We had this period of no forward camp pvp. It was stale AF, everyone camping inside keeps, little to no open world battles, taking keeps was possible only with bomb trains...
It was utter bullcrap. FCs have been proven to be necessary for healthy pvp.
This shouldn't be too much of an issue due to the restrictions on them:
- Each forward camp only has a certain number of respawn available (I think it's 20?)
- You can only respawn at a camp if you die within its radius - essentially you can't enter the battle if you weren't already in it
- You can only use a forward camp for respawn once in 5(?) minutes
- There's a limit to how many forward camps can exist on the battlefield at once
WuffyCerulei wrote: »Forward camps come in very handy when there's enemies in and all over a flagged keep. Can't go in and rez people with 10 enemies right where all the dead are. Camps also help with NOT having to ride across the map and possibly get ganked.
We had this period of no forward camp pvp. It was stale AF, everyone camping inside keeps, little to no open world battles, taking keeps was possible only with bomb trains...
It was utter bullcrap. FCs have been proven to be necessary for healthy pvp.
I don't know what server and campaign you are playing on, but on BWB and TF EU, there are plenty of big fights between the objectives. Alessia bridge and Chalman waygate are the most prominent and often hated, but also between Roebeck, Nikel and Ash waygate has a lot of action.Drummerx04 wrote: »We had this period of no forward camp pvp. It was stale AF, everyone camping inside keeps, little to no open world battles, taking keeps was possible only with bomb trains...
It was utter bullcrap. FCs have been proven to be necessary for healthy pvp.
What open world battles have you been having? The only battles I ever really see are either in a keep, or they are between emp keeps and maybe in a town.
I don't know what server and campaign you are playing on, but on BWB and TF EU, there are plenty of big fights between the objectives. Alessia bridge and Chalman waygate are the most prominent and often hated, but also between Roebeck, Nikel and Ash waygate has a lot of action.Drummerx04 wrote: »We had this period of no forward camp pvp. It was stale AF, everyone camping inside keeps, little to no open world battles, taking keeps was possible only with bomb trains...
It was utter bullcrap. FCs have been proven to be necessary for healthy pvp.
What open world battles have you been having? The only battles I ever really see are either in a keep, or they are between emp keeps and maybe in a town.
Often, gankers disrupting reinforcement lines evolve into longer cat & mouse plays.
There is plenty of open world if you don't transitus all the time.
leepalmer95 wrote: »I still think you shouldn't be able to put a forward camp in a keep.
Kind of defeats the purpose of flagging a keep if they can just respawn anyway.
kevlarto_ESO wrote: »I liked better when they took them out, but they are better imho than they used to be blood porting is bad mm-k, you can kinda blood port now if you own on of the cities at least a little travel is involved. I like riding to battle with a large group of my faction feels epic, this whole horse simulator is just crap and hyperbole, the map is big but you can get places pretty fast if you have a maxed out mount.
Maybe a new crown item, temporary speed for your mount, don't lag behind get this 2 hour horse buff stay up with your friends, in the heat of battle die quickly like them..LOL
for those that have no sense of humor that ^^^ is a joke.
on one hand, stacking is bad, on the other hand, like you said - horse simulator
I think the timer they added is too long if you are defending vs a huge zerg, but then that's also a 2-way street right?
ZoS should add more points on the map that factions can control for respawn points - like Bruma/Cropsford/Vlastarus
and make those points matter on the score card for evaluation every hour - and then we can start thinking about FC changes or removal completely
this way you will get more little fights all across the map for tactical points on the map (or they would be just zerged down lol)
but zerg will still zerg no matter what
No reason for such, there's always a guy who runs by straight line from camp to battle, so it's easily traceablevisionality wrote: »Oh, and maybe it would be an improvement to make FCs visible on enemy's maps as soon as players start ressing there?
visionality wrote: »I'm pretty happy with forward camps, I only would change one detail: You can ress once immediately in a FC, then get your 5 min cooldown for the 2nd FC-ress, but no option for a 3rd FC-ress in a row. Ofc getting manually ressed or respawning at your own keep/outpost/town would reset the counter.
While this would still help to keep a battle going, it would prevent the inifinite battles we're seeing atm. It would also stop the farming groups that have one NB hiding and setting up a camp for the whole group or even single members after each wipe in enemy territory.
There is one thing in regards to point 2 in the OP that i would like changed. A freshly built forward camp should stay inactive (cannot respawn at it) but vulnerable (can be destroyed) for X amount of time.
This will prevent the situations where you have an extremely annoying tight group that is very hard to kill, and when you finally do, they will all instantly respawn 1 second after a camp was placed by one stealthed surviving member, and there is nothing you can do to prevent that save being extremely lucky and finding the stealther before he can place the camp.
If the camp has to be placed and be visible for some time before the enemies can respawn there, it will give their opponents a small window to locate and destroy the camp.
If guy who placed camp smart enough, he'll drop caltrops to not allow opponents to burn itThere is one thing in regards to point 2 in the OP that i would like changed. A freshly built forward camp should stay inactive (cannot respawn at it) but vulnerable (can be destroyed) for X amount of time.
This will prevent the situations where you have an extremely annoying tight group that is very hard to kill, and when you finally do, they will all instantly respawn 1 second after a camp was placed by one stealthed surviving member, and there is nothing you can do to prevent that save being extremely lucky and finding the stealther before he can place the camp.
If the camp has to be placed and be visible for some time before the enemies can respawn there, it will give their opponents a small window to locate and destroy the camp.
Sugaroverdose wrote: »If guy who placed camp smart enough, he'll drop caltrops to not allow opponents to burn itThere is one thing in regards to point 2 in the OP that i would like changed. A freshly built forward camp should stay inactive (cannot respawn at it) but vulnerable (can be destroyed) for X amount of time.
This will prevent the situations where you have an extremely annoying tight group that is very hard to kill, and when you finally do, they will all instantly respawn 1 second after a camp was placed by one stealthed surviving member, and there is nothing you can do to prevent that save being extremely lucky and finding the stealther before he can place the camp.
If the camp has to be placed and be visible for some time before the enemies can respawn there, it will give their opponents a small window to locate and destroy the camp.
Sugaroverdose wrote: »If guy who placed camp smart enough, he'll drop caltrops to not allow opponents to burn itThere is one thing in regards to point 2 in the OP that i would like changed. A freshly built forward camp should stay inactive (cannot respawn at it) but vulnerable (can be destroyed) for X amount of time.
This will prevent the situations where you have an extremely annoying tight group that is very hard to kill, and when you finally do, they will all instantly respawn 1 second after a camp was placed by one stealthed surviving member, and there is nothing you can do to prevent that save being extremely lucky and finding the stealther before he can place the camp.
If the camp has to be placed and be visible for some time before the enemies can respawn there, it will give their opponents a small window to locate and destroy the camp.