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Forward camps, a way to implement them and "spread players out"

Domander
Domander
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I'm modifying my original idea with one I think ZOS could implement. Create "forward camp areas" where forward camps could be placed, make them farther away from keeps than resources, but closer than other keeps. These would be of interest to both attackers and defenders.

Bring back camps and allow them to only be placed in these "suitable" areas.

I always thought it was odd to put a "forward camp" inside a keep.

This way there may not only be fighting at the keep, but also at these areas and in between.

Most of what's needed for this is in game already, they would just have to designate areas where camps could be placed.
Edited by Domander on March 14, 2015 11:48PM
  • WRX
    WRX
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    I like most of the above ideas. Forward camp areas would be really nice, perhaps and at those 10 areas you mentioned. If a faction control that module, you can then put a camp there, and in order for other factions to place camps, they must take that module from you.
    Decibel GM

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  • WRX
    WRX
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    And of course you'd have to die within that area to use the camp, so bloodporting isnt much of an issue.
    Decibel GM

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  • Domander
    Domander
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    WRX wrote: »
    I like most of the above ideas. Forward camp areas would be really nice, perhaps and at those 10 areas you mentioned. If a faction control that module, you can then put a camp there, and in order for other factions to place camps, they must take that module from you.

    I removed my original idea to hopefully encourage more discussion, such as how many and where to put them, also to lessen the wall of text effect. I'm trying to keep the idea as simple to implement as possible to increase the chance of it being considered.

    I think one problem with cyro is that there's no reason for pvpers to go anywhere except where the keeps are and in between. The quests are boring, as are the delves.

    I think putting the places outside the normal areas of travel would be good, and limit one camp per spot, maybe one or two in range of each keep.

    I think they should make camps a bit tougher, so they're not as easily trolled by stealth siege.
    Edited by Domander on March 15, 2015 12:26AM
  • Sublime
    Sublime
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    I really like this idea, instead of using a forward camp like a siege weapons, there could be spots, where a player can (for a specific price of AP?) build a forward camp. Those places will obviously be very contested objectives, so I suggest to place 1 or 2 guards for protection there, maybe also some obstacles, like pallisades or towers.
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  • LonePirate
    LonePirate
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    Most people hate camps and are glad they were removed. However, there was more activity across the entire map and server performance was not nearly as bad while camps were still in the game. Server performance has only worsened since camps were removed. Is this all a coincidence?
  • NukeAllTheThings
    NukeAllTheThings
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    LonePirate wrote: »
    Most people hate camps and are glad they were removed. However, there was more activity across the entire map and server performance was not nearly as bad while camps were still in the game. Server performance has only worsened since camps were removed. Is this all a coincidence?

    If their reasoning for terrible server performance is because too many players in 1 place, then no it is not a coincidence. Being able to suicide and respawn at a camp across the map was stupid and should have never been there in the first place. But, FC's were good. It allowed a group a realistic chance at attacking deeper into enemy territory. These days you rarely see attacks more than 1 step away in the chain being attacked.
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  • Draxys
    Draxys
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    LonePirate wrote: »
    Most people hate camps and are glad they were removed. However, there was more activity across the entire map and server performance was not nearly as bad while camps were still in the game. Server performance has only worsened since camps were removed. Is this all a coincidence?

    no FC's is also one of the reasons for the extremely stale current metagame of taking every player on the server and morphing to the next keep in the line. Even if it didn't lag, that's so boring
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  • Mavrick24
    Mavrick24
    What if they simply made it possible to destroy forward camps. That way you would want to be more careful where you place them so that the enemy couldn't easily find them. Wouldn't that fix the issue of them being placed too close to battle?

    Perhaps only allowing them to be placed in "suitable" areas could work as well, but I would just make it a certain distance proximity from keeps and resources rather than specific locations.
  • Tankqull
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    well i am still against FC as they were horrible.

    but i would non the less like to see some system implemented spreading up the player numbers. the current problem are the stationary battlefronts established by the big zerges where every thing happens arround creating a big clusterfugparty in a relativly small area.

    so my suggestion would be to change one of the innitial transitus shrines into a random porter instead of a chosable porter.
    it is weaker so only a group of max 12 players can be ported at once (innitiated by the groupleader), they will be ported to the proximity of a randomly picked uncontested keep/resource in the opponent aliance backyard(random to supress coordinated direct scroll raids).

    that way those groups can quickly cut of zergports to a keep(enabling them to take it even with these low numbers - forcing every attacked alliance todefend those keeps) supress entire porting lines (if they would change release options only to keeps portable from the innitial transitus shrine) that way keep raids at the front line could be easier supported by attacks in the backline etc.

    all in all it would spread the playerbase over the entire zone witch would hopefully help with ther server performance - but none the less ZOS has to work on the coding otherwise this games pvp will die like SWTORS did (but SWTOR offers a much better PvE...)
    Edited by Tankqull on March 16, 2015 4:24PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • frozywozy
    frozywozy
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    I really like the idea, even tho I would rather keep them entirely gone.
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  • Goldie
    Goldie
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    Screw camps, they only open up the possibility to create 100 new exploits. We have enough already that zos refuses to address.
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  • Goldie
    Goldie
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    LonePirate wrote: »
    Most people hate camps and are glad they were removed. However, there was more activity across the entire map and server performance was not nearly as bad while camps were still in the game. Server performance has only worsened since camps were removed. Is this all a coincidence?

    The removal of the camps had nothing to do with the lag getting worse. If you recall, the worst of all this started with the lighting "fix" that was applied (when there was NO problems with lighting) and then got worse with the sound "fix" that was applied (when there were NO problems with sound). Everything they "fix" seems to make things worse!
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  • Alomar
    Alomar
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    The game without camps has less action, days and days of riding, and a hell of a lot less diversity. As anyone who actually spends more than a casual amount of time in Cyrodiil will tell ya, 90%+ of the players spend 90%+ of their time in the exact same areas. This is the "lines on the map" between the keeps.

    This has led to many players fearing solo or small group play and has only encouraged zerging (imo is 25-30+) more and more (aka when two or more of these run into each other lag). The initial idea of forward camp changes by ZOS weren't half bad, but at this point doing nothing for so long just shows another lack of competence in their implementation of change in Cyrodiil.
    Edited by Alomar on March 16, 2015 8:09PM
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