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What would you think about not being able to respawn at keeps not connected with transit line?

ThatNeonZebraAgain
ThatNeonZebraAgain
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Thought I'd set up a poll to gauge interest on this bit of info @ZOS_BrianWheeler gave out in today's PvP update.
We have talked about removing the ability to respawn in enemy controlled keeps if they are not connected to a transit line, but hasn't gotten any traction other than discussions at the moment.
Edited by ThatNeonZebraAgain on June 16, 2015 6:32PM
Gore-of-the-Forest Argonian Nightblade
Wode Earthrender Breton Dragonknight
Ceol the Last Baron Redguard Dragonknight
Wayra High Elf Sorceress
Erebain Salothran Dark Elf Templar
Rituals-of-the-Forest Argonian Warden

What would you think about not being able to respawn at keeps not connected with transit line? 54 votes

Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
38%
rikimm16_ESOkevlarto_ESORook_MasterKelletonThatNeonZebraAgainkendellking_chaosb14_ESOc0rpXsoruscjthibsAenlirSotha_Siltplink3r1LaurentiaSorisIyasJamilaRajDar_ZeenaStikatoBalinor13Cormore 21 votes
No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
53%
PoxheartMisterJimothyHoodster92_ESOk1llorbek1lledTeargrantsJasmineMoldovialolo_01b16_ESOBelethornKagheiDomanders7732425ub17_ESOWebBullKaramis_VimardonFrancescolgWeberdavortexman11Ra1neWarraxxSanct16sirston 29 votes
I have another idea
7%
PerphectionMrGhostyAhPook_Is_HereDraxys 4 votes
  • Soulac
    Soulac
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    Sure, but then gimme camps back.
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • SturgeHammer
    SturgeHammer
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    Maybe I am missing something obvious, but ever since camps were removed I haven't really found any issues with the existing system.
    First-in-Line - Swings-for-Lethal
    Green-Thumb - Scale-Factor
    Hist-Tree-Major - A-Late-One
    Needs-Some-Help - Dead-Last
  • Francescolg
    Francescolg
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    Imo this is a basic feature of pvp and should stay as it is! That the developer team even mentions it, is just a further proof of incompetence. The same "wrong spirit" that lead them to remove camps, after having introduced them before.. What a loss of credibility!

    To every anti-camps guy: It doesn't matter at all if you remove camps and the ability to resurrect at distant keeps (things that offer great strategic possibilities to underdog-teams, as they enable you to get far behind the enemy lines, even when they took all your keeps, instead of changing the server...).

    People like to cluster and people like to continuously fight at choke points, NO MATTER if you allow camps or not, they'll do it! And you can write hundreds of tickets to ZOS, we will cluster, no matter what, because not every player likes to play PvP in the same way, you like to play it :neutral:

    Think of casual players that just play a few hours per week; they might want "uncomplicated" action in Cyrondil, like a nice 1h-zerg fight for home time! Not everyone wants to play with 23 guys and to follow a 10-step strategy, which is followed by another 10-step strategy and a continous leader-bla-bla, forcing you to look for the crown 50% of your time and the inability to listen to music. This type of organized PvP is basically comparable to a "second job".
    Some of us want play the way they want to play! (no pressure, afk breaks, role playing, etc. etc.). Camps were so nice and many players really miss them :'(

    DO NOT force other players to play PvP the way you want PvP to be played, even so if what they do seems boring and repetitive to you. Respect other peoples preferences. Bring back camps! Let people port to keeps which are not connected to the line! Let people decide, whether they just want to raid keeps/structures, or if they have a series of (zerg) fights!
    Edited by Francescolg on June 16, 2015 7:17PM
  • Valnas
    Valnas
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    camps were pvp crack. they allowed our group to be human and take breaks and still maintain constant action/move around the map.

    ppl stay close to the fast respawn / choke and just zerg all day now.
    Fluph Head EP sorc dank magus
    valnäs EP nb
    opHotterslol AD dk
  • RedTalon
    RedTalon
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    Forewarn camps would need to make a come back really
  • WRX
    WRX
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    Maybe with camps sure, but taking awhile the ability to rez there is a bad idea.

    Would allow for more keeps flipping which happens fast enough as is, and make the map even more single minded.
    Decibel GM

    GLUB GLUB
  • k2blader
    k2blader
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    Zeni doesn't get that people looking to PvP don't want equestrian simulators.

    Yeah last year there was a vocal minority of folks in favor of removing FCs which Zeni chose to do. But I'd bet most of those people aren't even playing anymore; which is ironic as stamina based ganking is at its apex right now, lol. Regardless, part of the result has been decreased and decreasing interest in Cyrodiil PvP because people looking to PvP don't want equestrian simulators. Hey Zeni, do you know why Alessia bridge is so popular..
    Disabling the grass may improve performance.
  • Gabriel_Froste
    Gabriel_Froste
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    This question is like asking...

    What do you think of landing this airplane outside of our maximum fuel range at that other airport, y'know?
    Please Refer to my Blacksmith Manual
    Rambling Anti-Manual Manual
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
    I like this idea, balling up in the keep shouldn't be a tactic holding resources does up grade the keep and NPCs. Now resources should be harder to take and the bonuses should be more visible but yea taking resources should be a need step to take a keep it would feel more real
    Chaos Shadow-Scale: Shadow Archer
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    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
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    Chaos of Black Marsh: Master of The Burning Sword
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    For the King of Argonia
    May Sithis hold back his Void
  • WebBull
    WebBull
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line

    Why would anyone want to spend more time riding around on there horses? Makes no sense to me unless I was trying to PvE in Cyrodiil and didnt want enemy's in my territory..........oh now I get it.

    No.
  • Sanct16
    Sanct16
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    I like this idea, balling up in the keep shouldn't be a tactic holding resources does up grade the keep and NPCs. Now resources should be harder to take and the bonuses should be more visible but yea taking resources should be a need step to take a keep it would feel more real
    It is easier to flag the keep (siege a wall to 50%) than actually taking all resources in order to cut the port way.

    --
    I do not support this idea because it would just make everything even more zergy.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • cjthibs
    cjthibs
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    Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
    I actually don't think this would make things more zergy.
    This would spread things out.

    The way I see it, you'd need to defend your supply lines. If they're stretching half-way across the map, that's even more defense required behind you.

    The intent isn't to make people ride farther, the intent would be to spread folks out to defend what they've taken.

    Scouting would become far more important, requiring more coordination across the alliance.
  • Domander
    Domander
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    We need more spawn points and less horse riding please.
  • Stikato
    Stikato
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    Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
    Remove the ability to spawn at cut-off keeps.

    Why should a dead player be able to "fast travel" to more locations than an alive player. This has never made any sense.
    Mordimus - Stam Sorc
  • God_flakes
    God_flakes
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    No! This would only encourage more ganking/interference with pvp objectives and add to already existing frustrations.
  • WebBull
    WebBull
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    Stikato wrote: »
    Remove the ability to spawn at cut-off keeps.

    Why should a dead player be able to "fast travel" to more locations than an alive player. This has never made any sense.

    If you don't want players rezzing at an enemy controlled keep in your territory then burst it. The whole point is to create PvP which this does.
    Seems that certain players just don't want do the work of bursting the keep. Likely interrupts their PvE/Delve/Dolmen questing.
  • Yonkit
    Yonkit
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    OF course not. When you are underpopulated, and yes I'm empirically oftentimes underpopulated as a DC, the quick transit is the only means of staying one step ahead of our opponents when you're actually trying to make a campaign competitive (instead of just farming).

    Taking away tools for mobility and quick travel to key areas will only further strain population imbalance, and it'll make fighting less fun for those casual players who log on and are looking for a quick brawl. PVP needs to be as encouraging as possible for entertainment and access to fun fights otherwise its numbers will continue to diminish and our guildies will leave, and we'll all be very sad.
    Has an Alter Ego in the form of a very large quadrupedal black & white Bear.
  • cjthibs
    cjthibs
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    Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
    Yonkit wrote: »
    PVP needs to be as encouraging as possible for entertainment and access to fun fights otherwise its numbers will continue to diminish and our guildies will leave, and we'll all be very sad.

    So we need to give more Campaign rewards to the losing factions?
    How about making the losing faction ressurects not cost soul gems?
    Free 15 minutes of Emperor time for new players?

    No. We need consequences for making the wrong decisions. If you let the enemy compromise your supply line, you should be limited as to where you can spawn.
  • Yonkit
    Yonkit
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    cjthibs wrote: »
    Yonkit wrote: »
    PVP needs to be as encouraging as possible for entertainment and access to fun fights otherwise its numbers will continue to diminish and our guildies will leave, and we'll all be very sad.

    So we need to give more Campaign rewards to the losing factions?
    How about making the losing faction ressurects not cost soul gems?
    Free 15 minutes of Emperor time for new players?

    No. We need consequences for making the wrong decisions. If you let the enemy compromise your supply line, you should be limited as to where you can spawn.

    I rolled DC.

    WRONG DECISION.

    Has an Alter Ego in the form of a very large quadrupedal black & white Bear.
  • cjthibs
    cjthibs
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    Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
    I see so many people crying about picking DC, but we've had some great fights with them on Chillrend lately.

    In fact, the recent days on Chillrend have been some of the best. Going back and forth across the top of the map for once.
    Far less lag than what I've seen when AD was more populated, and just overall more fun fights.

    Sometimes you win, sometimes you lose. In the end I want challenges, not easy wins.

    If DC were to sneak across the map, cut our transitus by taking a few resources and cause us to lose some keeps...I'd say "Damn, good on them," not, "OMG I Picked the wrong Faction! ZERGS EVERYWHERE!"
  • God_flakes
    God_flakes
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    Yonkit, why? I'm not sorry I chose DC. I am eternal optimist and I think one day we can prove how good we really are.
  • Sanct16
    Sanct16
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    No, I am NOT in favor of removing the ability to respawn in keeps not connected to a transit line
    cjthibs wrote: »
    Yonkit wrote: »
    PVP needs to be as encouraging as possible for entertainment and access to fun fights otherwise its numbers will continue to diminish and our guildies will leave, and we'll all be very sad.

    So we need to give more Campaign rewards to the losing factions?
    How about making the losing faction ressurects not cost soul gems?
    Free 15 minutes of Emperor time for new players?

    No. We need consequences for making the wrong decisions. If you let the enemy compromise your supply line, you should be limited as to where you can spawn.
    Could you please point out why we need that apart from immersive reasons? As someone who PvPs a lot I do not see ANY reason we this change would be good. The only arguments I hear for this change are "it makes no sense otherwise" "you should not be able to" etc.

    Reasons against it:
    - Less spawn points = more players respawning on the same spot = more zergy
    - It will be harder for smaller groups to defend. At the moment you can keep pushing out and prevent the enemy siege as they are vulnerable while sieging. If you die, you can still respawn. Just stop them from getting one wall below 50% - not too hard usually. However, you can not defend resources as you have to defend the keep itself to defend the keep so there would be no way to stop the attackers from cutting the portway.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Draxys
    Draxys
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    I have another idea
    Like others said, only if camps come back. Please don't make me hold my god damn horse sprint button any more than I already have to.
    Edited by Draxys on June 17, 2015 4:55PM
    2013

    rip decibel
  • MrGhosty
    MrGhosty
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    I have another idea
    I opted for third option as I'm intrigued by this idea but I would like to see it get a test run before making it permanent
    With the ability to capture a keep at anytime, I could see this being a great way for underdog factions to remain highly competitive with higher pop factions. Naturally this also means higher pop factions can spread out further and wreak havoc but if they're spread out too far it means smaller groups can fight them off.

    This could potentially be a great way for various guilds to take care of certain lanes as the entire faction pushes. If done correctly this could actually mean more fights everywhere which addresses the whole "I don't want to travel to fights, I want them at my feet at all times".

    I would however also support the reintroduction of forward camps if this feature came into play so long as they had a limited radius so only those in the immediate area could use them.

    couple this with a new mode that would give the instant gratification pugs what they're asking for and we'd be set.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • Soris
    Soris
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    Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
    I like it. Keep resorces would have more improtance with this way. However, make them so, it is near impossible to capture them with just 1 person.
    Welkynd [Templar/AD/EU]
  • cjthibs
    cjthibs
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    Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
    If you look elsewhere in this forum, forward camps do indeed appear to be coming back at some point.
  • Stikato
    Stikato
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    Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
    WebBull wrote: »
    Stikato wrote: »
    Remove the ability to spawn at cut-off keeps.

    Why should a dead player be able to "fast travel" to more locations than an alive player. This has never made any sense.

    If you don't want players rezzing at an enemy controlled keep in your territory then burst it. The whole point is to create PvP which this does.
    Seems that certain players just don't want do the work of bursting the keep. Likely interrupts their PvE/Delve/Dolmen questing.

    The question remains.. why are dead players rewarded with more travel options? How is it good game design to require death in order to access this perk?

    I don't understand the second part of your reply. Are you saying that people that don't like spawning at unconnected keeps are inherently PvE players? I'm not sure how that makes any sense.
    Edited by Stikato on June 18, 2015 10:49AM
    Mordimus - Stam Sorc
  • Kelleton
    Kelleton
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    Yes, I am in favor of removing the ability to respawn in keeps not connected to a transit line
    this is going to ruin my suicide resource farm :(
  • bowmanz607
    bowmanz607
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    The problem with forward camps is that it was contributing significantly to the lag which is the main reason they were taken out. If u don't want to be on your horse all the time play smarter and die less. Start contributing to resurrecting players and not walking pass them to have a pay it forward system going. Besides with rapids and the speed of horses it does not take long at all to get back to the avtion. If u are going to travel deep into opposing territory u have to accept the reality of dieing when u get there. Don't get me wrong I love forward camps and still have some. But the lag was too much.

    Also, not allowing people to rez at keeps or get to them unless they are connected would make emp impossible to get and promote more night capping in the campaigns. Imagine this. You are on AD and the only keep you need for emp is chalman. Red takes sej. And blue takes nikel. You have just lose any chance of getting emp cause now while you try to reestablish connection and get your forces back to where they were rather then just spawning at brk or ales well in which time red takes brk and blue takes ales well all with knly having to get a few people to start nikel and sejanus. This will therefore promote guilds doing 4am night caps to get emp and then the only way to de-emp them is to get another 4am group together to night cap.
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