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Why increase the Forward Camp respawn time?

magnusthorek
magnusthorek
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Since the Veteran Rank removal and thanks to the "super amazing" "class balancing" (yes, seperate quotes), vast are amount of old players re-rolling their toons, at least those on my... "neighborhood" or so to speak.

However, given the inconceivable concept of training a horse that's shared across all characters that mysteriously forgets its own skills when used by a different jockey, the enormity that Cyrodiil is makes the life of experienced players that are trying something new very difficult, even more for new players that might not know how big the place is, or that cliffs, mountains and even rocks are super OP or even that gankers exist.

Not to mention when strategist players/guilds take one specific keep/outpost that disconnects EVERYTHING like happened last Sunday in Daggefall Covenant in which we couldn't even respawn at home gates.

On top of that, we have the overwhelming number of RNG deaths. Be it because a charging ability didn't fire, because we didn't notice that our Magicka/Stamina has been all used up (which may happen with draining poisons) or because you lowered your FOV so much hoping to reduce the lag a little bit and threw a Javelin in a buffed DK, ricocheting back to you... anyway...

ZOS! [Snip] happen all the time! Specially when there a 50 Blueberries mixing themselves with 50 Red Ants in a huge Banana Split.

If after EVERY single accidental death we have to TRY to respawn at a keep, be it because a war strategy like mentioned before or because another of the crescent number of Infinity Loading Screens out there when things are hot hit us, PvP will become EVEN MORE impracticable than it already is

There are TONS of important things to be fixed, changed or even rethought and you come up with this? Why?!

And I'm not even talking about the lag or the local versions of Spider-Men that are the hot topic nowadays, but still, that was a very bad call.

[Edit to remove censor bypass]
Edited by [Deleted User] on July 5, 2016 5:35PM
I am the very model of a scientist Salarian, I've studied species Turian, Asari, and Batarian.
I'm quite good at genetics (as a subset of biology) because I am an expert (which I know is a tautology).
My xenoscience studies range from urban to agrarian, I am the very model of a Scientist Salarian.
  • svartorn
    svartorn
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    Because ZOS clearly doesn't even play in Cyrodiil.

    Look at load screens and gap closers.... yet they increase camp spawn time? WTF? My load screens to rez at camps is longer than the respawn timer.
  • BruhItsOver9000
    BruhItsOver9000
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    Finally, i hate when i gank someone and they respawn then i'm like ok i'll kill you again, then 2 mins later they respawn again and they reveal my position to the whole zerg, its so annoying. Thank you ZOS.
    WOOD ELF MASTER RACE.

  • GreenSoup2HoT
    GreenSoup2HoT
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    It's to make death more impactful. Death doesn't even matter when forward camp re-spawn is 2 minutes. A proximity detonation bomber could just go suicide bomb groups of player while defending a keep and re-spawn every 2 minutes. Now that forward camp's have 5 minute spawn delay's, you best be careful after re-spawning once or else you gotta run back if you die again. With the new 5 minute delay, your most likely only going to get 1 use out of a forward camp before other players use up all the revives also (unless you dropped it for yourself in the middle of nowhere).

    I personally think its a very good change. It sounds ridiculous thinking a whole group of 20 can re-spawn every 2 minutes if the forward camps are supplied to them.
    Edited by GreenSoup2HoT on July 5, 2016 1:51PM
    PS4 NA DC
  • Lysette
    Lysette
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    It's to make death more impactful. Death doesn't even matter when forward camp re-spawn is 2 minutes. A proximity detonation bomber could just go suicide bomb groups of player while defending a keep and re-spawn every 2 minutes. Now that forward camp's have 5 minute spawn delay's, you best be careful after re-spawning once or else you gotta run back if you die again. With the new 5 minute delay, your most likely only going to get 1 use out of a forward camp before other players use up all the revives also (unless you dropped it for yourself in the middle of nowhere).

    I personally think its a very good change. It sounds ridiculous thinking a whole group of 20 can re-spawn every 2 minutes if the forward camps are supplied to them.

    indeed, I would set it to 15 minutes if I would have a say in this - just to make death meaningful.
    Edited by Lysette on July 5, 2016 1:54PM
  • BruhItsOver9000
    BruhItsOver9000
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    svartorn wrote: »
    Because ZOS clearly doesn't even play in Cyrodiil.

    Look at load screens and gap closers.... yet they increase camp spawn time? WTF? My load screens to rez at camps is longer than the respawn timer.

    I love it when a small group wipes out a zerg the ninja way then we all get so happy. But guess what, all of those zerg players respawn and wipe out that small group of players, its not fair.

    I hope they remove camps from pvp.
    Edited by BruhItsOver9000 on July 5, 2016 1:59PM
    WOOD ELF MASTER RACE.

  • cravnbeer
    cravnbeer
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    When FCs were first removed I disliked that change so much. Then I started running with a guild and I found that having no FCs not only made death meaningful but also made being on top of ressing the fallen players that much more important. Needless to say I miss cyrodiil with no FCs.
  • Tryxus
    Tryxus
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    Welp, so much for suicide bombing

    -hangs VD in the closet-
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • Lightninvash
    Lightninvash
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    However, given the inconceivable concept of training a horse that's shared across all characters that mysteriously forgets its own skills when used by a different jockey, the enormity that Cyrodiil is makes the life of experienced players that are trying something new very difficult, even more for new players that might not know how big the place is, or that cliffs, mountains and even rocks are super OP or even that gankers exist.

    you don't train the horse it is your chars riding skill. the horse is just fine just how you ride it
  • magnusthorek
    magnusthorek
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    The essence of the problem is not really the fact of the Forward Camps having their timer changed, but it's the whole picture.

    I confess that I didn't think on the meaningfulness of death (I didn't even know that such word existed XD) and from this POV, it does make sense. But because every other other problem, this "feature" might become a nightmare.
    I am the very model of a scientist Salarian, I've studied species Turian, Asari, and Batarian.
    I'm quite good at genetics (as a subset of biology) because I am an expert (which I know is a tautology).
    My xenoscience studies range from urban to agrarian, I am the very model of a Scientist Salarian.
  • idk
    idk
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    Had to stop reading half way due to such a long monologue.

    They likely increase the respawn time feeling the camps were having to big of an affect on combat. It's is much better than removing them from the game as they did before.
  • magnusthorek
    magnusthorek
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    you don't train the horse it is your chars riding skill. the horse is just fine just how you ride it
    I know that, but think about it: I am the one effectively riding or it's the horse? If I spent hours and on gym, will this make my fat horse stronger or faster? No, that's my point.
    Had to stop reading half way due to such a long monologue
    Not a monologue, but a rather long speech indeed. That's how POVs are developed
    They likely increase the respawn time feeling the camps were having to big of an affect on combat. It's is much better than removing them from the game as they did before.
    Indeed, but still the plan probably will end up backfiring
    I am the very model of a scientist Salarian, I've studied species Turian, Asari, and Batarian.
    I'm quite good at genetics (as a subset of biology) because I am an expert (which I know is a tautology).
    My xenoscience studies range from urban to agrarian, I am the very model of a Scientist Salarian.
  • xerasia
    xerasia
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    Whoa, when did it go to 5 minutes?
    Xerasia - Bosmer Magicka Templar | NA EP
    Galasha - Orc Stamina Dragonknight | NA EP
    Haileigha - Altmer Magicka Sorcerer | NA EP
    Zaxaria - lvl 21 Argonian I don't even know what to do with this one Nightblade | NA EP
  • Deceptive_Yoshi
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    xerasia wrote: »
    Whoa, when did it go to 5 minutes?

    As of this patch they did not too long ago on pc.
  • xerasia
    xerasia
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    Guess it's coming for console then too. Thanks, @Deceptive_Yoshi
    Xerasia - Bosmer Magicka Templar | NA EP
    Galasha - Orc Stamina Dragonknight | NA EP
    Haileigha - Altmer Magicka Sorcerer | NA EP
    Zaxaria - lvl 21 Argonian I don't even know what to do with this one Nightblade | NA EP
  • NBrookus
    NBrookus
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    A 5 minute timer basically ensures a forward camp gives you ONE get-out-of-death-free card. A lot of times you are going to be able to ride back faster than 5 minutes.

    2 minutes was too short, but I think 5 will be too long; we'll see how it plays out.
    xerasia wrote: »
    Whoa, when did it go to 5 minutes?

    This morning's patch.
  • GreenSoup2HoT
    GreenSoup2HoT
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    cravnbeer wrote: »
    When FCs were first removed I disliked that change so much. Then I started running with a guild and I found that having no FCs not only made death meaningful but also made being on top of ressing the fallen players that much more important. Needless to say I miss cyrodiil with no FCs.

    I personally wish i could denie a revive similar to how it was done in Guild Wars 2. Whats the point in killing someone when they get revived instantly? This would make ganking much more impactful, at the moment killing someone in a group means nothing when they are revived right away.
    PS4 NA DC
  • kevlarto_ESO
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    I think it is great, I wish they would remove camps again, now maybe we can break up some of the long lasting lag battles because people just kept reezzing and rezzing over and over. I am sure zerg trains will be the biggest whiners on this change.
  • Lieblingsjunge
    Lieblingsjunge
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    I'm so happy about this. Yes, it'll complicate things on one side, but oh my god, so much easier it'll make other aspects!

    I'm one of those scrubs that runs in smaller/medium groups normally. And when you're up against the zerg, it feels pointless as it was. You can kill off half the zerg(and survive) but with the 2M spawning times, they could just respawn ad come back. Gave us absoltely no chnce to recover. Now: If parts of a zerg is being wiped, they are forced to roach-ressing, they can't just put up 5 camps around one outpost and respawn like ants! (Yes, I did see 5 forward camps scattered around ONE outpost, just so that the zerg could respawn). So yes. This is good news!

    It's very good news. Except for the zergballs. Zergballs will whine.
    Ignorance is the greatest weapon of tyranny.
    PC - EU.
    Lieblingsjunge(AD) - Racechanged Argonian :< | AR 50 - No double AP or Bleakers involved |
    Sits-On-Cacti(DC) - Problem?
    Fail-With-Tail(AD) - Healing Springs-spammer :<
    Tiny Liebs(EP) - Very Tiny. Also heals.
    Lieblingsmädchen(DC) - Magplar is love.
    The Dominàtrix(AD) - Chains, whip, whip, whip.
    Fluffy Furball Kitten(DC) - Kittycat, meow.
    Your Face(EP) - People make bad jokes about my name =(
    Liebs-With-Trees(AD) - Male argo with a big tail :>

    Officer/Sandwitch of Zerg Squad
    My title: The Maneater, Destroyer of Maneuvers, Bane of Potatoes, she who devours them, The Black Hole, the humorless, first of her name.
  • Hibbou
    Hibbou
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    That s a good thing, I hope it s consequent...
    You obviously never spent your whole evening burning them, at first, you are happy "haha 20k AP burning", but after the 10th well, you can subscribe for yoga class...
    And there is also the tick problem, fort is always UA, you have to wait for hours, and when does the tick proc? when you are out of range, devoting yourself for the cause by burning one of those "ducking" camps =)
  • magnusthorek
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    Nice to read different opinions. But just to make thing clear, it was just a curiosity.

    I'm not an experienced PvP'er myself. I mostly used to despise it being Mr. Die-a-Lot. But I'm learning, and I hate to admit, enjoying my brief sessions with folks of Elder Skillz, and this change shocked me from my limited, but defensible, POV.
    I am the very model of a scientist Salarian, I've studied species Turian, Asari, and Batarian.
    I'm quite good at genetics (as a subset of biology) because I am an expert (which I know is a tautology).
    My xenoscience studies range from urban to agrarian, I am the very model of a Scientist Salarian.
  • NovaShadow
    NovaShadow
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    I prefer no FC's full stop. But I approve of this change.
    PC NA - EPHS
  • Sophieous
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    I'm really in for the new timer when it comes to camps, even if sometimes it's not to my favour, I can live with that.

    Leaving the fact that I run in small/med groups, I play on Azura's EU PC which is heavily populated by red tomatoes.

    There has been incidents where, 60 ppl would try to siege a keep, with 30 ad inside, we'd wipe 80% of them and they'd just keep respawning over and over again.

    Or they'd run in big prox det trains over the map, and if you chased them (all factions) and wiped them, they'd just put a new camp a few feet away and respawn again.

    I feel like 5 minutes is acceptable, you can either spawn to another keep and make your way to the site, or have someone else res you. The situation as it was before was not 'fun'

    I'm really chuffed they changed it.
    EU | PC

    Sophious - AD Templar (The one and only true Queen)
    Not Sophious - AD Warden
    Mayorz DK Slave - DC Templar
    May is my bae - DC Magblade
    Galabriem - DC Sorc
    Queen Sophie - DC Stamblade
    "I'm still pretty self-centered, greedy and angry" D.L.




  • Orchish
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    It's fine. The time counts down as you're alive, surely you can stay alive for 5 minutes. If not then perhaps you shouldn't be taken up respawn slots.
  • IcyDeadPeople
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    It is currently a bit too long to where it becomes kind of boring. 2 minutes was the perfect duration.

  • Nightenhowl
    Nightenhowl
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    Its good, it promotes consequence and strategy unlike the previous timer where it was mindless zerging.
  • Dakrana_Thrazvoth
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    The cooldown has been increased too much in my opinion, fights are less intensive and interesting since we have less players in cyrodiil and these cooldown doesnt help at all.
  • kevlarto_ESO
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    I think 5 minutes is to short I would like to see 10 minutes, or do away with FC's all together.
    Edited by kevlarto_ESO on July 15, 2016 11:28AM
  • Tryxus
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    A 2nd chance is nice

    But if you need a 3rd, 4th, 5th,... chance, then it's a hopeless case
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • TequilaFire
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    As always it hurts the small group trying to take on the green zerg.
    Edited by TequilaFire on July 15, 2016 11:35AM
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