, and flank from there. Which in essence remains at the tactical level.
If FCs aren't in the game, you'd respawn at a keep.
In that case your action are in the form of a "double blind". You don't know what the enemy will do just as they don't know. it sort of resets the fight and puts everyone at a clean slate tacticaly, but at a different strategical step.
You have more options and routes to pick as the distance is greater, there are more ways to intercept enemies or set up a stand. You also have more time to think and regroup as the enemy won't be knocking down your door in mass until a couple minutes later.
A second advantage of removing camps is to have an opportunity costs for actions at a strategic level.
If you want to attack behind enemy lines, you do it without fallback and you will be out of the main fights on other fronts for a while. Your faction could end up missing you and your efforts could be for naught.
Mistakes matter but they call you back to reality.
With camps, you can attack any keep on the map and maintain a front there regardless of how well you fight or how smart your move was.
You could end up entranched and never get back to your factions fights.
At the same time, disrupting transitus line, if succesful, has a real impact, a payoff that is felt at the faction level. With camps, people can stay in stalemates despite being surounded and being, in theory,without support lines.
FCs just disrupt the entire map design, either through invalidating the transitus mechanic or simply cutting the openfields between keeps down to a teleport.
It also limits the game to the tactical level and strategy takes a back seat.
We might as well have loading screens between each keep because the only time the openfields should be used is when sneaking around to setup a new offensive forward camp. Any fight in between keps is a mistake and just a delay to setup shop close to the next target.
And it isn't the realm of guild leaders or organized groups to have a sense for strategy. Solo players, casuals or just publicly organized groups can also open a map and learn how to read it.
There aren't enough types of objectives for AvA to be complex and just as most people are able to play an RTS, most people should end up understanding how to play AvA without forward camps.
Those who don't care about strategy will still have action and won't see a difference. There will always be predictable spots with constant fighting.
But those that care about it would enjoy the game more. It doesn't have to be a binary situation, both type of players can enjoy the game at the same time.
In the end, where I'm getting at is that with FCs, the strategic level is severely limited and so is ESO's potential for greatness.
Many other games offer intense and non stop tactical action, but very few can offer an additional layer of gameplay like true RvR can.
Sure, perhaps it will take months before the playerbase learns how to play, and if we never do, then it is our own fault, but the game should be set up to give the community a chance of showing brillance.
With FCs removed, there is still the possibility for that level of play to exist. To reintroduce them would snuff that candle out.
Thanks for replying, and I enjoyed the read. To be honest though I think there is a lot of your own personal wishful thinking in what you write and I'm not sure that people are necessarily going to behave or think like this. People don't stop and rethink when they respawn they just go back to where they died and therefore we have the tidal fights we have now. I saw this in LOTRO for years. Only organised raids can change the dynamic, and there has to be raid participation on both sides.
If it pans out great, but as it stand, in the most general of terms, what you describe is not happening.
@Francescolg I feel that this was mainly targeted at my comment, so let me clarify a little.Francescolg wrote: »It is very funny to actually see the argument: "do not reintroduce forward camps cause that will make the "back and forth-patching" stand in a dark light".
LonePirate wrote: »frosth.darkomenb16_ESO wrote: »In the end, where I'm getting at is that with FCs, the strategic level is severely limited and so is ESO's potential for greatness.
Your linkage of ESO's potential to an increase in alleged strategy resulting from the removal of camps is a completely baseless supposition. Strategy is always trumped by numbers in this game and the removal of camps has greatly reduced the number of concurrent battles on the map. Thus. larger numbers of players coalesce around fewer battles.
LonePirate wrote: »Also, strategy has no long term impact on this game. Your bold strategic move in taking that keep means nothing when enemy forces recapture it a few minutes later. Your own self-satisfaction is the only beneficiary of your strategy.
LonePirate wrote: »Then there is the undeniable fact that many players do not care one bit about strategy. They log in and want immediate action - preferably action that leads to some sense of victory during their play session. Camps allowed them to join the action at any number of places on the map. Strategy seldom allows players to join the action of their choice whenever they want. Without camps, there is a lot less action for many players and by extension, a lot less greatness of this game.
ensignedb16_ESO wrote: »This really isn't complicated. The mindless ebb and flow we are seeing now has always been there, we all agree with that. But the reason this still is there, and much more so than before, is because of the AOE cap - because obviously, fewer spawn points, more zerging/blobbing/whatever. Biggest numbers win, period. The removal of FCs would indeed be great if this cap was removed completely and utterly. Devs wouldnt even need to think about these vague alternatives either.
Before this is addressed I have zero faith in the direction this development is taking, sorry.