thankyourat wrote: »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
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.
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.
Before they brought forward camps back you would get ganked by the whole zerg instead of 1 or 2 people.
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.
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!
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.