Change to spawn times at forward camps

itscompton
itscompton
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Why in the world would they increase the spawn time at a forward camp to 5 full minutes? I can't ever remember hearing a single person complain about the 2 minute spawn time. The camps are supposed to make the game more fun by allowing us more time in combat and saving us the long boring rides back to keeps under siege. Now with a five minute timer it will be quicker to ride back to most keeps than it will waiting to spawn again at the camp, they've basically just killed forward camps with this update.
  • UltimaJoe777
    UltimaJoe777
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    itscompton wrote: »
    Why in the world would they increase the spawn time at a forward camp to 5 full minutes? I can't ever remember hearing a single person complain about the 2 minute spawn time. The camps are supposed to make the game more fun by allowing us more time in combat and saving us the long boring rides back to keeps under siege. Now with a five minute timer it will be quicker to ride back to most keeps than it will waiting to spawn again at the camp, they've basically just killed forward camps with this update.

    It encourages you to not die thinking "oh well I'll just use the forward camp" so you actually TRY to survive as much as you can.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
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  • clayandaudrey_ESO
    clayandaudrey_ESO
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    Be thankful they left them in this time instead of removing them all together like before.
  • TequilaFire
    TequilaFire
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    Because the big zerg groups complained they didn't want to kill the same small group in their face 2 min later is what it boils down to.
  • leepalmer95
    leepalmer95
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    It did make putting a castle under siege useless though, they'd forward camp and just continue dropping down to try and wipe the siege until they finally did, not matter how many times you killed them.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


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  • Hurika
    Hurika
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    Adds an element of strategy. Cutting off port to a nearby keep/outpost has value if it means cutting off the supply line of enemies if FC's aren't available as often. Forces people to think before rushing in mindlessly spamming abilities knowing if they die it has no real downside which seems to be the current style. Allows organized pushes to clear an enemy instead of just turning on a never ending pez dispenser of zerglings from a forward camp.

    Also plays into their comment about towns in Cyrodiil being able to be claimed and act as release/spawn points making the owning of them mean something. Spreads out forces a bit also instead of hot zergball on zerball action.

    Rezzing and working with teammates to help them becomes more important.

    At least that's my 2 cents.
    Edited by Hurika on July 6, 2016 7:51PM
  • itscompton
    itscompton
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    It did make putting a castle under siege useless though, they'd forward camp and just continue dropping down to try and wipe the siege until they finally did, not matter how many times you killed them.

    I really like that though, it made defending a keep with a smaller force possible and meant a lot more time actually in a fight rather than riding back and forth to get to a fight which consists of a large force (either attacking or defending) just running right over a smaller force in less than a minute.

  • Clerics1985
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    adds an element of Phruckery if you ask me lol, Let the Forward camps be rolled back post 1.5!
  • leepalmer95
    leepalmer95
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    itscompton wrote: »
    It did make putting a castle under siege useless though, they'd forward camp and just continue dropping down to try and wipe the siege until they finally did, not matter how many times you killed them.

    I really like that though, it made defending a keep with a smaller force possible and meant a lot more time actually in a fight rather than riding back and forth to get to a fight which consists of a large force (either attacking or defending) just running right over a smaller force in less than a minute.

    Well a small force can easily defend a keep, they have the advantage or nps/ oils/ siege firing at a breach etc...

    But rushing to stop a zerg from being able to respawn by putting a keep under siege only for them to just spawn at a camp.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Tryxus
    Tryxus
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    On the bright side: less VD bombers
    "Stand strong, stay true and shelter all."
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  • neville_bart0s
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    give them no respawn time!!!

    let them respawn!!

    let them come back and face the might of my op meta build, let them feel the wrath of my gap closer as it fails to close the gap and I stand in the field, mid crit rush, waiting to be slain.

    5 minutes is a bit much though, If im on DC and we are defending Aleswell I could spawn at northern high rock, go kill a delve boss and still ride back to Aleswell before that 5 minutes is up.
  • Elephant42
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    The new spawn time makes them useless after the first res...
  • Justice31st
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    Camps is so easily burned, 5 min cool down for 20k AP cost is ridiculous.
    "The more you know who you are, and what you want, the less you let things upset you."
  • KrishakPanettier
    KrishakPanettier
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    Let me pack up the unused forward camp since it has such a high AP value (rather than once dropped, its a loss either way).
    Krishak Kringle aka KrishakPanettier, Templar (PSN:KrishakPanettier)
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  • Eshelmen
    Eshelmen
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    I'd be happier if those who put camps down get AP back with each player spawning there.
    PC and PS4 EP only player
  • Molag_Crow
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    I was shocked at first about the increase to 5 mins too, but after reading many comments here, I've gotta agree with ZOS on this one.

    It was chaotic with 2 min respawn times on forward camps since a whole group could wipe on defense then respawn nearby and repeat every 2 mins, which was a pain... and many more scenarios like that.
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  • Molag_Crow
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    Eshelmen wrote: »
    I'd be happier if those who put camps down get AP back with each player spawning there.

    Brilliant idea to be honest.

    We spend 20k on those camps and we get nothing in return.
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  • NeillMcAttack
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    It needed a change tbf. 5 mins does seem like a lot though, but if you look at it like this. If you can't fight/survive for 5 mins after just re-spawning, do you even deserve that spawn?
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  • Eshelmen
    Eshelmen
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    Molag_Crow wrote: »
    Eshelmen wrote: »
    I'd be happier if those who put camps down get AP back with each player spawning there.

    Brilliant idea to be honest.

    We spend 20k on those camps and we get nothing in return.


    It makes sense too. AP back from repairing walls and such, but none back for placing the single most expensive item in Cyrodiil?
    50 AP a spawn would be nice. You're bascially resurrecting players anyways :p
    Edited by Eshelmen on July 6, 2016 10:39PM
    PC and PS4 EP only player
  • clayandaudrey_ESO
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    Elephant42 wrote: »
    The new spawn time makes them useless after the first res...

    It makes them strategic and a group who is organized can use these to keep pressure on instead of them just being the mindless respawn point they had turned into.
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