How will limiting the radius do anything about "troll camping"? This aspect will still be a HUGE problem.
Will it not?
Rune_Relic wrote: »1. Max users limit.
2. Username log. One transit per unique user.
3. No respawn on death. Keep to camp transit only (like outposts).
4. Collapses if unused for 30 seconds.
5. Placement limited to half keep-keep radius and only within vicinity of "owned keeps"
6. All resources must be taken before the keep walls can be damaged and keep transit closed.
7. No FCs inside keeps.
Why ?...
1. Cant have unlimited users and must have a cost to stop FC spamming.
2. These are supposed to be mobile transit points. A whole army can still be relocated to a scouts location instantly...but its a one way journey (with costs). No spam spawns.
3. This is supposed to be an extension to the transit system as a fast response to problem areas scouts have found. Not a deathport.
4. Stops camps being left up all day long and give cost an impact. Forces armies to coordinate and move enmasse at the same time rather than dribble in.
5. The whole point of the game is to conquer keeps from one faction scroll to another faction scroll. The aim is building a chain of "owned" keeps to allow fast transit from one side of the map to the other to support capturing the scroll and provide reinforcements en route for return journey. Allowing FCs to bypass this "keep chain" destroys the fundamental core of PVP (taking keeps). So FCs can only be placed within the radius/range of "owned keeps".
6. Makes claiming resources as important as keeps. Allows the battlefront to be moved to resources and falling back to the keep only when they are all lost. Also gives defenders an early warning to get back to the keep while transit is open.
7. The need to capture resources gives plenty of time for defenders to return and amass. There is already a transit point within the keep.
The idea of these limitations is to allow an army to "instantly" cover half the keep distance to the nearest enemy keep only (and not jump the whole map). Scouts are a requirement for placing camps. It is no longer a deathspawn spam point but a oneshot oneway transit for the living. They effectively become mobile outposts that allow "stealth entry" closer to enemy keep areas and speed up travel considerably rather than bypass the transit system. The concept of the "Keep Chain" supply line remains intact.
atm i really don't care about FC...i was one, who almost cried when finding out that they were removed. i totally didn't want to do any pvp again. i was in there, twice and hated it. And then i was in Cyrodiil again and again and i actually liked it - a LOT! I don't see any advantage or diadvantage in bringing them back..because a good pvp group doesn't need them very much anyways
Camps with tweaks will be fine for PVP. X amount of time before you rez still adds meaning to death and strategy. Removal of camps was supposed to also improve performance, I can totally feel what its boosted, it just isnt performance. The only real unknown, to me atleast is the radius change. Theyve hinted, but still in the dark. Gonna watch eso live later to listen for more info.
How will limiting the radius do anything about "troll camping"? This aspect will still be a HUGE problem.
Will it not?
How will limiting the radius do anything about "troll camping"? This aspect will still be a HUGE problem.
Will it not?
So.. because sometimes a troll camp would keep us from getting a camp where we need it, you'd rather have NO camps, so we'll NEVER have a camp where we need it?
I'm not following your logic here...