Please do NOT bring back forward camps!

  • Suntzu1414
    Suntzu1414
    ✭✭✭
    the lack of FC.

    Has given me new appreciation for my old broken down horse.
    and my lack of investment in her...

    ...maybe instead of FC.
    We could introduce dragons ....as a loyalty award, of course.


    Kill Well
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  • Sanct16
    Sanct16
    ✭✭✭✭✭
    ✭✭
    In theory all those "no camps" arguments make sense. But you have to wake up.

    With FCs there were many different sieges all around the map at the same time. Without, now we have barely any sieges at all, mostly absolutely mindless 50 vs 50 zerging between keeps and some bridge fights.

    Without FCs there is barely any tactics used now. Maybe taking the outpost between the keep you want to siege and the closest enemy keep. And of course organized groups trying to ninja some home keeps.
    However, with FCs there were the same tactical options. The ability too move forces very quick made it more interesting tho. You could ninja keeps aswell, but moreover you could have multiple sieges at the same time easier spreading out the fight.
    Without FCs I guess people see oneshooting riding people as tactics... Before you could just go and kill the FC.

    Having no FCs just totally promotes big zergs. Instead having multiple sieges all around the map, you have now one siege because people are afraid of dieing and just run with the biggest group they can find. Finding small fights is very hard. Most of the non zerg-fights I have are 1v1 - 1v3 against some gankers trying to shoot me off my horse. I refuse to have with this tho. It just comes down to the question if I die on my horse or not. Getting oneshot is no fun and neither is it fun to kill those gankers afterwards as they just run away or die easily.

    I dont mind if the person I just killed respawns at the keep again. I got the AP for killing him so I have my reward for killing him. Imo they should have kept the Camps as they were and just make people spawn with 100% Health 0% Magicka 0% Stamina. Then you couldnt just jump into the battle instantly but still wouldnt need to ride all the way again. Bloodporting isn't really a problem imo. People always ask for tactics. Bloodporting is a tactial strategy. Its maybe a bit unrealistic but hey, after all we play a game here, so who cares :)


    PS: really tired atm so forgive me for repeating myself sometimes ;)
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  • Columba
    Columba
    ✭✭✭✭✭
    it doesn't take long even stealthed. certainly no where near 80% of the time playing unless you play recklessly.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Sanct16 wrote: »
    In theory all those "no camps" arguments make sense. But you have to wake up.

    With FCs there were many different sieges all around the map at the same time. Without, now we have barely any sieges at all, mostly absolutely mindless 50 vs 50 zerging between keeps and some bridge fights.

    Without FCs there is barely any tactics used now. Maybe taking the outpost between the keep you want to siege and the closest enemy keep. And of course organized groups trying to ninja some home keeps.
    However, with FCs there were the same tactical options. The ability too move forces very quick made it more interesting tho. You could ninja keeps aswell, but moreover you could have multiple sieges at the same time easier spreading out the fight.
    Without FCs I guess people see oneshooting riding people as tactics... Before you could just go and kill the FC.

    Having no FCs just totally promotes big zergs. Instead having multiple sieges all around the map, you have now one siege because people are afraid of dieing and just run with the biggest group they can find. Finding small fights is very hard. Most of the non zerg-fights I have are 1v1 - 1v3 against some gankers trying to shoot me off my horse. I refuse to have with this tho. It just comes down to the question if I die on my horse or not. Getting oneshot is no fun and neither is it fun to kill those gankers afterwards as they just run away or die easily.

    I dont mind if the person I just killed respawns at the keep again. I got the AP for killing him so I have my reward for killing him. Imo they should have kept the Camps as they were and just make people spawn with 100% Health 0% Magicka 0% Stamina. Then you couldnt just jump into the battle instantly but still wouldnt need to ride all the way again. Bloodporting isn't really a problem imo. People always ask for tactics. Bloodporting is a tactial strategy. Its maybe a bit unrealistic but hey, after all we play a game here, so who cares :)


    PS: really tired atm so forgive me for repeating myself sometimes ;)

    First of all, I have to disagree when you mention that without camps, all we see is mindless 50 vs 50 zergings between keeps.

    I don't know if you remember when we had forward camps, but during keep assaults, attackers would drop camps on a ressource on the side they would siege, and defenders would drop camps inside allowing people to massively regroup in the same area and make it unplayable after 20-30mins of battle in the same area.

    With the removal of camps, people have to think twice before going in the courtyard of a breached keep. If they die, they can't just spawn 20yards behind and come back, they actually have to resurrect far away, thereby reducing the latency in the area.

    Second point, you say that before we used to be able to siege multiple keeps at the same time but supposedly it is not possible anymore. I've seen people organizing and assaulting multiple keeps at the same time alot of times. We do it quite often in EP, sometimes with 4-5 organized groups coordinating at the same time. I have also seen tonight for example, AD hitting Brk, Drake and Alessia all at the same time while controlling Sejanus.

    Last point, I do care that the person I kill doesn't respawn right back inside next to the inner postern ready to attack me again. I prefer when we actually have to think twice before blindly going "yolo" on enemies because you can safely spawn back as soon as your death recap has finished loading. I compare this to the deathmatch mode in FPS games, I have never been a big fan of it.
    Edited by frozywozy on November 25, 2014 5:23AM
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • babis
    babis
    Soul Shriven
    Goldie wrote: »
    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?[/quoteI TOTTALY AGREE NO MORE CAMPS. they did something goot to cyrodil and now they want to take it back? camp on rooftops and ***. or inside keeps? come on... never bring them back
  • purgation
    purgation
    ✭✭
    Sanct16 wrote: »
    In theory all those "no camps" arguments make sense. But you have to wake up.

    With FCs there were many different sieges all around the map at the same time. Without, now we have barely any sieges at all, mostly absolutely mindless 50 vs 50 zerging between keeps and some bridge fights.

    Without FCs there is barely any tactics used now.

    This.

    Yeah, what drives me a little crazy about this whole conversation is that people seem to refuse to acknowledge what is *actually happening* in the game vs. what they thought/hoped would happen.

    I don't think there were many people here who said "We love FCs". I think most of the thoughtful people said "If you change this one incredibly central mechanic without changing a bunch of other things, the results will not be what you expect"




  • Tintinabula
    Tintinabula
    ✭✭✭✭✭
    It's the mentality that because there are bad cops we should delete the police force entirely.
  • purgation
    purgation
    ✭✭
    Serious question then... assuming they don't put camps back in... what can we do to fix the damage that has been done?

    Step 1 - better alignment of time to take keep to reaction time
    Step 2 - ???
    Step 3 - ???
  • Tintinabula
    Tintinabula
    ✭✭✭✭✭
    I never used to understand why people were calling for more HP to walls etc but now I totally get it. With more HP it gives ppl that extra needed time to get to the keep before it falls or too many ppl are dead.
  • purgation
    purgation
    ✭✭
    Yeah, of course the downside is zzzz especially hitting an empty keep. A better solution might be to eliminate the keep flagging mechanic. So:

    1. Add a destroyable thing inside each keep courtyard.
    2. As long as a resource is held, and destroyable thing is intact, players can port to keep to defend.

    In short, walls can come down fast, but not without reasonable warning and time for defenders to transit.

    Basically every group PVP game I've ever seen lives or dies on balancing travel / graveyard / rez time mechanics. This isn't a peripheral issue, it's essential because of the need to keep people in the action for the game to be fun, while still allowing successful kills to push an advantage (e.g. because of some delay getting back into the fight)

    Solution to FC ultimately must boil down to finding new ways to re-balance these dynamics.

  • Evergnar
    Evergnar
    ✭✭✭✭✭
    Well it sounds like fc's will be given another run but for arguments sake what we need are teams in the same area fighting to take and/or defend objectives (like keeps). However Zos wants to try and do that (doesn't have to be fc's) is fine with me.

    I just don't want to see it keep heading the direction its currently in because the last time we did this players found it boring, restrictive, and we ended up with each alliance having their 100+ man zerg and the rest ganking.
  • Artis
    Artis
    ✭✭✭✭✭
    Columba wrote: »
    it doesn't take long even stealthed. certainly no where near 80% of the time playing unless you play recklessly.

    PLease, measure time. Or tell me where my estimates were wrong. Doesn't it take about 4 mins to come back and join the siege/defence? And 1 min of actual fighting is good, sometimes it's even less. Well, if numbers are like that - then here you go - 80% right here. Take your own measurements, try to play as an average casual players who just came to Cyro. So, try to remove your impenetrable from some pieces, try to play like ppl who just want to kill (the majority, from my experience) with no tanking/healing skills. That expect that they damage/CC will make up for the lack of tankiness :)
    - Really, 1 minute of fighting is above average then.
  • Columba
    Columba
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    Then you die too often and don't have rezzers. not my problem, lol.
  • kijima
    kijima
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    Love not having camps now and how it's improved the game, but I'll admit.

    When my enemy drops a FC, I take great delight in torching it.
    When my faction drops a FC, It's like an unexpected suprize.

    Also on a side note, isn't nice now that zone chat isn't full of PLEASE REPLACE THE CAMP IF YOU ARE THE LAST ONE TO USE IT!

    Been here since Feb 2014 - You'd think I'd be half reasonable at this game by now...
  • seancaputo_ESO
    seancaputo_ESO
    ✭✭✭
    What about this:

    When a Keep is being attack, Anyone in the RADIUS of the Keep can Respawn until inner wall is breached.

    So, if your small group is defending, you can respawn to defend until inner wall goes.

    1. As normal, transfer routes are killed when attacked.
    2. You ride/run to the keep to defend and you will respawn until inner wall is down.

    This could help with Lag (20 players rolling through camp, players laying around waiting for camps)
    Camp FC issues and Abuse
    A Chance for a Defending Team to Defend
    Slow down Zerg Face Rolling a Keep

    I just thought about this... But right now, I love the game without FC and I would even love it more without the dam_ned Tag over Enemy Heads - I would rather just have the enemy outline red.
  • AbraXuSeXile
    AbraXuSeXile
    ✭✭✭✭✭
    I haven't seen one decent siege assault/defence since camps are gone, It's either a pretty much empty keep, or a ridiculous ammount of people inside. There's just no balance to the fights, Before even if numbers was a little off it was back and forth with a top of action with something for all the solo/gank/bomb/zergs to do.

    I can hold my own in any situational fight, I just find it boring as hell like this.

    I didnt hear anyone before camps was removed saying 'oh camps are stupid get rid of them' the only complaints i heard was about troll camps. I'd prefer the troll camps over no camp.

    And i gotta say, I feel sorry as hell for these new players who are the future of the game to ride back to a fight on a speed 30 horse and get wrecked by some lethal arrow spam.

    Also blood porting was awesome, I spent pretty much all night seeing the same 2 keeps, Same as the last 3 nights.

    If i wanted some kinda harsh punishment for dieing, I would play Darkfall again, If i wanted some meaningless combat between 2 points i would play WoW BG's. I kept playing this game for the action packed 24 hours a day PvP with sieges.
    Edited by AbraXuSeXile on November 26, 2014 2:32AM
    AbraXuS
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  • heng14rwb17_ESO
    heng14rwb17_ESO
    ✭✭✭✭
    Pvp population has dropped.
    Please bring back our beloved FC.
  • Zed
    Zed
    ✭✭✭
    Pvp population has dropped.
    Please bring back our beloved FC.

    It has definitely dropped in certain time zones but North American prime time still seems to be active. I had Monday off so I was leveling an alt up during what would have been Sunday night for North America and all three alliances were on Thornblade were locked.

    And while the drop in population during prime time for me means I don't quite get to play how I'd like to, I don't think the removal of FCs have been a bad thing. I still don't like the way that Zenimax decided to remove them though.
    Spend spend spend! 'Cause you don't know any better.
  • Vizier
    Vizier
    ✭✭✭✭✭
    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.
    Cyrodiil isn't boring merely because you are bored. Cyrodiil IMO is more vibrant and the pvp is far more satisfying deeper than it's ever been...IMHO.

    I used to support the notion of having very limited FC's but now that I've seen the way PvP has changed I don't know that I'm a fan anymore. I definitely like the current PvP dynamic much more than before. We'll see if it actually enhances PvP or it's just another tool to circumvent use of the rest of Cyrodiil in the overall campaign strategy. The jury is out on this one until I see what the end result is.
    Edited by Vizier on November 26, 2014 8:15AM
  • Columba
    Columba
    ✭✭✭✭✭
    Not boring for the majority who voted to keep fcs away. No fcs make for a more strategic game. sorry.
  • Artis
    Artis
    ✭✭✭✭✭
    Columba wrote: »
    Then you die too often and don't have rezzers. not my problem, lol.
    Of course not. It's my problem. And the problem of many other average players. So is PvP for you or for everyone? If I just started PvPing, why don't you want me to enjoy it so I want to PvP more? Of course, I have no rezzers if I play solo. I already asked you how it's supposed to work? "LF rezzers"? Or what? People have no reason to rez me and spend their own soul gems, especially when I am behind enemies after some time.

    I guess, it should be a nice feeling when they change the game so that it's comfortable for you, but not for others. I hope, I experience it one day, too. Now enjoy, they did what's better for you, many people just WON'T start PvPing after their first attempt. I guess, that's what you wanted - less people in Cyrodiil, so it doesn't lag that bad.
    -
    And i gotta say, I feel sorry as hell for these new players who are the future of the game to ride back to a fight on a speed 30 horse and get wrecked by some lethal arrow spam.
    That's exactly what I'm saying. I tried PvP after the Update... I see absolutely nothing fun in riding horses all the time. Sure, I will have to spend some time there, for the achievements at least, but not soon, I guess.
    Columba wrote: »
    Not boring for the majority who voted to keep fcs away. No fcs make for a more strategic game. sorry.
    Where is the vote? What majority are you talking about? Oh, you meant the vocal minority maybe? Because, most of the players don't even read this forum. And there was no voting in-game. Sure, if some day I log it, and before I can sign in with one of characters, I have to answer the question about the camps, then I would know that players voted and the camps are removed because more people wanted it. But it never happened. Just a few whiners on forums were whining - and the camps are gone.

    Also, no FCs bring nothing to strategy. Blood porting and using the camps for moving forces - that was some strategic move, even though that unlimited range was stupid. Now what? What new strategies are there? Attacking 2 keeps at the same time so they can't defend both? Could do it before. And it was working. More riding horses? Awesome. What else? Less epic fights? Keeps changing owners every 10 minutes?

    Edited by Artis on November 26, 2014 9:09AM
  • Vizier
    Vizier
    ✭✭✭✭✭
    purgation wrote: »
    Rylana wrote: »
    I like the franticness of the map and the overall change to strategy (even if i find it hilarious some members of AD still dont get it). It has made Cyrodiil much more dangerous to travel in, solo players running around the place everywhere, and it just feels more alive.

    I find virtually none of the above statements to be true. The only place the map is frantic is in the zerg zones between factions. Solo players are not running anywhere they were not before... (in fact, the areas deep in enemy territory are far more dead, because if you wipe enemy its a loooooong walk back)

    I guess people experience what they want to believe.

    You are just flat out wrong. As someone that avoided siege warfare and explored the "no man's land" between keeps I can say unequivocally there is far more action in places* rarely if ever visited. I tend to solo pvp and I now witness small group skirmishing in the most random places. Some of the most entertaining is when witnessing hunting parties depart from a keep to find a gank group that hit some of their faction members. These guys were organized and hunting. In the past you'd just see someone pop a tent in the area, a zerg would appear, wipe the group and move on. Now these skirmishes are much more blanced. Take time to develop and usually the best organized and tactical groups prevail. Just not the case previously. It was all about the spawn pwn.

    Sad to see camps making a return. Honestly hope it's a fail and they still end up being removed.

    *replaced "People" with "places." I have no idea how that happened but it made the sentence make almost no sense. Sorry.
    Edited by Vizier on November 26, 2014 7:11PM
  • Tintinabula
    Tintinabula
    ✭✭✭✭✭
    Must be playing two different games. I used to be able to perch at the corner of Arrius overlooking the dry pond and wait for no more than 10-15 mins before a target would appear...now it takes HOURS.

    Having to actively seek out fights turned Cyrodiil into scavenger hunt PvP.
  • Thechemicals
    Thechemicals
    ✭✭✭✭✭
    lol at camping for kills....oh the irony.
    Edited by Thechemicals on November 26, 2014 3:20PM
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  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Artemis wrote: »
    Also, no FCs bring nothing to strategy. Blood porting and using the camps for moving forces - that was some strategic move, even though that unlimited range was stupid. Now what? What new strategies are there? Attacking 2 keeps at the same time so they can't defend both? Could do it before. And it was working. More riding horses? Awesome. What else? Less epic fights? Keeps changing owners every 10 minutes?

    When we had forward camps, people would just mindlessly ride their horse to a location without paying attention or being careful because there could be a possibility of someone dropping a camp for them in the area they were riding to.

    When we had forward camps, people would just blindy engage an enemy group without taking any precautions because they knew they could spawn back not far away from the battle.

    Without camps, people are more careful while traveling. They stay together and defend each other. Team play is very important and this is how every mmo should be like. Helping each other and coordinating together.

    Without camps, flagging 3 keeps at the same time makes the enemy thinks twice about which keep to defend first. It influences people to scout and protect keeps alot more.

    Without camps, engaging an enemy group requires alot of knowledges from the leader of every group composition and it also requires alot of strategy to wipe an enemy group because you can't spawn 20yards behind safely.

    Without camps, battles have never been more epic because everyone care for each other's survival because when you die, you cannot resurrect and run back to your group 15 seconds after.
    Must be playing two different games. I used to be able to perch at the corner of Arrius overlooking the dry pond and wait for no more than 10-15 mins before a target would appear...now it takes HOURS.

    Having to actively seek out fights turned Cyrodiil into scavenger hunt PvP.

    You don't see anyone near Arrius because DC rarely pushes further than Chalman. I don't know why but I presume it's something the guilds have agreed on. The action is mostly in AD territory (on EP perspective) during offhours. And it kinda makes sense since we hold one of their scroll.
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • AbraXuSeXile
    AbraXuSeXile
    ✭✭✭✭✭
    If you flag 3 keeps with no camps, There will be minimal defenders, This does not promote PvP.

    We've even stopped doin the tactics we did before when we had camps because it's boring now, PvDoor is a horrible feeling.
    AbraXuS
    Grand Overlord Rank 50 [First EU]
    Clan Leader of eXile
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  • Columba
    Columba
    ✭✭✭✭✭
    It's pretty clear that bloodporting wrecked any semblance of strategy. if you want continuous action go play tf2.
  • Artis
    Artis
    ✭✭✭✭✭
    frozywozy wrote: »
    When we had forward camps, people would just mindlessly ride their horse to a location without paying attention or being careful because there could be a possibility of someone dropping a camp for them in the area they were riding to.

    When we had forward camps, people would just blindy engage an enemy group without taking any precautions because they knew they could spawn back not far away from the battle.

    Without camps, people are more careful while traveling. They stay together and defend each other. Team play is very important and this is how every mmo should be like. Helping each other and coordinating together.

    Without camps, flagging 3 keeps at the same time makes the enemy thinks twice about which keep to defend first. It influences people to scout and protect keeps alot more.

    Without camps, engaging an enemy group requires alot of knowledges from the leader of every group composition and it also requires alot of strategy to wipe an enemy group because you can't spawn 20yards behind safely.

    Without camps, battles have never been more epic because everyone care for each other's survival because when you die, you cannot resurrect and run back to your group 15 seconds after.
    Must be playing two different games. I used to be able to perch at the corner of Arrius overlooking the dry pond and wait for no more than 10-15 mins before a target would appear...now it takes HOURS.

    Having to actively seek out fights turned Cyrodiil into scavenger hunt PvP.

    You don't see anyone near Arrius because DC rarely pushes further than Chalman. I don't know why but I presume it's something the guilds have agreed on. The action is mostly in AD territory (on EP perspective) during offhours. And it kinda makes sense since we hold one of their scroll.

    Agree with the first 3 points, the rest is just exaggerating. With camps, flagging 3 keeps at the same time would yield the same result - enemies would think. Camps wouldn't help to defend all 3. But sure, you could move forces right after you defended a keep, which was wrong.
    And the last 2 points? Everyone was in the same conditions. It still required a lot of knowledge and even more than now: a leader had to take into account that enemies can spawn in 20 yards 15 seconds later. And fights were MUCH longer, seemed to be of a larger scale and therefore seemed to be more epic.
    Columba wrote: »
    It's pretty clear that bloodporting wrecked any semblance of strategy. if you want continuous action go play tf2.

    It only broke common sense and should have been fixed long time ago, but not by removing the camps. I want continuous action in this game, I pay money for this game, just like you do. Why should I leave? Why don't you leave following the same logic - if you want to play a game with no camps - go play %Game_name_that_has_no_camps%. If you want a game with "strategy" go play any RTS or TBS - there's a lot of new ones or go play some classic ones like Age of Empires, Rome: Total War, Crusader Kings, Heroes of Might and Magic, etc.

    It's very selfish to demand changes that are good for you, bad for some others, not look for a compromise and then claim that these changed are good for a GAME. No, they are not. Not in every aspect.
    p.s. And I don't even expect already that you answer at least one question from (already) 3-4 posts. The one about rezzers was asked twice already. You're just trolling aren't you? Not even trying to have a constructive dialogue.
  • Columba
    Columba
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    what about rezzers? I rezz people, my group rezzes people, hence we don't need camps as a crutch.
  • Thechemicals
    Thechemicals
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    Botl escape, batswarm, kill 5 people, die, res at forward camp, rinse and repeat. This is your action packed fun.
    Vr14 Templar since release- dual resto
    Vr14 Dk bow/2h

    Brayan Blackthunder
    Goddick
    Daggerfall Covenant

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