Maintenance for the week of March 16:
• PC/Mac: No maintenance – March 16
• ESO Store and Account System for maintenance – March 18, 6:00AM EDT (10:00 UTC) - 4:00PM EDT (20:00 UTC)

Suggestion on how Forward Camp should work if they come back in 1.6

rendolpheb16_ESO
rendolpheb16_ESO
✭✭✭
Here my suggestion on how FC should work if they come back in 1.6:

1) No one can respawn inside the FC if the area (Big radius of FC) is near an undersieged keep.

2) Only those who died in the radius of the FC are allowed to spawn back.

3) Raise the price of FC to 50 000 AP or more. A FC could be a major turning point in a fight and should be spent wisely.

In that way, the FC will serve his cause, which is to provide an easier way to support the frontline, without by passing the undersieged keep mechanic.

You won't see people suicide in guard to spawn back in the action of an undersiege keep and by passing the teleport path that as been broken by the siege.

But IMO, they shouldn't come back at all ...
For Templar PvP video check my youtube channel
https://www.youtube.com/RendolpheGamer
  • Sanct16
    Sanct16
    ✭✭✭✭✭
    ✭✭
    IMO they should just increase the price of the camps.

    And they should bring them back as soon as possible. The game has never been as boring as it is now. Zerging is the only viable tactic now. Have as many people blobbed as possible = win.
    On EU you never find a solo DC. Literally everyone is running in a zerg. During prime time all action is on alessia bridge. 60v60.

    To find some more enjoyable fights you need at least a 8man group with perfect setup as you will only face 20+ groups. If you die you have to ride 10minutes again.

    Defending keeps is just as boring.
    Wait until breached.
    Try to wipe them at breach.
    If failed, fall back to inner keep.
    Wait until breached.
    Try to wipe them at breach.
    If failed, try to oil on flag.
    If failed, bye bye keep.

    Zzzzzzzzzz
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Poxheart
    Poxheart
    ✭✭✭✭✭
    Increasing the price of the camps to will do nothing unless the price is on the order of elite PvP gear.
    Edited by Poxheart on December 17, 2014 2:44PM
    Unsubbed and no longer playing, but still checking the Alliance War forum for the lulz.

    Pox Dragon Knight
    Poxheart Nightblade
    The Murder Hobo Dragon Knight - Blackwater Blade
    Knights of the WhiteWolf
  • Lhorion
    Lhorion
    ✭✭✭✭✭
    Guild camps or group camps might be a solution, too.
    Horse routes wouldn't be empty because not everyone could port, but groups/guilds would have the oportunity to do smallscale without the risk of a long way to ride.
  • eliisra
    eliisra
    ✭✭✭✭✭
    1) No one can respawn inside the FC if the area (Big radius of FC) is near an undersieged keep.

    What's the point of placing a "50.000" AP camp than, when defending a keep?

    You can still blood-port to most faction held keeps on the map, even if resources and transits are down. The travelling will be cut of when the keep is contested. So if you can't use FC when your own keep is under attack, it servers very little purpose for defenders.

    This design would heavily benefits attackers. They already place their FC (if any left) outside of the contested keeps radius. You cannot place it closer to enemy held objects anyway, by design. This restrictions wont affect attackers at all.

    While defending forces places a FC within the keeps radius, court yard, tower or outside the wall, close to one of the doors. This because enemy zerg naturally controls the area around the keep and eventually the outer yard.

    So it's not a balanced solution imo. Attackers and defenders needs to benefit or suffer equally from camps (or lack of thereof).

    I really like ZoS proposal about a cool-down on camp resurrection. Probably one of the best solutions I heard so far.
  • rendolpheb16_ESO
    rendolpheb16_ESO
    ✭✭✭
    eliisra wrote: »
    1) No one can respawn inside the FC if the area (Big radius of FC) is near an undersieged keep.

    What's the point of placing a "50.000" AP camp than, when defending a keep?

    You can still blood-port to most faction held keeps on the map, even if resources and transits are down. The travelling will be cut of when the keep is contested. So if you can't use FC when your own keep is under attack, it servers very little purpose for defenders.

    This design would heavily benefits attackers. They already place their FC (if any left) outside of the contested keeps radius. You cannot place it closer to enemy held objects anyway, by design. This restrictions wont affect attackers at all.

    While defending forces places a FC within the keeps radius, court yard, tower or outside the wall, close to one of the doors. This because enemy zerg naturally controls the area around the keep and eventually the outer yard.

    So it's not a balanced solution imo. Attackers and defenders needs to benefit or suffer equally from camps (or lack of thereof).

    I really like ZoS proposal about a cool-down on camp resurrection. Probably one of the best solutions I heard so far.

    The new mechanic I suggested is balanced for both side.

    You get sieged, you can't use FC in a radius of the Keep and this include the ressources camp. If your keep is far away from other alliance keep, then the FC will be helpful. I prefer a 2 min horsing FC then a 10 min horsing from a keep. This mechanic is to avoid spawn rezzing in keep or in ressources camp.

    The attackers won't be able to set a FC in a large radius around the sieged keep. This radius would include the ressources camp.

    Both the attacker and defender will suffer from FC restriction and death will be meaningful, which is not the case with the past FC mechanic.

    I honestly prefer they never come back, but if they come back, it should be use as a way to support the frontline and not, a ''Safe'' spawn in keep or ressources camp.
    For Templar PvP video check my youtube channel
    https://www.youtube.com/RendolpheGamer
  • Sanct16
    Sanct16
    ✭✭✭✭✭
    ✭✭
    Death us still of very small meaning. Full wipe or ir you achieved nothing.

    However I still think its very bad for the game if death has really a meaning. I donz want to sit at somr wall and plax everything save all the time.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Roechacca
    Roechacca
    ✭✭✭✭✭
    ✭✭✭
    Make camps only available by crafting and the resources rare or costly . Limit the drop of a camp to one per player per day .
  • Roechacca
    Roechacca
    ✭✭✭✭✭
    ✭✭✭
    In fact make all seige weapons craft only too , along with repair kits . A seige should take time and resources with money . That would add to the economy in game and make raid groups be more strategic , instead of zerging . If it took a day to make all those seige , you're gonna protect them and maintain them with repair kits .
  • Sanct16
    Sanct16
    ✭✭✭✭✭
    ✭✭
    roechacca wrote: »
    In fact make all seige weapons craft only too , along with repair kits . A seige should take time and resources with money . That would add to the economy in game and make raid groups be more strategic , instead of zerging . If it took a day to make all those seige , you're gonna protect them and maintain them with repair kits .
    This would only promote big raid groups.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Roechacca
    Roechacca
    ✭✭✭✭✭
    ✭✭✭
    Sanct16 wrote: »
    roechacca wrote: »
    In fact make all seige weapons craft only too , along with repair kits . A seige should take time and resources with money . That would add to the economy in game and make raid groups be more strategic , instead of zerging . If it took a day to make all those seige , you're gonna protect them and maintain them with repair kits .
    This would only promote big raid groups.

    So . You know why You can't just pick up a rifle and follow the Army into battle in the real world ?

    Cause that *** don't work in battle
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ya know...They could of kept Forward Camps quite honestly if they just added say a 2 or 3 minute stacking Rez Penalty to it.

    First time you rez there, your stats and your recovery stats are reduced by 20%. Second time you rez within 3 Minutes, Stats and Recovery is reduced by 40%

    and so on...
  • Eglath
    Eglath
    ✭✭✭
    I enjoy Cyro without camps, but sometimes they might come in handy. But not in a shape they were before.
    • Add a radius limit, which was mentioned many times already (you can ress at camp only if you die within it's radius)
    • Add a ress timer, so you can't ress at the camp for some time if you just ressed at it
    • Increase the cost, add rank limit, so only ppl with rank, say seargant or higher can place it. And limit amount of resses.
    Vinyamar - AD vr14 sorc RANK: 30
    RAGE Core
    Abandoned Legion Officer
  • Sleep
    Sleep
    ✭✭✭✭
    respawn cooldown and
    2) Only those who died in the radius of the FC are allowed to spawn back.
    should be good
  • Darlgon
    Darlgon
    ✭✭✭✭✭
    Ya know...They could of kept Forward Camps quite honestly if they just added say a 2 or 3 minute stacking Rez Penalty to it.

    First time you rez there, your stats and your recovery stats are reduced by 20%. Second time you rez within 3 Minutes, Stats and Recovery is reduced by 40%

    and so on...

    This idea is interesting.. but.. I would also love them to be a cheaper general version and a specific raid only one, so if a raid doesnt want others burning the rezes on thier camp, they can plant a guild only one.

    Added benefit, if you are on the other side of the map, the only way you can "evac" to it is to join that raid.
    Power level to CP160 in a week:
    Where is the end game? You just played it.
    Why don't I have 300+ skill points? Because you skipped content along the way.
    Where is new content? Sigh.
  • WRX
    WRX
    ✭✭✭✭✭
    Eglath wrote: »
    I enjoy Cyro without camps, but sometimes they might come in handy. But not in a shape they were before.
    • Add a radius limit, which was mentioned many times already (you can ress at camp only if you die within it's radius)
    • Add a ress timer, so you can't ress at the camp for some time if you just ressed at it
    • Increase the cost, add rank limit, so only ppl with rank, say seargant or higher can place it. And limit amount of resses.

    I believe ZOS posted saying this is exactly what they plan on doing. Excellent decision.
    Edited by WRX on December 18, 2014 12:35AM
    Decibel GM

    GLUB GLUB
  • AbraXuSeXile
    AbraXuSeXile
    ✭✭✭✭✭
    How they used to be.
    AbraXuS
    Grand Overlord Rank 50 [First EU]
    Clan Leader of eXile
    Gaming Community - Est. 1999
    Crashing an EP Wedding | DK Emp | 1vX | Between Enemy Lines | Hate Video | 5 v Many

  • Lhorion
    Lhorion
    ✭✭✭✭✭
    ZOS_BrianWheeler:

    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.

    (November 12, 2014)
  • NordJitsu
    NordJitsu
    ✭✭✭✭✭
    ✭✭
    Lhorion wrote: »
    Guild camps or group camps might be a solution, too.
    Horse routes wouldn't be empty because not everyone could port, but groups/guilds would have the oportunity to do smallscale without the risk of a long way to ride.

    this is what I want.

    The only people who should be able to spawn at a camp are people I the group of the person who laid it.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Lhorion
    Lhorion
    ✭✭✭✭✭
    @NordJitsu‌
    I hope they do this! A few weeks after release they talked about guild/group camps, but they did not give more information. I hope they are still thinking about that!
Sign In or Register to comment.