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Would you support the reintroduction of forward camps?

 Jules
Jules
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Edited by Jules on July 14, 2015 10:52AM
JULES | PC NA | ADAMANT

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Would you support the reintroduction of forward camps? 138 votes

Yes, as they were
25%
Alomarm12d12_ESOEzarethLatinLegacyRedTalonMawhonic1990JunipusRakshatFMonkDaraughTheGrandAlliancesaintmurrayFrancescolgNapharielMagusCookiethiefBrassRazoosilky_softSanct16Darthgil 35 votes
Yes, but with changes (explain)
51%
cozmon3c_ESOMorHawkkevlarto_ESOTreassach_ESObosmern_ESOTeargrantsYolokin_Swagonborndjnapstyb14_ESOIllumousForestd16b14_ESOSLy_Kytic0rpbertenburnyb16_ESOEtanielTurelusMaulkinthemdogesbiteBleakravencf398ub17_ESOInvictoNZ 71 votes
No (explain)
23%
WarrioroftheWind_ESOmichaelb14a_ESO2AstienAntirobSentinelxaraanMorvulAllPlayAndNoWorkLava_Croftdennissomb16_ESOLarsSLeovolaoEIGHTSRojnaarSeriNallenilVagabond_OutcastVistplink3r1ijacksparrowed 32 votes
  • ThyIronFist
    ThyIronFist
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    Yes, but with changes (explain)
    They need to come back, but revamped. Example: if you die to NPCs you cannot respawn at a FC to prevent bloodporting. Or make it so that if you die within the radius of the FC you can respawn, die outside of it, you can't respawn.

    I have no idea why ZOS suddenly removed FCs as there were plenty of discussions going on about FCs and how to improve them. The game has become too zergy with the removal of FCs. With FCs there was a potential to bring PvP all across the map, it made keep defenses much more challenging and fun... and oh those glorious 30k defense ticks. Now you're lucky if you get a 2k tick.

    Want to take a scroll and run it across the map? You could place camps along the way and taadaa, open world PvP with both large and small scale encounters. Stuff like this barely happens anymore and it makes me sad that the game has turned into a zergfest.

    As of anno 2015, with the introduction of 1.6 and removal of FCs, small scale is all but dead and zerging reigns supreme. Either zerg or roll a NB and gank.
    The Elder Zergs Online
    Sainur Ironfist - DK - EU - Ebonheart Pact
    Retired
  • Farorin
    Farorin
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    Yes, but with changes (explain)
    Forward camps made the action much easier to participate in and were a great addition to the game, adding even many strategic elements.

    As ThyIronFist said, there are plenty of ways to reintroduce them so they aren't so broken and aren't so over powered, yet still useful and fun.
  • Ghostbane
    Ghostbane
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    Yes, but with changes (explain)
    - 40 spawns per camp
    - Only can use if you die in the 'map area' that the camp is located, ie 'Arrius Keep' or 'North Weald' etc
    - 2 minute cooldown per personal spawn
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    ✭✭
    Yes, but with changes (explain)
    Maybe change the limit to 30 player respawn but smaller respawn area and cool down timer for each respawn and can't put up a new one after the old one is used up for say 5 minutes to stop endless zerg trains.
  • ToRelax
    ToRelax
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    ✭✭
    Yes, but with changes (explain)
    Just with the changes ZOS already mentioned:
    No respawn outside of the radius and a cooldown so if you respawn and die a minute later, you'll have to ride.
    DAGON - ALTADOON - CHIM - GHARTOK
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  •  Jules
    Jules
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    Yes, but with changes (explain)
    They need to come back, but revamped. Example: if you die to NPCs you cannot respawn at a FC to prevent bloodporting. Or make it so that if you die within the radius of the FC you can respawn, die outside of it, you can't respawn.

    I have no idea why ZOS suddenly removed FCs as there were plenty of discussions going on about FCs and how to improve them. The game has become too zergy with the removal of FCs. With FCs there was a potential to bring PvP all across the map, it made keep defenses much more challenging and fun... and oh those glorious 30k defense ticks. Now you're lucky if you get a 2k tick.

    Want to take a scroll and run it across the map? You could place camps along the way and taadaa, open world PvP with both large and small scale encounters. Stuff like this barely happens anymore and it makes me sad that the game has turned into a zergfest.

    As of anno 2015, with the introduction of 1.6 and removal of FCs, small scale is all but dead and zerging reigns supreme. Either zerg or roll a NB and gank.

    Completely agree. I think it's fair that if you die to an npc you can't spawn there. But if you died in the heat of battle, you can give it another go. As it stands now, walls are usually repaired before you get back unless you have someone to tag it. Then it's another couple minutes of sieging when you could instead be fighting.

    I'd also like to see a way to have public vs group FC's so that groups can use theirs exclusively if they're trying to get reconsolidated. The large battles, large d ticks, these are things people miss. The part you mentioned about running a scroll and placing camps along the way... This integrates solo/small man players to be able to scout, place camps ect. All good things.

    If a faction controls most of the map, it's near impossible for the other factions to make a dent in that without a very large population. We need large groups but we also need purpose and prestige for the small group and solo guys. There needs to be objectives on a smaller scale as well other than just ganking.

    What makes me hesitant is just the servers. They can't handle these short large engagements. How would they handle large ones?
    JULES | PC NA | ADAMANT

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  • InvictoNZ
    InvictoNZ
    ✭✭✭
    Yes, but with changes (explain)
    Only rez if you die inside the radius of the camp. No blood port.

    Of course we are still playing Eque$trian Online.

    People used to use tents like potions, run out of resources, everyone but 1 sorc dies, then everyone respawns with full resources, then captures the objective and gains a very large tick.
  • Steelshiv
    Steelshiv
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    Yes, but with changes (explain)
    no blood porting to the camps.
  • Seri
    Seri
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    No (explain)
    My initial reaction was 'no' since the way it used to be is death was no real penalty - a side could get nearly wiped then 10s later it's knocking on the door again - but with some changes I could possibly accept them coming back. Limiting to 'rez range' stops bloodport but doesn't disincentivise a front-line death.
    Now you're lucky if you get a 2k tick.
    Obviously population dependent. On NA PC servers, I'm semi-regularly getting those on Haderus as EP. The obvious clause there being if the keep doesn't flip too quickly due to being rediculously outnumbered.

    On the plus side there's no unending battles needing to finish before tick.
    Ghostbane wrote: »
    - 2 minute cooldown per personal spawn
    I like that idea a lot. Preferably that being independent of camp, but a personal 'no camp respawn' timer. Maybe increase to 3 or 4 minutes? IMO there still needs to be an incentive not to die, and after 10-15s to get back to front-line, you're left with less than 2 potion cycles.
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  • bosmern_ESO
    bosmern_ESO
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    Yes, but with changes (explain)
    If forward camps came back they should make them group/player specific. So if someone in your group sets down a camp only people in the group can see it on the map and res in them. If you are playing solo and set one down you are the only one that can see it on the map and res at it.
    ~Thallen~
  • Emma_Overload
    Emma_Overload
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    Yes, but with changes (explain)
    Yes, because PvP has been a boring horse simulator ever since forward camps were removed. Here's how forward camps SHOULD work:

    The camps should be placed by the game server itself, not the players, at enemy owned assets that are adjacent to assets owned by your faction. These camps would stay open until the keep or whatever changes hands, functioning like a spawn point in Quake, basically. This would keep the action going constantly and drastically reduce the time it takes for the fallen to re-enter the fight.
    #CAREBEARMASTERRACE
  • SLy_Kyti
    SLy_Kyti
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    Yes, but with changes (explain)
    Yes please. Horse simulator is very tiring. And boring.

    Limited usage radius. No blood porting.
    Must be VR rank to use, or above 40.
    Each Camp comes with One Mercenary NPC (brings back usage of mercenaries) Guard.
    Higher cost.
    Smaller footprint enables less buggier camp erect---on when placing on map.

    edited because the sensor didn't like my word. *snif*
    Edited by SLy_Kyti on July 15, 2015 8:32AM
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  • Turelus
    Turelus
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    ✭✭✭✭✭
    Yes, but with changes (explain)
    Ghostbane wrote: »
    - 40 spawns per camp
    - Only can use if you die in the 'map area' that the camp is located, ie 'Arrius Keep' or 'North Weald' etc
    - 2 minute cooldown per personal spawn

    Something close to this and I would be happy.
    @Turelus - EU PC Megaserver
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  •  Jules
    Jules
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    Yes, but with changes (explain)
    Turelus wrote: »
    Ghostbane wrote: »
    - 40 spawns per camp
    - Only can use if you die in the 'map area' that the camp is located, ie 'Arrius Keep' or 'North Weald' etc
    - 2 minute cooldown per personal spawn

    Something close to this and I would be happy.

    Agreed. I think this would be functional without being overkill.
    JULES | PC NA | ADAMANT

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    Rest in Peace G & Yi
    Viva La Aristocracy
  • kevlarto_ESO
    kevlarto_ESO
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    Yes, but with changes (explain)
    No blood porting very small area, and a cool down on using after you rez at one.
    I think I have enjoyed the game more with out them, riding in a group somewhere to me is fun and kinda feels epic, and it does not take long to get around the map, and being in mumble with my group chatting I never really notice the travel time that much.
    Edited by kevlarto_ESO on July 15, 2015 10:43AM
  • EIGHTS
    EIGHTS
    ✭✭✭✭
    No (explain)
    I would rather bring NPC guard back then FC.
    I'm not native speaker in English. I hope that I don't make you misunderstand.
  • Nallenil
    Nallenil
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    No (explain)
    I like that side of pvp as it is. Keeps shouldn't become easier to capture with the use of camps. I like having a break from wiping everyone to repair the walls and some time to breathe. In a way I like that winners get "rewarded" such that they can continue fighting while people who die have to either respawn or get resurrected. If your group never resurrects that's the least of my concerns.
  • Mr_Bubbely
    Mr_Bubbely
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    Yes, as they were
    They need to come back, but revamped. Example: if you die to NPCs you cannot respawn at a FC to prevent bloodporting. Or make it so that if you die within the radius of the FC you can respawn, die outside of it, you can't respawn.

    I have no idea why ZOS suddenly removed FCs as there were plenty of discussions going on about FCs and how to improve them. The game has become too zergy with the removal of FCs. With FCs there was a potential to bring PvP all across the map, it made keep defenses much more challenging and fun... and oh those glorious 30k defense ticks. Now you're lucky if you get a 2k tick.

    Want to take a scroll and run it across the map? You could place camps along the way and taadaa, open world PvP with both large and small scale encounters. Stuff like this barely happens anymore and it makes me sad that the game has turned into a zergfest.

    As of anno 2015, with the introduction of 1.6 and removal of FCs, small scale is all but dead and zerging reigns supreme. Either zerg or roll a NB and gank.

    I read on some patch notes that they removed forward camps to reduce lag that resulted from a huge amount of players constantly respawning.
    Guildmaster of The Royal Imperial Legion
  • Ghostbane
    Ghostbane
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    Yes, but with changes (explain)
    Seri wrote: »
    I like that idea a lot. Preferably that being independent of camp, but a personal 'no camp respawn' timer. Maybe increase to 3 or 4 minutes? IMO there still needs to be an incentive not to die, and after 10-15s to get back to front-line, you're left with less than 2 potion cycles.

    For sure, the cooldown period could be anything really.

    I originally thought of something similar to the 'port to wayshrine' concept in costing AP. After an initial usage, it would cost significantly more AP to use again. ( Similar to the Wayshrines with gold, at the price would decrement down over time )

    But this concept alienates players with low AP pools, and favours the bigger pro guilds.

    The timer cooldown period per all camps is the best universal policy in my opinion. The PVP team stated that they were experimenting with something like this, only the duration would be dynamic based on how long it would take to run back from the shortest spawn point. Personally, it would be pretty difficult to roughly calculate this, as everyone's timer would be individually calculated for them. ( Horse Speed / Stamina + popular route )

    A universal cooldown period of X minutes for all players, all situations, would be the fairest of them all.
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  • SC0TY999
    SC0TY999
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    Yes, but with changes (explain)
    They need to come back, but revamped. Example: if you die to NPCs you cannot respawn at a FC to prevent bloodporting. Or make it so that if you die within the radius of the FC you can respawn, die outside of it, you can't respawn.

    I have no idea why ZOS suddenly removed FCs as there were plenty of discussions going on about FCs and how to improve them. The game has become too zergy with the removal of FCs. With FCs there was a potential to bring PvP all across the map, it made keep defenses much more challenging and fun... and oh those glorious 30k defense ticks. Now you're lucky if you get a 2k tick.

    Want to take a scroll and run it across the map? You could place camps along the way and taadaa, open world PvP with both large and small scale encounters. Stuff like this barely happens anymore and it makes me sad that the game has turned into a zergfest.

    As of anno 2015, with the introduction of 1.6 and removal of FCs, small scale is all but dead and zerging reigns supreme. Either zerg or roll a NB and gank.

    This
  • Naphariel
    Naphariel
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    Yes, as they were
    EIGHTS wrote: »
    I would rather bring NPC guard back then FC.

    hqdefault.jpg
  • Leandor
    Leandor
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    Yes, but with changes (explain)
    Respawn if died in range of tent only.
    Resurrection sickness: spawn with full health but empty stam/magicka.
    Limit number of tents on a time basis. The range of the tent remains for 2 minutes after it is used up or destroyed. Within this time, you cannot place a new tent in this area.
  • Erondil
    Erondil
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    Yes, as they were
    I want them to change, but in the current state of the game, I rather play with the old camps until ZOS change them than with no camps at all.
    ~retired~
    EU server, former Zerg Squad and Banana Squad officer
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  • Zorgon_The_Revenged
    Zorgon_The_Revenged
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    No.

    And players of another alliance shouldn't be able to respawn in any of the 3 main home keeps of an opposite alliance or at least the 2 main scroll keeps.
    Edited by Zorgon_The_Revenged on July 16, 2015 9:50AM
  • Draxys
    Draxys
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    ✭✭
    Yes, but with changes (explain)
    Mr_Bubbely wrote: »
    They need to come back, but revamped. Example: if you die to NPCs you cannot respawn at a FC to prevent bloodporting. Or make it so that if you die within the radius of the FC you can respawn, die outside of it, you can't respawn.

    I have no idea why ZOS suddenly removed FCs as there were plenty of discussions going on about FCs and how to improve them. The game has become too zergy with the removal of FCs. With FCs there was a potential to bring PvP all across the map, it made keep defenses much more challenging and fun... and oh those glorious 30k defense ticks. Now you're lucky if you get a 2k tick.

    Want to take a scroll and run it across the map? You could place camps along the way and taadaa, open world PvP with both large and small scale encounters. Stuff like this barely happens anymore and it makes me sad that the game has turned into a zergfest.

    As of anno 2015, with the introduction of 1.6 and removal of FCs, small scale is all but dead and zerging reigns supreme. Either zerg or roll a NB and gank.

    I read on some patch notes that they removed forward camps to reduce lag that resulted from a huge amount of players constantly respawning.

    I don't know if that was their intention or not, but a lot of people championed the removal of forward camps as the end of lag and zerging. Both are worse now.
    2013

    rip decibel
  • Takllin
    Takllin
    ✭✭✭✭✭
    Yes, but with changes (explain)
    Yes but as others have said, the proposed changes they have said must be added with them. Would add another interesting dynamic and strategy into the game.
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  • Vis
    Vis
    ✭✭✭✭✭
    No (explain)
    Because camps yield zerg v zerg fights only, hurt the solo'ers, kills planning, dries up ganking, and makes death too cheap.
    v14 Sorc Vae Exillis
    v14 DK Costs
    v14 NB 'Vis
    v14 Temp Fiat Lux

  • Vis
    Vis
    ✭✭✭✭✭
    No (explain)
    Draxys wrote: »
    Mr_Bubbely wrote: »
    They need to come back, but revamped. Example: if you die to NPCs you cannot respawn at a FC to prevent bloodporting. Or make it so that if you die within the radius of the FC you can respawn, die outside of it, you can't respawn.

    I have no idea why ZOS suddenly removed FCs as there were plenty of discussions going on about FCs and how to improve them. The game has become too zergy with the removal of FCs. With FCs there was a potential to bring PvP all across the map, it made keep defenses much more challenging and fun... and oh those glorious 30k defense ticks. Now you're lucky if you get a 2k tick.

    Want to take a scroll and run it across the map? You could place camps along the way and taadaa, open world PvP with both large and small scale encounters. Stuff like this barely happens anymore and it makes me sad that the game has turned into a zergfest.

    As of anno 2015, with the introduction of 1.6 and removal of FCs, small scale is all but dead and zerging reigns supreme. Either zerg or roll a NB and gank.

    I read on some patch notes that they removed forward camps to reduce lag that resulted from a huge amount of players constantly respawning.

    I don't know if that was their intention or not, but a lot of people championed the removal of forward camps as the end of lag and zerging. Both are worse now.

    That's not true at all. The worst zerg fight and lag I ever saw was around forward camp spams.
    v14 Sorc Vae Exillis
    v14 DK Costs
    v14 NB 'Vis
    v14 Temp Fiat Lux

  • Vizier
    Vizier
    ✭✭✭✭✭
    Hell no.

    FC's were the worst thing to ever happen to PvP other than the lighting upgrades introduced by ZoS about 1.3.


    Zergs committing mass suicide only to respawn where teams had 50/50 keeps.

    Troll camps

    pretty much nobody traveling through Cryodiil. Just people WTF blood-porting to FC everywhere...IMO. Stupid mechanic and totally defeats the purpose of having a large territory for PvP.

    NO
    Edited by Vizier on July 16, 2015 6:33PM
  • WarrioroftheWind_ESO
    WarrioroftheWind_ESO
    ✭✭✭✭
    No (explain)
    No. No no no no no. They were a crutch, a pacifier, a security blanket. They haven't been active in the game for months, and pvp is better off for it. Groups have to organize intelligently and support one another to secure an objective, not just drop a camp and watch the clown car spill out. You see one now adays from those holdouts who stockpiled them like literally no tomorrow and its a joke. It's a gag. You want to burn that right away. Screw camps.

    They should add capturable objectives for rezzing. Like wilderness shrines, or repairable ones in some of the outposts where transitus is broken.

    But no. No camps. they had their heyday and they are a relic of the past. It was fun at the start but it became absurd in the long run.
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