Also, they should be either harder to get ( like they could be campaign rewards, which would make guesting more useful ) or more expensive, etc
Really hoping they come back, with some changes to balance them out so they aren't instant rez devices. Gameplay is extremely linear without them and it makes PvP boring many times.
Really hoping they come back, with some changes to balance them out so they aren't instant rez devices. Gameplay is extremely linear without them and it makes PvP boring many times.
I see it as making it more dynamic and explained my reasons in a previous post... not trolling just curious to see how for you it feels extremely linear. Maybe I'm missing something your seeing
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...
Really hoping they come back, with some changes to balance them out so they aren't instant rez devices. Gameplay is extremely linear without them and it makes PvP boring many times.
I see it as making it more dynamic and explained my reasons in a previous post... not trolling just curious to see how for you it feels extremely linear. Maybe I'm missing something your seeing
I mean that the action on the map is fairly limited to where it occurs. Typically, at any given time, big amounts of action (that the game was designed for and marketed around) can only be found in a couple places. And these only occur in certain places on the map based on who owns what. It's basically just a big perpetual game of tug-of-war. The reasons for that are partially the current zergy state of the game as well not having a decent option to create action on another area of the map.
I ran into this last night so I understand a little. I was introducing a new player to PvP and in the process was explaining the fighting. I found myself saying,Really hoping they come back, with some changes to balance them out so they aren't instant rez devices. Gameplay is extremely linear without them and it makes PvP boring many times.
I see it as making it more dynamic and explained my reasons in a previous post... not trolling just curious to see how for you it feels extremely linear. Maybe I'm missing something your seeing
I mean that the action on the map is fairly limited to where it occurs. Typically, at any given time, big amounts of action (that the game was designed for and marketed around) can only be found in a couple places. And these only occur in certain places on the map based on who owns what. It's basically just a big perpetual game of tug-of-war. The reasons for that are partially the current zergy state of the game as well not having a decent option to create action on another area of the map.
You know, big amounts of action can not be on more than couple of places because amount of players is finite, therefore if there were amounts of action on more places, they would have to be small amounts.
Besides I do not see what would make zergy mess somehow more fun if it shifted from one spot on map to another. As it actually did shift with the tents and I can't say there was any difference. One clicked on a tent, kept killing same people over and over, then finally died, clicked on another tent at another spot and...kept killing same people over and over in same fashinon as at previous spot.
At the very least, now if I kill someone, the sucker is gone and I do not have to suffer another sight of him sometimes even couple of minutes.
FCs allowed action in more places in the war because a stealth team could put one anywhere, so every location was a potential battlefield instantly.
Now you see far less diversionary tactics (and even fewer that actually work)...
pvpaddict42 wrote: »Forward camps ruin world pvp, and let's face it, that is exactly what Cyrodil is attempting to fabricate, the world pvp experience. FCs minimalize the impact of dying in pvp, and that is BAD. Death should have meaning, and it should punish those that act foolishly. Forward camps reward and support bad player performance. People that play smart and work together can do quite well without a camp as a crutch.
Let's look at what FCs actually bring with them.
1) Removes necessity of keeping reinforcement transit lines open/protected. This is a classic real world strategy situation and is incredibly important but with FCs in play is effectively pointless. This also removes to a large extent bandit style ambush attacks against reinforcements. That's right, it REMOVES PVP GAME PLAY. I realize plenty of folks don't like getting ambushed, but it's an important part of world style pvp.
2) Allows one person to create an instant zerg. This is just a bad mechanic. It reminds me back in the days when I played D&D of the demons/devils that could gate in other demon/devils and the sometime abused scenario of one demon summoning in three demons that in turn each summoned three demons and so on, so that in a few rounds you went from fighting one to thirty. Players did not like it and felt it was a broken mechanic and this is pretty much what FCs are like.
3) Promotes mindless horde play since as long as a camp is up there is no downside to kamikaze attacking through sheer numbers. When you have to be revived by an ally or run back this makes people actually stop and play more cautiously...more like if you were actually putting your life on the line. There are old players and bold players, but very few old bold players.
4) Guards are only decoration. The NPC guards become more important when there is no easy revive from a FC. When there is a huge disparity in numbers NPCs matter less, but in fights were its perhaps only 2 or 3 to 1 players have be a little more cautious about dealing with these, thus slowing them down and giving overwhelmed defenders more of a chance. Even if the invading team doesn't wipe, losing a few people while dealing with defenders/guards can change the dynamic of a fight when reinforcements have to run back or wait for an ally revive.
5) Lines of battle become moot. Someone posted earlier in the thread that they liked any spot on the map being able to become a hotspot. I have no problem with that. What I have a problem with is that one person can essentially create an army far behind enemy lines and they really don't risk anything. When you are so far removed from your supplies and reinforcements, surprise should be your only real advantage. If your surprise gambit doesn't work then honestly it should fail. However, FCs turn what should have been a blitzkrieg into simply another zerg battle.
6) Bursting a keep doesn't matter. This mechanic was intended to prevent defenders from simply spawning over and over again and force them to play more conservatively or pay the price. With FCs in play however, it doesn't really matter much if a keep is bursted or not other than to alert the entire map that someone is attacking.
Forward camps simply aren't necessary. There is a mechanic that can prevent a side from completely wiping, it's called reviving your fallen allies. It should have a cost and it should take time, and it should have some element of risk. Dying in pvp needs to matter, and when FCs were in the game, it honestly didn't. Leave the FCs out, it promote more tactics, more strategies, and reward players that actually think instead of simply charging mindlessly.
How is it important to be onehitted on your horse? I understand that it is pleasuring for some players ego to kill someone who can't even fight back but I disagree on the need of having this in a game. Moreover it was possible to gank people before the FC removal aswell.pvpaddict42 wrote: »1) Removes necessity of keeping reinforcement transit lines open/protected. This is a classic real world strategy situation and is incredibly important but with FCs in play is effectively pointless. This also removes to a large extent bandit style ambush attacks against reinforcements. That's right, it REMOVES PVP GAME PLAY. I realize plenty of folks don't like getting ambushed, but it's an important part of world style pvp.
As both sides have this option there is no inbalance in this. It just makes the game faster and saves you from the boredom of riding 10 minutes to a certain keep.2) Allows one person to create an instant zerg. This is just a bad mechanic. It reminds me back in the days when I played D&D of the demons/devils that could gate in other demon/devils and the sometime abused scenario of one demon summoning in three demons that in turn each summoned three demons and so on, so that in a few rounds you went from fighting one to thirty. Players did not like it and felt it was a broken mechanic and this is pretty much what FCs are like.
Ever since the removal most of the time, the game is just mindless zerging around Alessia bridge.3) Promotes mindless horde play since as long as a camp is up there is no downside to kamikaze attacking through sheer numbers. When you have to be revived by an ally or run back this makes people actually stop and play more cautiously...more like if you were actually putting your life on the line. There are old players and bold players, but very few old bold players.
True. Finally its less fighting against players respawning from camps but more fighting against NPCs. This is a good change, as we all came to Cyrodiil for its awesome PvE aspect, didn't we?4) Guards are only decoration. The NPC guards become more important when there is no easy revive from a FC. When there is a huge disparity in numbers NPCs matter less, but in fights were its perhaps only 2 or 3 to 1 players have be a little more cautious about dealing with these, thus slowing them down and giving overwhelmed defenders more of a chance. Even if the invading team doesn't wipe, losing a few people while dealing with defenders/guards can change the dynamic of a fight when reinforcements have to run back or wait for an ally revive.
One could argue that this opened more strategic possibilities. Your next move was not as easy to predict as its now.5) Lines of battle become moot. Someone posted earlier in the thread that they liked any spot on the map being able to become a hotspot. I have no problem with that. What I have a problem with is that one person can essentially create an army far behind enemy lines and they really don't risk anything. When you are so far removed from your supplies and reinforcements, surprise should be your only real advantage. If your surprise gambit doesn't work then honestly it should fail. However, FCs turn what should have been a blitzkrieg into simply another zerg battle.
Less fighting other players, more playing things safe in the inner keep. Sounds fun.6) Bursting a keep doesn't matter. This mechanic was intended to prevent defenders from simply spawning over and over again and force them to play more conservatively or pay the price. With FCs in play however, it doesn't really matter much if a keep is bursted or not other than to alert the entire map that someone is attacking.
This is your personal opinion which I disagree with but everyone his own.Forward camps simply aren't necessary. There is a mechanic that can prevent a side from completely wiping, it's called reviving your fallen allies. It should have a cost and it should take time, and it should have some element of risk. Dying in pvp needs to matter, and when FCs were in the game, it honestly didn't.
Which tactics/strategies do you see being used more often now than it used to be? The only thing that really changed is that people take the outposts to cut the supply line. But this is just pretty much the standard protocoll to retake homekeeps in the inner ring. Before you go to Alessia, you take Sejanus. Hardly a tactic worth mentioning.Leave the FCs out, it promote more tactics, more strategies, and reward players that actually think instead of simply charging mindlessly.
pvpaddict42 wrote: »Forward camps ruin world pvp, and let's face it, that is exactly what Cyrodil is attempting to fabricate, the world pvp experience. FCs minimalize the impact of dying in pvp, and that is BAD. Death should have meaning, and it should punish those that act foolishly. Forward camps reward and support bad player performance. People that play smart and work together can do quite well without a camp as a crutch.
Let's look at what FCs actually bring with them.
1) Removes necessity of keeping reinforcement transit lines open/protected. This is a classic real world strategy situation and is incredibly important but with FCs in play is effectively pointless. This also removes to a large extent bandit style ambush attacks against reinforcements. That's right, it REMOVES PVP GAME PLAY. I realize plenty of folks don't like getting ambushed, but it's an important part of world style pvp.
2) Allows one person to create an instant zerg. This is just a bad mechanic. It reminds me back in the days when I played D&D of the demons/devils that could gate in other demon/devils and the sometime abused scenario of one demon summoning in three demons that in turn each summoned three demons and so on, so that in a few rounds you went from fighting one to thirty. Players did not like it and felt it was a broken mechanic and this is pretty much what FCs are like.
3) Promotes mindless horde play since as long as a camp is up there is no downside to kamikaze attacking through sheer numbers. When you have to be revived by an ally or run back this makes people actually stop and play more cautiously...more like if you were actually putting your life on the line. There are old players and bold players, but very few old bold players.
4) Guards are only decoration. The NPC guards become more important when there is no easy revive from a FC. When there is a huge disparity in numbers NPCs matter less, but in fights were its perhaps only 2 or 3 to 1 players have be a little more cautious about dealing with these, thus slowing them down and giving overwhelmed defenders more of a chance. Even if the invading team doesn't wipe, losing a few people while dealing with defenders/guards can change the dynamic of a fight when reinforcements have to run back or wait for an ally revive.
5) Lines of battle become moot. Someone posted earlier in the thread that they liked any spot on the map being able to become a hotspot. I have no problem with that. What I have a problem with is that one person can essentially create an army far behind enemy lines and they really don't risk anything. When you are so far removed from your supplies and reinforcements, surprise should be your only real advantage. If your surprise gambit doesn't work then honestly it should fail. However, FCs turn what should have been a blitzkrieg into simply another zerg battle.
6) Bursting a keep doesn't matter. This mechanic was intended to prevent defenders from simply spawning over and over again and force them to play more conservatively or pay the price. With FCs in play however, it doesn't really matter much if a keep is bursted or not other than to alert the entire map that someone is attacking.
Forward camps simply aren't necessary. There is a mechanic that can prevent a side from completely wiping, it's called reviving your fallen allies. It should have a cost and it should take time, and it should have some element of risk. Dying in pvp needs to matter, and when FCs were in the game, it honestly didn't. Leave the FCs out, it promote more tactics, more strategies, and reward players that actually think instead of simply charging mindlessly.
don't solo on your horse, lol. then you won't be easily ganked.
To be honest without the foward camp , there's more zergballing compared to last time since most of the people are more afraid of dying. With or without forward camp , you still going to get zergs. Only differences is that with forward camp , you spread the fights more on any other areas of cyrodil.
don't solo on your horse, lol. then you won't be easily ganked.
To be honest without the foward camp , there's more zergballing compared to last time since most of the people are more afraid of dying. With or without forward camp , you still going to get zergs. Only differences is that with forward camp , you spread the fights more on any other areas of cyrodil.
I disagree. With forward camps, you allow people to regroup faster in one location, especially during a long keep assault. People drop 10-15-20camps and after a 30mins of battles, the whole population of 2 factions is concentrated in the same area lagging the server like crazy because they don't have to spawn back far inside another keep, thereby, reducing the latency in the hot zone.