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 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.
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.
Another backtrack! We were told on ESO live that they would be coming back...Not being investigated. Chillrend EU the other night taking blues final emp keep they popped 5 camps on us , this is 3 months after they had stopped being sold.
Once again through ZoSs incompetence ie releasing the patch notes for NA with the camp change on them, the EU community suffers. Perhaps disable the camps completely until you have sorted them out . If people have tried to circumvent the system by buying hundreds then that's their loss.
I really can't see why they can reduce the radius of the circle to only be effective against one keep and the camp can be usable outside and not in a keep or tower or guard NPC's?
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?
ezareth_ESO wrote: »As a player who left while there was still an occasional forward camp being used to one who has returned and have seen none, I find sieges to be far more boring.
I was the guy who always circled the whole keep to burn forward camps and I have no desire to operate siege equipment. Now I end up waiting for the batch of pugs to finish sieging the front door before I can do much that is useful. There needs to be more useful things for players who are not actively focused on sieging to do while sieging keeps. Yes I know there are some things you could do like pick off straglers coming in or clearing NPCs but if there are no straglers and no NPCs in the area being sieged that is kind of worthless.
Just an observation I guess. I still have a ton of Forward Camps in my bank ( =
frosth.darkomenb16_ESO wrote: »I really can't see why they can reduce the radius of the circle to only be effective against one keep and the camp can be usable outside and not in a keep or tower or guard NPC's?
They can't do that for gameplay reasons, not technical ones.
The issue with forward camp, aside from the bloodporting, is that it makes a design flaw in Cyrodill even worse: We only fight at or around keeps.
With forward camp, 90% of the map is not fought over, and we are stuck fighting around mostly copy pasted keeps.
Since the camps are gone people are complaining not because they miss the camps, but because now they feel that issue much more. Since the only game objectives are keeps and their resources, people feel that the ride there however short it is is still "useless".
Thereintroduction of camps would just hide that flaw again while making it worse at the same time.
The way to address all of this is to add intermediary objectives. Things like guard towers that spawn patrols that detect stealth, stables that increase mount speed, control over quest towns that make friendly NPCs fend of gankers, actual forward camps which spawn NPCs to have a position to fall back after a failed assault and so on.
In short, FC are not necessary for the well being of the game ,quite the contrary, however what anoys detractors of the removal needs to be addressed by making Cyrodill a more lively place.
please consider at all the agrees and lol's on the posts about this topic... (this thread and others)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.
untranslated wrote: »Im new to ESO in general. I can say one thing, nothing is more boring than getting to a castle, getting sniped, then spending another 5 minutes running back to the seige. I agree with having more things to do on the way to a seige or bringing back camps, anything that makes the die then just run for 5 minutes , maybe get snipe ganked. The running for 5 minutes is what gets to me. Maybe if there are more players on a server it will increase the PVP density making it more interesting.
But nothing changed about latency issues.I checked the lag before 20 minutes at Thornblade. Latency drops to 500-800 during keep siege