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Please do NOT bring back forward camps!

Goldie
Goldie
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Seriously, I have never had so much fun in Cyrodiil. The planning, strategies, the new equine simulator... I think removing the camps was the best thing to happen to PvP in a long time!

Though I still think that one time use, single player camps would be the ***!

What are your thoughts friends?
"Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar
  • Orchish
    Orchish
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    They have already confirmed that camps are coming back. Possibly with a shorter radius and respawn timer.
  • Goldie
    Goldie
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    Orchish wrote: »
    They have already confirmed that camps are coming back. Possibly with a shorter radius and respawn timer.

    Yes... but what are YOUR thoughts?
    "Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar
  • Orchish
    Orchish
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    I want them back, but i want it so that only people who died within the radius can respawn. Each player has 1 spawn each and the camp it's self has a 20 spawn limit total. Increase the price of them or possibly remove them from siege merchants and have them as a drop from the PvP reward bags.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    I am ambivalent on the camp issue. But I want my damn oils back. Hard for a small group to defend keeps against zergballs without them.

    I'm sorry that "oil on the ground" broke some PvE'ers immersion but they were a great defensive zerg busting tool and anyone that died to an oil farm fat fingered their purge button.
  • kewl
    kewl
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    Orchish wrote: »
    have them as a drop from the PvP reward bags.

    Great idea! Rewards for the worthy would finally feel like a real reward.
  • Roechacca
    Roechacca
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    The new radius limitation may make a difference and it may not . The whole issue is transportation and getting to the fight . Maybe if you had to defend a area and build a camp it would be more realistic . There's other ways to go about it . Disguises , better travel routes between keeps ect . We will see . Every idea has a disadvantage .
  • Goldie
    Goldie
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    How will limiting the radius do anything about "troll camping"? This aspect will still be a HUGE problem.

    Will it not?
    "Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar
  • Suru
    Suru
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    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.


    Suru
  • Orchish
    Orchish
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    Goldie wrote: »
    How will limiting the radius do anything about "troll camping"? This aspect will still be a HUGE problem.

    Will it not?

    They need to have it so that the name of the player who placed the camp is shown. It's a win win because those who place legit camps will be credited by the alliance. Those who troll will be found out.
  • Sinbaar
    Sinbaar
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    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 :)
    Mitgründer der Allianz Bosriel!
    <<<Herolde des Friedens Kriegsherr>>>
    <<<RONIN>>>
  • Draxys
    Draxys
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    I want them back because Cyrodiil is too boring right now. FCs were out of hand before, but I think the middle ground ZOS has talked about would allow for more action, and thus more fun- it is a game, after all.
    2013

    rip decibel
  • Roechacca
    Roechacca
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    Draxys wrote: »
    I want them back because Cyrodiil is too boring right now. FCs were out of hand before, but I think the middle ground ZOS has talked about would allow for more action, and thus more fun- it is a game, after all.

    I didn't choose the game life . The game life chose me .
  • Rune_Relic
    Rune_Relic
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    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.
    Edited by Rune_Relic on November 22, 2014 9:16PM
    Anything that can be exploited will be exploited
  • Tintinabula
    Tintinabula
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    if they don't address troll campers its all for naught.
  • Suru
    Suru
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    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.

    Some OK ideas

    1.Theres supposed to be a max amount of people who can spawn on camps. This could be addressed with X amount of time before respawn which has beenmentioned by the devs, 3~5 minutes from what I've heard. I'd be fine with 10~15 minutes before you could use a camp again.

    2.Addressed with X amount of time to spawn, rather have usename by camp incase they cant address troll camping.

    3.This sounds pretty broken lol, you couldhave an entire faction in one location if coordinated. Say you are DC and you have Fargyl and bloodmayne. You then can instatransit to that camp and you can keep on spamming that until everyone is there. Would make the Locks on the map ZoS has placed useless if that was the case.

    4. Personally dont agree, with 30 seconds, Just faster degredation maybe, but either way dont see it as an issue other than it being put in keeps.

    5. If not in keeps, maybe resources, but the whole point of forward camps is to have less downtime from riding, and to have downtime when you die when you get your "X" amount of time before rezzing.
    6. I dont believe we should be forced to take resources at to take a keep. Sneak attacks are part of strategy.
    Edited by Suru on November 23, 2014 1:31AM


    Suru
  • IxSTALKERxI
    IxSTALKERxI
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    My thoughts on camps are: Fix the lag.
    Fixing lag is a priority. You can add whatever cool new items you like, but no one will be around to use them. They'll just unsub from lag.

    It is possible to capture a keep by putting 100 people on each flag. You don't even need to kill anyone or worry about getting oiled and there is nothing the defending side can do about it.

    Pretty much every emp so far this thornblade campaign has been dethroned by this, and every future emp will experience the same thing until the lag is fixed.
    Edited by IxSTALKERxI on November 23, 2014 2:09AM
    NA | PC | Aldmeri Dominion
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  • Columba
    Columba
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    I agree with the OP. The pvp has been much better without the FC crutches.
  • Suru
    Suru
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    Columba wrote: »
    I agree with the OP. The pvp has been much better without the FC crutches.

    You never die Columba, you never have needed to use a camp :( 2sneaky4me


    Suru
  • Goldie
    Goldie
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    Sinbaar wrote: »
    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 :)

    I agree 100%
    "Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar
  • JamilaRaj
    JamilaRaj
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    Suru wrote: »
    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.

    Timer will reportedly kick in only after first rez; only second death will matter and even then only double death in quick succession. One notable example of pointless kill is emperor, which typically takes couple of players and minutes to kill, and therefore will be back immediately, but same goes for any reasonably tough or just cautious player.
    Now we should start coding some addons to count time since death to make sure we will focus on players that will be out of commission when killed and to know what is the right time for bold maneuvers.
    Edited by JamilaRaj on November 23, 2014 3:27AM
  • Columba
    Columba
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    Suru wrote: »
    Columba wrote: »
    I agree with the OP. The pvp has been much better without the FC crutches.

    You never die Columba, you never have needed to use a camp :( 2sneaky4me

    Lol i am but a lowly noob. trust me. I troll pretty well though.
  • Kaghei
    Kaghei
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    I would like to see them back because without them everyone is scared to leave each others side, causing 3 big zergs. Zerging is worse without the camps and so is the lag.
    Alacrity
    World's Fastest AA
    World's First claimer of Bleakers
    First Grand Overlord Slayer
  • Cody
    Cody
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    if FCs come back, and end up once again supporting mindless zerg blobing, i will quit PvP.

    the lag, crashing, exploiting, block and casting, and all the other crap that infests PvP is bad enough. i myself wont deal with any more zerg blob camps.

    when they come back, i really hope they end up being a strategic use, and not something that mindless blobs of impulselings just use when their bomb runs fail.
  • MrGhosty
    MrGhosty
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    I think as long as FCs only work for those in the area, much of the problems will be averted. FCs do allow for longer term sieges and more dramatic pushes. I can only hope their role in the overall game mechanics of PvP remains subdued. I have never enjoyed PvP as much as I have since they removed FCs.

    I will readily admit that sometimes factions get confused and fights become dull, but that isn't any different than it was with FCs. I enjoy the fact that without having to be a part of a dedicated PvP guild I can reliably find a fight whenever I go into PvP and the lack of FCs also puts some enjoyable strategic maneuvers on the table. If new FCs don't break that, then I'll be happy to see them come back. If it just goes back to the way it was before I will have to make many sad faces back to back.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • Winnamine
    Winnamine
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    Goldie wrote: »
    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...
    Winni
    ~
    VE
    Decibel
  • Draxys
    Draxys
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    Winnamine wrote: »
    Goldie wrote: »
    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...

    winnie stop making sense
    2013

    rip decibel
  • TiberiusTryton
    TiberiusTryton
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    FC's should of been deleted when they stopped them from being bought. Please do not bring them back in any form. People want more content in Cyrodiil so add more locations such as listening posts/observation posts. Plenty of guilds have stacks of FC's still, so the zerg became more powerful since they are the ones swimming in AP in the first place. Most importantly before we discuss any other issue in the game for which we all paid a lot of money to play..... allow us to play it.. crash free, less lag, and without broken mechanics that allow 7 people to hide behind a box and wipe an entire faction.
  • Kevinmon
    Kevinmon
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    Please do NOT put camps back in the game!
  • smee_z
    smee_z
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    Don't bring em back.

    I would compromise on a personal tent. You put it up yourself and you are the only one who can rez on it perhaps just one time and the tent is gone, slightly different from the OP's suggestion. Personal tent could also be burned by enemies. When you have one up, you can't put up another.

    This will not be abused as the FCs (blood porting) because in order to rez on it you have to put it up first!
    PC NA

    Games are meant to be played.

    Back in Auriel's Bow 1.0, I have thought that the best way to handicap a faction with the HUGE pop advantage is to temporarily disable their grouping functionality and their ability to fight in 3rd person point of view! Let's see if these do not even up the odds.
  • TiberiusTryton
    TiberiusTryton
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    If the game is going to have magical tents that spawn zergs in an instant it might as well have flying mounts! And then we should all just go back to WoW.... please don't make me.
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