They could do those things, but they don't because thats *** for players. Im not saying always right back into the action fps style, but there should be a way to attain viable respawn points in large scale combat situations where death at some point is unavoidable and where epic battles need troops to be sustained (the true function of camps).
The idea that players will have to compensate for death penalties with tactics is flawed logic. Players will use the best tactics available to them irrespective of death penalties and survival is always the best strategy. No camps just sucks more when you die.
Looking at it differently, I think I've become a worse player since camps are gone, not because I play poorly, but because I am less willing to fight if there is an increased chance of death. Rewarding that mentality is just rewarding weakness and dulling combat by discouraging it.
They could do those things, but they don't because thats *** for players. Im not saying always right back into the action fps style, but there should be a way to attain viable respawn points in large scale combat situations where death at some point is unavoidable and where epic battles need troops to be sustained (the true function of camps).
The idea that players will have to compensate for death penalties with tactics is flawed logic. Players will use the best tactics available to them irrespective of death penalties and survival is always the best strategy. No camps just sucks more when you die.
Looking at it differently, I think I've become a worse player since camps are gone, not because I play poorly, but because I am less willing to fight if there is an increased chance of death. Rewarding that mentality is just rewarding weakness and dulling combat by discouraging it.
But there is a system for that, the soul gems. People just aren't using them, usually because they think it's too much of an effort to get them and/or fill them. That and because people develop this, if no ones going to do it for me I'm not going to do it for them, attitude.
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thelordoffelines wrote: »They could do those things, but they don't because thats *** for players. Im not saying always right back into the action fps style, but there should be a way to attain viable respawn points in large scale combat situations where death at some point is unavoidable and where epic battles need troops to be sustained (the true function of camps).
The idea that players will have to compensate for death penalties with tactics is flawed logic. Players will use the best tactics available to them irrespective of death penalties and survival is always the best strategy. No camps just sucks more when you die.
Looking at it differently, I think I've become a worse player since camps are gone, not because I play poorly, but because I am less willing to fight if there is an increased chance of death. Rewarding that mentality is just rewarding weakness and dulling combat by discouraging it.
But there is a system for that, the soul gems. People just aren't using them, usually because they think it's too much of an effort to get them and/or fill them. That and because people develop this, if no ones going to do it for me I'm not going to do it for them, attitude.
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we also aren't rezzinf cuz a lot of times they died to snipe spam from several players and there's very little chance of getting of a rez before u too fall to snipe spam.
AbraXuSeXile wrote: »This game has been so much more boring for players especially non-gank melee players. Always so much downtime till you find some actual PvP, Sieges are over within minutes, Everyone's afraid to die so everyone nuttcup's into massive raids then others hook onto these raids and it turns into a complete crap fest.
The most hilarious part of the logic of this 'action packed pvp' is;
Without camps your stood outside keeps constantly avoiding red circles >
It's reliant of the organised raids to actually get inside a keep >
1.6 the organised raids are about to get ripped apart >
More standing outside of keeps with no pushing because no one wants to die >
No fun.
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What you want is a fps, which this is not. You spawn ready to go, and even if you die you're reborn right in the thick of the action. That's a fps. If that's what you want, you're playing the wrong game. But luckily there's a solution, it's called playing a different game. And I think you'll find that far more rewarding than just complaining how everything is an inconvenience.
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What you want is a fps, which this is not. You spawn ready to go, and even if you die you're reborn right in the thick of the action. That's a fps. If that's what you want, you're playing the wrong game. But luckily there's a solution, it's called playing a different game. And I think you'll find that far more rewarding than just complaining how everything is an inconvenience.
Is WOW - a fps?
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
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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.
Most likely in every mmo you played before, they didn't have pvp released in the first 6months of the game. I remember how amazed I was when I first jumped in Cyrodiil. I could not believe they could come with such a beauty at release.
If large scale pvp is not your thing (zerging as you all call it), then you probably should have waited until they release new pvp content such as battlegrounds or arena.
reagen_lionel wrote: »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
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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.
Most likely in every mmo you played before, they didn't have pvp released in the first 6months of the game. I remember how amazed I was when I first jumped in Cyrodiil. I could not believe they could come with such a beauty at release.
If large scale pvp is not your thing (zerging as you all call it), then you probably should have waited until they release new pvp content such as battlegrounds or arena.
Most the mmos I playedwell had pvp at release.
Im not looking for arenas or battle grounds. Im looking for something like smaller skirmishes or actually coming across people more often actually out in the world.
That just doesnt happen here as the devs made it seem like it would, cause there isnt really incentive to do so. Daily quest areas arent visited very often (besides the ones you get from the main base) because the experience they give is not worth jack. And skyshard gathering isnt really something done on a frequent basis, and not many even bother with the delves there.
besides ambushing lag behinds in the large moving packs. theres no real reliable natural occuring skirmishes and small scale battles that occur in the overworld.
Right now it just feels like the only way to do any sort of garranteed pvp is in the big large scaled zerg battles, in a massive overworld. In an open world pvp area, I expect more variety of naturally occuring battles. But the keep warefare is the only thing that promotes any sort reliably.
don't solo on your horse, lol. then you won't be easily ganked.
No worries, I cant mount up in the first place.
ZoS not fixing the stuck in-combat bug before removing camps...it's baffling.
Than people in my faction keeps raging and wondering about lack of healers. Well, it's not only due to the fact that it's incredibly boring and frustrating with smart heals, but we're also feed up running on foot between 2-3 keeps all day long.
They should make it so capturing an enemy keep would give 10x more AP, and then increase the cost of siege weapons. People would focus alot more on capturing them because it would not be straight killing to farm ap. Capturing a keep would be much more interesting. I know this is a bit going out of context (forward camps). I just wanted to point this out.
If you get one shotted on your horse, it would have happened off your horse as well. If you refer to being knocked off your horse, then killed before you can get up, well I guess you should probably look into investing into stamina for your horse instead of all in speed, funny how that mechanic is in the game. That aside however, the importance is for the same reason as having a large map, time. Cutting off reinforcements has always had a long standing historic value. It's less about ganking, and more about creating the feel of actual map strategy game play.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.pvpaddict42 wrote: »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.pvpaddict42 wrote: »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.
Actually it used to be the other way around, the outnumbered side could push the enemies even after the outer wall was at 50%. You could hold the breach and the courtyard, trying to hold them back. Now you just retreat to the inner and hope to instakill them with meatbags + oils in the breach as this is the only way to really defend an outnumbered keep. I enjoyed the old system more.
Fighting > Sieging
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?pvpaddict42 wrote: »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.pvpaddict42 wrote: »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.pvpaddict42 wrote: »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.pvpaddict42 wrote: »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.pvpaddict42 wrote: »Leave the FCs out, it promote more tactics, more strategies, and reward players that actually think instead of simply charging mindlessly.
IMO the only real tactic happening in Cyrodiil right now is to zerg down the closest keep. Every now and then, we see homekeeps being taken without anyone able to get there in time and hold back the 50man train inside the keep but we had that too back in the times of FCs.
After all, I feel that there are FAR less strategies now than before.
For example, a well working strategy used to be sieging Glademist for example, bring up 20 sieges there while a small group sieged Aleswell inner/outer down. When they were ready, they dropped a camp and the group from Glademist suicided and moved to Aleswell.
We could discuss if this should be possible BUT it was a strategy.
That's also a terrible strategy, as it still involves first attacking both keeps, letting people know where reinforcements should go. And that's what that entire strategy depends on, people not going to reinforce both keeps.
The only thing it shows is the absurdly stupid linear thinking people show in situations like this. If two keeps are under attack, they'll always go to the closest one.
Well, that and apparently dying doesn't come with enough negatives because people just don't care about it. You know it has usually been that in games, dying was bad. How that's turned around to being a good thing, I don't know.
Regardless, the capital city update will give people the mindless, WoW style pvp they've been complaining about. It seems entirely designed to placate them, actually. ESO: still not completely a WoW clone.
pvpaddict42 wrote: »That's also a terrible strategy, as it still involves first attacking both keeps, letting people know where reinforcements should go. And that's what that entire strategy depends on, people not going to reinforce both keeps.
The only thing it shows is the absurdly stupid linear thinking people show in situations like this. If two keeps are under attack, they'll always go to the closest one.
Well, that and apparently dying doesn't come with enough negatives because people just don't care about it. You know it has usually been that in games, dying was bad. How that's turned around to being a good thing, I don't know.
Regardless, the capital city update will give people the mindless, WoW style pvp they've been complaining about. It seems entirely designed to placate them, actually. ESO: still not completely a WoW clone.
Well I wasn't endorsing it as the best strategy, only illustrating that it didn't need a FC to make it happen. Definitely death is trivialized much more when FCs are running around and it's tied into most of the problems I outlined.
Yes, I imagine the imperial city will be more battleground style, which I hope makes some people happy. I am not against people being happy, I'm just pointing out that with the current Cyrodil map and design, FCs hinder, not help it.
The_Bommel wrote: »They should add FCs as an active skill (Alliance War Skill tree) which needs one person channeling it the whole time the FC is supposed to be working.
It should use a certain amount of magicka per Second so it cannot be kept up indefinately.
This way there is no need to set name tags to FCs or make them collapse after a while.
Give it the old restrictions and a huuge cooldown.
Now groups would need to dedicate a player to be able to have a FC.
€: The player using that FC skill should be awarded AP for every unique player spawning at his FC. And of course it would have to have a limited rez radius.
pvpaddict42 wrote: »If they really need to bring Forward Camps back, how about make it so that the next X many alliance members can be revived by an ally 30% faster, or makes it so it doesn't cost a soul gem. None of this self revive stuff or teleporting around the map.