Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

[Idea] Keeps and Camps

Sublime
Sublime
✭✭✭✭
So basically there are three types of area descriptions for keeps:
  • Castle/Fort [keepname] /Keep
  • [keepname] grounds
  • [keepname] Farm/Lumbermill/Mine

The idea would basically be that it is no longer allowed to put up camps on any of those areas if you do not own the respective objective. Obviously [keepname] grounds would be linked to the keep/castle/fort. This would basically mean that if you want to have an option to respawn while inside an enemy keep, you need to own at least one ressource. And defenders can deny camps by takng their own ressources.

Besides that it would still be allowed to put up camps on unowned territory.

Thoughts?
EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • Astanphaeus
    Astanphaeus
    ✭✭✭✭✭
    What? You already can't put a FC on a resource, or inside a keep and its grounds that your faction doesn't own... And if the keep flips, any FC up will despawn immediately...

    Am I not understanding what you are saying?
  • Sublime
    Sublime
    ✭✭✭✭
    What? You already can't put a FC on a resource, or inside a keep and its grounds that your faction doesn't own... And if the keep flips, any FC up will despawn immediately...

    Am I not understanding what you are saying?

    The base idea is that in order to respawn at a camp while inside a enemy keep you have to put it on a ressource that's owned by your faction. Currently it's possible to place camps on (for example) alessia grounds even if you don't own the castle.
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • Astanphaeus
    Astanphaeus
    ✭✭✭✭✭
    Okay, well that idea is bad because there are quite a few resources that are a useless distance from their respective keep.
  • Sublime
    Sublime
    ✭✭✭✭
    Okay, well that idea is bad because there are quite a few resources that are a useless distance from their respective keep.

    True, forgot about that. Back to the drawing board.
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    I think that you should only be able to deploy camps outside of keeps / ressources areas no matter if you are the attacker or defender. End of story. Camps should be used to move your army away from what you already control. Not the other way around.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Personally I wouldn't have camps anywhere except the no mans land between keeps.

    Its a long way back to the fight meaning death is meaningful.
    It removes horse simulator to get to the other side of the map.
    Anything that can be exploited will be exploited
Sign In or Register to comment.