ZOS_BrianWheeler wrote: »We are still looking at forward camps and whether they will be coming back in a modified form but for now and the foreseeable future, they are still not going to be sold by merchants or the crown store.
ZOS_JessicaFolsom wrote: »
It won't happen for 1.6 - or 1.6.1, or 1.6.2, or any other 1.6.x - game is fine w/o forward camps right now.
Key words "right now" but after the changes to buff keeps, buff siege, and for siege to ignore armor, there very well may be a need for modified camps going forward.
ZOS_BrianWheeler wrote: »The current state of Forward Camps internally have some UI issues we're still working through before we put them on a public test realm so while I'd like to get them to you to try, their usability isn't working until we get the UI fixed.
ZOS_BrianWheeler wrote: »The current state of Forward Camps internally have some UI issues we're still working through before we put them on a public test realm so while I'd like to get them to you to try, they really aren't too functional at the moment.
We would want them implemented with many of the suggestions made here with reduced radius and respawning within the circle only, but also with a universal timer for using forward camps. Until we get the UI for all of that in and working, they won't be available to test.
ZOS_BrianWheeler wrote: »The current state of Forward Camps internally have some UI issues we're still working through before we put them on a public test realm so while I'd like to get them to you to try, they really aren't too functional at the moment.
We would want them implemented with many of the suggestions made here with reduced radius and respawning within the circle only, but also with a universal timer for using forward camps. Until we get the UI for all of that in and working, they won't be available to test.
ZOS_BrianWheeler wrote: »We have talked about re-enabling in their current state on live but opted not to for various reasons such as issues mentioned here with blood-porting and server performance.
frosth.darkomenb16_ESO wrote: »ZOS_BrianWheeler wrote: »The current state of Forward Camps internally have some UI issues we're still working through before we put them on a public test realm so while I'd like to get them to you to try, they really aren't too functional at the moment.
We would want them implemented with many of the suggestions made here with reduced radius and respawning within the circle only, but also with a universal timer for using forward camps. Until we get the UI for all of that in and working, they won't be available to test.
This leads to multiple side problems like fights that should not have lasted long become the equivalent of trench wars in WW1 evolving sluggishly and not reaching any conclusions until someone fails rather than someone succeeding.
Until then, no one checks the map to see if they could be needed elsewhere.
Izanagi.Xiiib16_ESO wrote: »frosth.darkomenb16_ESO wrote: »ZOS_BrianWheeler wrote: »The current state of Forward Camps internally have some UI issues we're still working through before we put them on a public test realm so while I'd like to get them to you to try, they really aren't too functional at the moment.
We would want them implemented with many of the suggestions made here with reduced radius and respawning within the circle only, but also with a universal timer for using forward camps. Until we get the UI for all of that in and working, they won't be available to test.
This leads to multiple side problems like fights that should not have lasted long become the equivalent of trench wars in WW1 evolving sluggishly and not reaching any conclusions until someone fails rather than someone succeeding.
Until then, no one checks the map to see if they could be needed elsewhere.
So in a world without camps where the bridge is effectively a 'trench' where no one ever succeeds or fails because running back from Alessia or Sej is how the majority of the pvp population play.
Where is the difference between when we had camps in your eyes?
frosth.darkomenb16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »frosth.darkomenb16_ESO wrote: »ZOS_BrianWheeler wrote: »The current state of Forward Camps internally have some UI issues we're still working through before we put them on a public test realm so while I'd like to get them to you to try, they really aren't too functional at the moment.
We would want them implemented with many of the suggestions made here with reduced radius and respawning within the circle only, but also with a universal timer for using forward camps. Until we get the UI for all of that in and working, they won't be available to test.
This leads to multiple side problems like fights that should not have lasted long become the equivalent of trench wars in WW1 evolving sluggishly and not reaching any conclusions until someone fails rather than someone succeeding.
Until then, no one checks the map to see if they could be needed elsewhere.
So in a world without camps where the bridge is effectively a 'trench' where no one ever succeeds or fails because running back from Alessia or Sej is how the majority of the pvp population play.
Where is the difference between when we had camps in your eyes?
The difference is that if you were to manage one decisive push on the bridge, and wipe the opposing force, they won't respawn straight away 10m away but back at the next keep.
You obtain progress faster and success is being rewarded more.
Those stalemate should also occur less often with the next patch because the target cap is raised. Blobs in chokepoints should now be easier to deal with so learning how to fall back and push dynamically during a fight will be more interesting.
ZOS_BrianWheeler wrote: »We are still looking at forward camps and whether they will be coming back in a modified form but for now and the foreseeable future, they are still not going to be sold by merchants or the crown store.
I called it.
LonePirate wrote: »Siege merchants in 1.6 do not have any forward camps for sale. If they are coming back to the game, they are not present in the current 1.6 build on the PTS.
Lava_Croft wrote: »Only bad PvP players need camps, because the good ones don't die often enough to justify the existence of camps.Izanagi.Xiiib16_ESO wrote: »Princess_Asgari wrote: »No need for camps. Only losers need camps.
Only boring pvpers don't need camps.
Not all of us hide in the shadows waiting to ambush > fear and then go back into shadows
Camps need to be brought back with a maximum radius of death and a res sickness.
Lava_Croft wrote: »Only bad PvP players need camps, because the good ones don't die often enough to justify the existence of camps.Izanagi.Xiiib16_ESO wrote: »Princess_Asgari wrote: »No need for camps. Only losers need camps.
Only boring pvpers don't need camps.
Don't die so much and the lack of camps won't bother you so much. It's not anyone's but your own problem that you like to suicide into zergs, hoping you make more AP than you give to your enemy.Izanagi.Xiiib16_ESO wrote: »Lava_Croft wrote: »Only bad PvP players need camps, because the good ones don't die often enough to justify the existence of camps.Izanagi.Xiiib16_ESO wrote: »Princess_Asgari wrote: »No need for camps. Only losers need camps.
Only boring pvpers don't need camps.
If you justify good as hiding in the back of a 50 people zerg then never spawn at a camp which is placed.
If you try being good enough to fight against the odds 12 vs 40+ and try things on the map then you would see that this stimulates more varied and interesting pvp in cyro.
Or perhaps you like the lag of 60 reds inside Alessia flipping the flags by numbers alone at 1am because it means the zerg cant die as no abilities or siege is working due to the fact that the fight is concentrated in one area because there are no camps.
ZOS_BrianWheeler wrote: »We have talked about re-enabling in their current state on live but opted not to for various reasons such as issues mentioned here with blood-porting and server performance.
Lava_Croft wrote: »Don't die so much and the lack of camps won't bother you so much. It's not anyone's but your own problem that you like to suicide into zergs, hoping you make more AP than you give to your enemy.Izanagi.Xiiib16_ESO wrote: »Lava_Croft wrote: »Only bad PvP players need camps, because the good ones don't die often enough to justify the existence of camps.Izanagi.Xiiib16_ESO wrote: »Princess_Asgari wrote: »No need for camps. Only losers need camps.
Only boring pvpers don't need camps.
If you justify good as hiding in the back of a 50 people zerg then never spawn at a camp which is placed.
If you try being good enough to fight against the odds 12 vs 40+ and try things on the map then you would see that this stimulates more varied and interesting pvp in cyro.
Or perhaps you like the lag of 60 reds inside Alessia flipping the flags by numbers alone at 1am because it means the zerg cant die as no abilities or siege is working due to the fact that the fight is concentrated in one area because there are no camps.
It's very simple: Die less often.Mojomonkeyman wrote: »Lava_Croft wrote: »Don't die so much and the lack of camps won't bother you so much. It's not anyone's but your own problem that you like to suicide into zergs, hoping you make more AP than you give to your enemy.Izanagi.Xiiib16_ESO wrote: »Lava_Croft wrote: »Only bad PvP players need camps, because the good ones don't die often enough to justify the existence of camps.Izanagi.Xiiib16_ESO wrote: »Princess_Asgari wrote: »No need for camps. Only losers need camps.
Only boring pvpers don't need camps.
If you justify good as hiding in the back of a 50 people zerg then never spawn at a camp which is placed.
If you try being good enough to fight against the odds 12 vs 40+ and try things on the map then you would see that this stimulates more varied and interesting pvp in cyro.
Or perhaps you like the lag of 60 reds inside Alessia flipping the flags by numbers alone at 1am because it means the zerg cant die as no abilities or siege is working due to the fact that the fight is concentrated in one area because there are no camps.
So, waiting inmidst of 100 allies for low HP targets to ambush/impale on and disappear into cloakspam afterwards is good play and something to brag about?
Exciting, mechanically demanding and tactically very impressive, too! Teach us, master!
ZOS_BrianWheeler wrote: »We are still looking at forward camps and whether they will be coming back in a modified form but for now and the foreseeable future, they are still not going to be sold by merchants or the crown store.
ZOS_BrianWheeler wrote: »We are still looking at forward camps and whether they will be coming back in a modified form but for now and the foreseeable future, they are still not going to be sold by merchants or the crown store.
Izanagi.Xiiib16_ESO wrote: »frosth.darkomenb16_ESO wrote: »ZOS_BrianWheeler wrote: »The current state of Forward Camps internally have some UI issues we're still working through before we put them on a public test realm so while I'd like to get them to you to try, they really aren't too functional at the moment.
We would want them implemented with many of the suggestions made here with reduced radius and respawning within the circle only, but also with a universal timer for using forward camps. Until we get the UI for all of that in and working, they won't be available to test.
This leads to multiple side problems like fights that should not have lasted long become the equivalent of trench wars in WW1 evolving sluggishly and not reaching any conclusions until someone fails rather than someone succeeding.
Until then, no one checks the map to see if they could be needed elsewhere.
So in a world without camps where the bridge is effectively a 'trench' where no one ever succeeds or fails because running back from Alessia or Sej is how the majority of the pvp population play.
Where is the difference between when we had camps in your eyes?
Izanagi.Xiiib16_ESO wrote: »frosth.darkomenb16_ESO wrote: »ZOS_BrianWheeler wrote: »The current state of Forward Camps internally have some UI issues we're still working through before we put them on a public test realm so while I'd like to get them to you to try, they really aren't too functional at the moment.
We would want them implemented with many of the suggestions made here with reduced radius and respawning within the circle only, but also with a universal timer for using forward camps. Until we get the UI for all of that in and working, they won't be available to test.
This leads to multiple side problems like fights that should not have lasted long become the equivalent of trench wars in WW1 evolving sluggishly and not reaching any conclusions until someone fails rather than someone succeeding.
Until then, no one checks the map to see if they could be needed elsewhere.
So in a world without camps where the bridge is effectively a 'trench' where no one ever succeeds or fails because running back from Alessia or Sej is how the majority of the pvp population play.
Where is the difference between when we had camps in your eyes?
Lol, learn to go around the bridge. Problem solved.
ZOS_BrianWheeler wrote: »We are still looking at forward camps and whether they will be coming back in a modified form but for now and the foreseeable future, they are still not going to be sold by merchants or the crown store.
Finally, a confirmation! Thank you!ZOS_BrianWheeler wrote: »Mercs will not be making a comeback like L.L. Camps are still being investigated though.