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.
Without the fc , people are already zerging more in 1 concentrated area most of the time anyway. It still going to lag out the server no matter what. What i mean is at least forward camp will bring more fights spread out (not in one concentrated area) in a good way. It benefit the opposition that is defending the keep as well. Maybe if zenimax setup the forwardcamp range = respawn within range only , then it might work out decent. Everyone got thier opinion , i'm just stating mine.
Oh yeah. Lets all take a bow and sneak on the keep wall. I bet it will be fun when noone attacks anyone because he is too afraid to die.Why do they have to let people respawn in the first freaking place? I don't really care if people don't like running back, get over it. That's the whole point of such a large map, and it's not like you pay virtually any other real loss for dying. People can't even deal with five minutes of running?
Frankly it seemed like the whole purpose of them was to placate people complaining that they were in any way put out and not able to just teleport anywhere they wanted to go In 2 seconds, as many times as they wanted. Putting forward camps back with respawn? You might as well just go ahead and remove any limits on teleporting at all, because that's all people really want. At which point, I'll just leave pvp to devolve completely into the mindless zerg slap fight that it will inevitably become.
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.
Without the fc , people are already zerging more in 1 concentrated area most of the time anyway. It still going to lag out the server no matter what. What i mean is at least forward camp will bring more fights spread out (not in one concentrated area) in a good way. It benefit the opposition that is defending the keep as well. Maybe if zenimax setup the forwardcamp range = respawn within range only , then it might work out decent. Everyone got thier opinion , i'm just stating mine.
I understand that everyone has his opinion. But your opinion here is that you prefer to not give any true signification or importance to your death because you can respawn right back 40feets behind the battle. That is your opinion.
The fact remains that allowing people to respawn 40feets away from the battle rally everyone in the same hot zone after a 20-30mins fight instead of letting them ride from the closest keep, thereby, reducing latency in the hot zone and forcing people to be more careful and tactician before blindly charging in. It also strongly encourages people to find a group and not play by themselves because riding alone is exactly what gankers are looking for, thus, making you rage even more about horse simulator.
Oh yeah. Lets all take a bow and sneak on the keep wall. I bet it will be fun when noone attacks anyone because he is too afraid to die.
But hey, I guess thats what you do. Sneak around with a bow, trying to onehit everyone and rage if they don't die.
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.
Without the fc , people are already zerging more in 1 concentrated area most of the time anyway. It still going to lag out the server no matter what. What i mean is at least forward camp will bring more fights spread out (not in one concentrated area) in a good way. It benefit the opposition that is defending the keep as well. Maybe if zenimax setup the forwardcamp range = respawn within range only , then it might work out decent. Everyone got thier opinion , i'm just stating mine.
I understand that everyone has his opinion. But your opinion here is that you prefer to not give any true signification or importance to your death because you can respawn right back 40feets behind the battle. That is your opinion.
The fact remains that allowing people to respawn 40feets away from the battle rally everyone in the same hot zone after a 20-30mins fight instead of letting them ride from the closest keep, thereby, reducing latency in the hot zone and forcing people to be more careful and tactician before blindly charging in. It also strongly encourages people to find a group and not play by themselves because riding alone is exactly what gankers are looking for, thus, making you rage even more about horse simulator.
But what i had seen is just more ad/ep/dc blobbing up even more because they mostly are scared to die (no forward camp) and this cause more zergballing. Correct me if i'm wrong
.
But what i had seen is just more ad/ep/dc blobbing up even more because they mostly are scared to die (no forward camp) and this cause more zergballing. Correct me if i'm wrong
.
reagen_lionel wrote: »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.
Without the fc , people are already zerging more in 1 concentrated area most of the time anyway. It still going to lag out the server no matter what. What i mean is at least forward camp will bring more fights spread out (not in one concentrated area) in a good way. It benefit the opposition that is defending the keep as well. Maybe if zenimax setup the forwardcamp range = respawn within range only , then it might work out decent. Everyone got thier opinion , i'm just stating mine.
I understand that everyone has his opinion. But your opinion here is that you prefer to not give any true signification or importance to your death because you can respawn right back 40feets behind the battle. That is your opinion.
The fact remains that allowing people to respawn 40feets away from the battle rally everyone in the same hot zone after a 20-30mins fight instead of letting them ride from the closest keep, thereby, reducing latency in the hot zone and forcing people to be more careful and tactician before blindly charging in. It also strongly encourages people to find a group and not play by themselves because riding alone is exactly what gankers are looking for, thus, making you rage even more about horse simulator.
But what i had seen is just more ad/ep/dc blobbing up even more because they mostly are scared to die (no forward camp) and this cause more zergballing. Correct me if i'm wrong
.
A significant reason I just stay out of cyrodil altogether for pvp now. When the few times I do go, its no longer anything to do with pvp anymore. Its just unenjoyable than it was before (even with the exploits that were going on before). And small scale pvp is just not a reliable thing that happens realistically and no real incentive.
Its mostly always been zerg or get out. Just much more so now, I chose to get out. I usually play pvp quite considerably in every mmo I play. This is the first one I just moved away from altogether.
But what i had seen is just more ad/ep/dc blobbing up even more because they mostly are scared to die (no forward camp) and this cause more zergballing. Correct me if i'm wrong
.
Seriously though, I don't understand how people who are that afraid of having to suffer the rather bland inconvenience of dying in this game ever started playing to begin with. Getting rid of camps may have made it worse, but putting forward camps back won't get rid of the zerg ball, it will just make AvA less about strategy and more about the size of your zerg. There will still be zergs either way.
If they want to get rid of zerg balls, adding small AoE splash damage to allies is about the only way.
The organised guilds are fine with no forward camp but it still come down to nurturing the pugs / casuals / solo players ( no players like to always die and run back from one side of the map to another side of the map). We can't just think of stuffs that only work for the organised group , had to think as a whole for this game to really maintain the population in long-term.
The organised guilds are fine with no forward camp but it still come down to nurturing the pugs / casuals / solo players ( no players like to always die and run back from one side of the map to another side of the map). We can't just think of stuffs that only work for the organised group , had to think as a whole for this game to really maintain the population in long-term.
It still defeats the entire idea behind the pvp though. All you're saying is we can't just think of what works for group 1, but then essentially saying we should think about what works best for group 2. Maybe the focus on nurturing them should be to convince more to become more organized. AvAvA works as long as 60-70% of the people are organized at least in to small groups-- and more importantly are willing to work together. But that's what it really comes down to, a lot of people who have no desire to work with anyone. They just want to go around killing everything and being awesome. Then when they die they complain because it's an inconvenience. Why not just ask zos to removing dying entirely, since no one seems to like it?
Forward camps completely defeated the entire porting system between keeps. It made it pointless. And they were so cheap people would be placing 4-5 in a row... In absurdly crazy places. Not to mention a few people could sneak deep into enemy teritory, set up a forward camp and suddenly have dozens of people porting in.
The way forward camps were implemented before, no way.
They could bring them back with a radius restriction, and no blooporting across the map.
Forward camping has been a staple of warfare from the middle ages to present day. It makes sense for them to be in the game, but they should never be returned like they were. If they make it where you have to die in a radius of the camp, it would be fine for small-medium engagements,and strategy, blood porting across the map like folks did before? No way.
To be honest It don't matter to me if they bring them back or not, as long as they don't bring back bloodporting all over the map I'd probably be ok with it.
Oh yeah. Lets all take a bow and sneak on the keep wall. I bet it will be fun when noone attacks anyone because he is too afraid to die.
But hey, I guess thats what you do. Sneak around with a bow, trying to onehit everyone and rage if they don't die.
Or you could just aim a catapult at that section of wall to clear out any archers, considering archers are generally what I'd expect to find on a keep wall. Or you could try blocking as you advance towards a downed wall. If that doesn't help relay the fears of some players about having to suffer the awful effects of actually dying, try hiding behind some of the bigger PCs until the fighting ends...
Seriously? You realize actual real life people have been jumping out of trenches or from behind barriers with the actual possibility of getting shot or killed in real life for centuries... you're too afraid to do it in a video game because it might mean having to inconvenience you for a few minutes? The entire point is supposed to be strategy wins. If you've absolutely no strategy then the numbers are going to shift in the defenders favor and you will lose. What you want is just mob vs mob. Whoever has the most people who can sit there infinitely respawning forever without getting bored and just quitting, wins.
So how does a death penalty increase the fun of playing the game? Knowing that my opponent has to ride several unenjoyable minutes in order to get to a fight again after I killed him is not making me happy in any way. I am happy because I defeated someone and got AP for killing him. If it was up to me he could join the fun again from a close by spawn point.But being able to use it like that completely negates the entire purpose of the keep porting system and how it works. If you can easily buy as many items as you want that act as a portable teleport, what is the point of the entire built in system for teleports in all of cyrodiil? You might as well just get rid of it entirely, because you've just rendered the restrictions pointless. Just let people teleport wherever they want whenever they want, at which point you've basically just broken the game to satisfy a mob whose biggest complaint is dying is too inconvenient... In a game where the entire goal... is to kill people.
AvAvA is supposed to favor organized groups, that's the whole point. If you're breaking that up to satisfy a few people people who happen to tell the loudest, then it's not AvAvA anymore. It's just some place you go to kill other players and occasionally... I guess you take a keep or something? Though there's really no reason at that point, it's not central to the play.
On the other hand, bloodporting helps to spread out the action more widely around the map. With a respawn radius, you wont be able to get away from the keep you are at if you dont want to ride to the other keep.The way forward camps were implemented before, no way.
They could bring them back with a radius restriction, and no blooporting across the map.
Forward camping has been a staple of warfare from the middle ages to present day. It makes sense for them to be in the game, but they should never be returned like they were. If they make it where you have to die in a radius of the camp, it would be fine for small-medium engagements,and strategy, blood porting across the map like folks did before? No way.
To be honest It don't matter to me if they bring them back or not, as long as they don't bring back bloodporting all over the map I'd probably be ok with it.
You do realize that comparing a video game to a real war is probably the most stupid comparision made in 2015? CONGRATULATIONS!
So how does a death penalty increase the fun of playing the game? Knowing that my opponent has to ride several unenjoyable minutes in order to get to a fight again after I killed him is not making me happy in any way. I am happy because I defeated someone and got AP for killing him. If it was up to me he could join the fun again from a close by spawn point.But being able to use it like that completely negates the entire purpose of the keep porting system and how it works. If you can easily buy as many items as you want that act as a portable teleport, what is the point of the entire built in system for teleports in all of cyrodiil? You might as well just get rid of it entirely, because you've just rendered the restrictions pointless. Just let people teleport wherever they want whenever they want, at which point you've basically just broken the game to satisfy a mob whose biggest complaint is dying is too inconvenient... In a game where the entire goal... is to kill people.
AvAvA is supposed to favor organized groups, that's the whole point. If you're breaking that up to satisfy a few people people who happen to tell the loudest, then it's not AvAvA anymore. It's just some place you go to kill other players and occasionally... I guess you take a keep or something? Though there's really no reason at that point, it's not central to the play.
If you feel pleasure forcing the opponent to have a bad time you are a horrible person imo.
Everyone can make use of camps. If you are organized, you will have always camps up. If you arent, you wont have camps. voila, organized group is favored.
I know that you are just trolling and probably try to cover your lack of arguments.Well I guess it's official then, zos just needs to remove death entirely... It's destroying the game enjoyment. Dying is just unfair.
I know that you are just trolling and probably try to cover your lack of arguments.Well I guess it's official then, zos just needs to remove death entirely... It's destroying the game enjoyment. Dying is just unfair.
However being not able to kill your enemy would remove the whole point of PVP and decrease the enjoyment of winning over your opponent. Having the loser not being forced to run a long way but being able to return to battle sooner shouldn't decrease the joy of winning over him but increase the enjoyment for him.
I know that you are just trolling and probably try to cover your lack of arguments.Well I guess it's official then, zos just needs to remove death entirely... It's destroying the game enjoyment. Dying is just unfair.
However being not able to kill your enemy would remove the whole point of PVP and decrease the enjoyment of winning over your opponent. Having the loser not being forced to run a long way but being able to return to battle sooner shouldn't decrease the joy of winning over him but increase the enjoyment for him.
Whats so bad about bloodporting in detail? Everyone could do it so it just made the game faster which I appreciate.
I don't know why not being able to access content is viewed as a good thing. More transport = more battles = more fun. Zerging should be mitigated by game mechanics not by simply killing content access. Who the *** cares if camps allow zerg waves? If keeps allow for a defensive posture to repell zerg waves its a non issue.
As for it not being a kill and smash game, without any fluent combat, the game is boring as ***.
Just two cents.
Zerg balls are fun when you learn to survive zerg balls and destroy them despite being outnumbered. I'm not saying do away with tactics or keep systems, but tactical keep combat shouldn't be the only valuable type of play. There should be room for zerging and open warfare. Right now, the keep system itself is very unappealing. During my entire experience playing it has offered little overarching benefit, yet continues to be the focal point of PvP. Why not make alliance points hinge more on open world achievements by players and relegate keep combat to the emp chasing groups (since they are really the only ones who benefit from that combat system anyway).
You used to be able to play for the sake of PvP. With every patch this becomes less and less possible.