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Forward Camps

  • Master_Kas
    Master_Kas
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    Forward camps should reduce the resources you have when you revive there. kind of how when you res someone they don't have full resources. It should also drain your ultimate. It's kind of dumb that you can wipe a group and then they res in a camp and ulti bomb you. You just depleted all your resources wiping a group and then they all revive with full resources. That's ridiculous

    You don't revive with full ultimate If you used it up before you died (unless you killed enough people with combat frenzy returning you ult). So why should it empty your ult?

    Mag/stam I can perhaps agree with tough.
    EU | PC
  • Nermy
    Nermy
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    As far as I see it, camps are fine as they are. Anyone who remembers them originally will tell you that.

    I think the radius is just right, it won't cover a whole keep and that is good. Means you have to be sure where you place them.

    The 5 minute timer is fine as well, no reasons to complain there. If you wipe a raid, they rezz in a camp and you wipe them again, you know they have to wait 5 minutes or ride back.

    People who complain that they make fights longer aren't thinking strategically and using them to their advantage.

    Camps are back and work well. Leave them be.
    @Nermy
    Ex-Leader of The Wabbajack [EU EP PvP guild - Now stood down from active duty]
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  • Drummerx04
    Drummerx04
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    Sharee wrote: »
    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.
    Nermy wrote: »
    As far as I see it, camps are fine as they are. Anyone who remembers them originally will tell you that.

    I think the radius is just right, it won't cover a whole keep and that is good. Means you have to be sure where you place them.

    The 5 minute timer is fine as well, no reasons to complain there. If you wipe a raid, they rezz in a camp and you wipe them again, you know they have to wait 5 minutes or ride back.

    People who complain that they make fights longer aren't thinking strategically and using them to their advantage.

    Camps are back and work well. Leave them be.

    I'm not sure how strategic I need to be to understand that if I put a camp in range of the fighting, my faction can revive 20 people that died. The main issue I take with camps: the only way to defeat a faction stack is with your own faction stack. With a faction stack there is almost always someone dead who is off of their camp cooldown, so there is pretty much always reinforcements coming back from the dead.
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
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    Maintained Addons:
    Kill Counter
  • Derra
    Derra
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    Stridig wrote: »
    Before they brought forward camps back you would get ganked by the whole zerg instead of 1 or 2 people.

    Before they brought them back there was acutal fighting possible between keeps.

    I´d say remove camps again and also nerf permanent sneak/stealthattacks.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Capsaica
    Capsaica
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    Drummerx04 wrote: »
    Nice! Another possible solution would be to implement a spawn queue at the camp. The queue could discharge one player every 1-3 seconds. This would prevent an entire raid from instantly reviving, but would still allow for steady reinforcements or a raid to reform if the camp was well hidden.

    This mechanism is already in place. It is called a load screen instead of a queue, and it is more fun because it is entirely random. It also uses up your forward camp respawn, because when you come out of the load screen, you are usually dead. That is an added benefit - a feature, even. If you are really, really lucky, the forward camp load screen will dump you out dead into Rivenspire or some other location where you cannot revive because even though it looks, smells and feels like Rivenspire, it is actually Cyrodiil. The most amazing part of that particular feature is that the game has removed your forward camp respawn timer for you by giving you a lovely picture of Cyrodiil to look at for at least 10 minutes. You can also focus on farming gear while you wait for your 90 person queue to pop again. Such nice perks!
  • Drummerx04
    Drummerx04
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    Capsaica wrote: »
    Drummerx04 wrote: »
    Nice! Another possible solution would be to implement a spawn queue at the camp. The queue could discharge one player every 1-3 seconds. This would prevent an entire raid from instantly reviving, but would still allow for steady reinforcements or a raid to reform if the camp was well hidden.

    This mechanism is already in place. It is called a load screen instead of a queue, and it is more fun because it is entirely random. It also uses up your forward camp respawn, because when you come out of the load screen, you are usually dead. That is an added benefit - a feature, even. If you are really, really lucky, the forward camp load screen will dump you out dead into Rivenspire or some other location where you cannot revive because even though it looks, smells and feels like Rivenspire, it is actually Cyrodiil. The most amazing part of that particular feature is that the game has removed your forward camp respawn timer for you by giving you a lovely picture of Cyrodiil to look at for at least 10 minutes. You can also focus on farming gear while you wait for your 90 person queue to pop again. Such nice perks!

    You know, I and my entire guild experienced this obviously intentional and well loved feature of respawning at a keep/camp or simply using the transitus system. We all enjoy our 5+ minute viewing sessions of the exact same cyrodiil concept art while enemies kill our 100% defenseless bodies just sitting inside a camp or keep. We also enjoy the next 5 minute viewing session since we then need to revive again, and if we are really lucky we time out and get to lie dead in the middle of no man's land in Shadowfen with no way to rez without queueing into another campaign.

    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
    vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

    Original Addons:
    Lilith's Group Manager
    Lilith's Lazy Hacks - Auto Recharge/Repair
    Bot Scanner 2000
    Lilith's Command History
    Maintained Addons:
    Kill Counter
  • pjwb16_ESO
    pjwb16_ESO
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    Nermy wrote: »
    As far as I see it, camps are fine as they are. Anyone who remembers them originally will tell you that.

    I think the radius is just right, it won't cover a whole keep and that is good. Means you have to be sure where you place them.

    The 5 minute timer is fine as well, no reasons to complain there. If you wipe a raid, they rezz in a camp and you wipe them again, you know they have to wait 5 minutes or ride back.

    People who complain that they make fights longer aren't thinking strategically and using them to their advantage.

    Camps are back and work well. Leave them be.

    Old camps were better
    ~ here since Beta

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