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
ThyIronFist 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.
Joy_Division wrote: »As one of the people who supported forward camps, I can assure you I was very much in the minority in advocating that they should stay. But many many others, most of whom will conveniently forget the hypotheses they advocated that did not come true, insisted on their outright removal from the game.
ThyIronFist wrote: »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
Yes and if you would pay any sort of attention to the forums you'd see that there were plenty of discussions and ideas on how to get rid of blood porting. Did you even read through this thread?
And traveling through Cyrodiil is so much fun right? The game is basically horse simulater 2015 and it's very boring and tedious.
Mr_Bubbely wrote: »ThyIronFist 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.
Still against it. Speedbuff + Mount is fast enough to reach every location on the map. If they would change the camps DRASTICALLY i may consider my opinion about it.
What means drastically?
- extreme respawn penalties (like in daoc -> damage reduction and health reduction + introduction of a TEMPLAR SKILL with HUGE REUSE TIMER to cure those negative effects ON ONE TARGET)
- every char can only respawn once (a second chance is ok, but if you still havent learned from your mistakes you dont deserve a third chance)
- group only camps (+ limit group size to 12 in cyrodiil)
- limited respawn radius
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
ITT: How to make things overly complicated.Still against it. Speedbuff + Mount is fast enough to reach every location on the map. If they would change the camps DRASTICALLY i may consider my opinion about it.
What means drastically?
- extreme respawn penalties (like in daoc -> damage reduction and health reduction + introduction of a TEMPLAR SKILL with HUGE REUSE TIMER to cure those negative effects ON ONE TARGET)
- every char can only respawn once (a second chance is ok, but if you still havent learned from your mistakes you dont deserve a third chance)
- group only camps (+ limit group size to 12 in cyrodiil)
- limited respawn radius
- only FC placed before your death are release options
- 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
Removal of forward camps linearized the battle very much. Considering the time needed for attacker reinforcements as opposed to the time required to repair a keep so respawn is possible again, the only sensible strategy is to not got beyond hopping one enemy keep (e.g. Arrius blue, you may go chalamo or BRK, but alessia or aleswell is suicide except with a megazergblob.
Yes I know some groups can pull it off, but generally, deep enemy territory sieges are a thing of the past. Reintroducing FCs would bring those back. If done correctly (no blood porting), this would enhance gameplay very much.
Bleakraven wrote: »Yes, and also at keeps under siege or in resource points you control. As soon as a keep is under siege, a limited number of teleports/respawns are available. If you control nearby resource points, you can also respawn there with a limited number of respawns.
Alternatively, introduce "siege camps" that players can build together (not an individual item being used, but actually using up resources like wood/stone brought from controller resource points) that allow the attacking faction to spawn there (doesn't have to be right on top of the attacked keep, but at least in between 2 keeps.
ITT: How to make things overly complicated.
No one will use an FC, if you get a sickness that is only curable by a single class and with those restrictions. A camped FC is useless, since again people respawn, get one snipe and are dead again without the chance to influence the fight. With the sneak functionality in game, you just provide an AP source for gankers.
Preplacing a camp before you attack so that everyone can spawn is only feasible for defenders. Attackers have a high chance of giving away their surprise advantage.
If you limit the camps to group only and 12 groups maximum, who decides which group is allowed to place the camp. What happens if one troll places a camp, thereby locking out all others.
Come on. If you want restrictions, at least propose something that makes sense.
Leandor wrote:- only FC placed before your death are release options
Please point me to where I have written that. I can't remember ever writing that and furthermore I always use the "list"-tag.Btw besides our differences i agree with the point you mentioned thereLeandor wrote:- only FC placed before your death are release options
Still against it. Speedbuff + Mount is fast enough to reach every location on the map. If they would change the camps DRASTICALLY i may consider my opinion about it.
What means drastically?
- extreme respawn penalties (like in daoc -> damage reduction and health reduction + introduction of a TEMPLAR SKILL with HUGE REUSE TIMER to cure those negative effects ON ONE TARGET)
- every char can only respawn once (a second chance is ok, but if you still havent learned from your mistakes you dont deserve a third chance)
- group only camps (+ limit group size to 12 in cyrodiil)
- limited respawn radius
- only FC placed before your death are release options
- 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
AllPlayAndNoWork wrote: »No no no.
Death will mean nothing. And there is nothing wrong in PvP atm. Not missing them at all.
Did I mention NO ! !