Outpost unlimited spawns need to be addressed

Jaguar_SF
Jaguar_SF
✭✭✭
Hello,

So since ZoS changed how the outpost system works there has been a lot of problems with it. People can spawn for unlimited times and comeback which can be annoying, unless they of course suck really bad to the point that you can kill them 50 times in a row, and somehow you can manage to flag it at the same time.


My proposed solution is not to remove the unlimited spawning, but I suggest that outposts should be treated like Keeps where you have multiple levels for them which will increase wall, door, and guards health. For Example if Aldmeri owns Alessia and Blue Road Keep, the outpost between them ( Sejanus Outpost )should get level protection just like keeps. This will make it easier to defend sejanus and fair to everyone.

What people do now is take an outpost and just death spawn unlimited times, and it is so unfair since you cannot really defend sejanus in the first place, it is so easy and fast to capture.

Is that how you want the game to be played?!! If so then all groups should keep exploiting this.

Edited by Jaguar_SF on January 22, 2018 11:26PM
  • DoctorESO
    DoctorESO
    ✭✭✭✭✭
    ✭✭
    .
    Edited by DoctorESO on September 23, 2018 12:56AM
  • Slick_007
    Slick_007
    ✭✭✭✭✭
    Jaguar_SF wrote: »
    Hello,

    What people do now is take an outpost and just death spawn unlimited times, and it is so unfair since you cannot really defend sejanus in the first place, it is so easy and fast to capture.

    Is that how you want the game to be played?!! If so then all groups should keep exploiting this.

    you musta been on a pretty bad team if you reckon you cant defend them. You certainly can, though its not as easy as a keep and nor should it be. because its not a keep, its an outpost. I cannot think of a single thing where an outpost wasnt relatively easy to take over. But they certainly can be defended. Just takes a few ballsy players to screw up the attackers if they have low numbers, or lots of players if they attackers are a large force.
  • EC_Rob
    EC_Rob
    ✭✭✭
    Playing as DC currently in EU server on the non-cp campaign, but I've had more than one occasion where we defended an outpost with 10 players against groups of 30+. Its certainly defendable if you know how. However, unlimited spawns is good... but there should be a 3-5 min cooldown on it. So that its not an endless onslaught of spawning people.
    Edited by EC_Rob on January 22, 2018 10:44AM
    @EC_Rob
    GM of Nirn Traders (PC-EU)
    GM of Aetherius Trade (PC-EU)
    GM of Sovngarde Traders (PC-EU)

    Keep it causal, enjoy your games.
    Kill in good spirit, die in good spirit.

    Magicka Templar since 2014. Breton master race forever.
  • Jaguar_SF
    Jaguar_SF
    ✭✭✭
    Slick_007 wrote: »
    Jaguar_SF wrote: »
    Hello,

    What people do now is take an outpost and just death spawn unlimited times, and it is so unfair since you cannot really defend sejanus in the first place, it is so easy and fast to capture.

    Is that how you want the game to be played?!! If so then all groups should keep exploiting this.

    you musta been on a pretty bad team if you reckon you cant defend them. You certainly can, though its not as easy as a keep and nor should it be. because its not a keep, its an outpost. I cannot think of a single thing where an outpost wasnt relatively easy to take over. But they certainly can be defended. Just takes a few ballsy players to screw up the attackers if they have low numbers, or lots of players if they attackers are a large force.

    If there's a group of players with more than 15 siege on outpost. You will not get to it on time unless you're camping it. The moment it gets flagged it is simply gone.

    Now you're coming at this from a point of 5 siege random players sieging it. Sure then if that's the case it is very easy to defend and get to. It is happening everyday on Cyrodiil, just look at your map.
    Edited by Jaguar_SF on January 22, 2018 10:49AM
  • visionality
    visionality
    ✭✭✭✭✭
    l2p-issue here.

    If you want to stop ppl from respawning, bring the outpost under siege. Simple as that.
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    Put the outpost under siege...
  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    Jaguar_SF wrote: »
    Hello,

    So since ZoS changed how the outpost system works there has been a lot of problems with it. People can spawn for unlimited times and comeback which can be annoying, unless they of course suck really bad to the point that you can kill them 50 times in a row, and somehow you can manage to flag it at the same time.
    ...

    Has this not always been the case?
    May be misremembering how it was previously, and was not here for the change
    but thought that previously we could teleport to or revive at an outpost unless it was under attack
    but we could not teleport away from them, and had to go to a keep after a successful defense
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • flubber77
    flubber77
    ✭✭✭✭
    kind of cute, cant take the outpost cause the just respawn and are so bad that u kiled them 20 times as an EMP?

    Nice job...
    Still a grudge, only to see false what u want and nothing less.
  • Jaguar_SF
    Jaguar_SF
    ✭✭✭
    l2p-issue here.

    If you want to stop ppl from respawning, bring the outpost under siege. Simple as that.

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the current siege meta, it is so easy capture for outposts compared to keeps, and the unlimited spawns makes it very powerful.

    Almost all groups has been doing this in cyrodiil now. Sometime you have an entire alliance death spawning. I just think it is something that should be looked at.

    If you feel otherwise I respect your opinion.
    Edited by Jaguar_SF on January 22, 2018 11:01AM
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jaguar_SF wrote: »

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the meta that people use, which is the fast and easy capture for outposts compared to keeps. And the powerful unlimited spawns behind it.

    Okay i just don't get it. How can you say "sieging outpost stops spawn" and "unlimited spawns" in the same paragraph. If you siege, they are not unlimited. If you don't siege, then it's your own fault they are unlimited.
  • Garwulf
    Garwulf
    ✭✭✭
    Dumb Tamriel has totaly screwed PVP. Whilst it was good for PVE it made PVP totally stupid. (as if it wasn't stupid enough to begin with. If you have a character in a PVP campaign you should not be able to have a different character in the same campain in an other faction . Unless ZoS introduces Traitor mode and we can kill faction trators when they return to play in the faction they have betrayed. Only if you have another account is playing a different faction acceptable.


    Unless you take the keep, the Zombies are going to get the defense AP from all their deaths. Better to leave the keep to the Zombies and starve them out by giving them no AP.
  • Jaguar_SF
    Jaguar_SF
    ✭✭✭
    Sharee wrote: »
    Jaguar_SF wrote: »

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the meta that people use, which is the fast and easy capture for outposts compared to keeps. And the powerful unlimited spawns behind it.

    Okay i just don't get it. How can you say "sieging outpost stops spawn" and "unlimited spawns" in the same paragraph. If you siege, they are not unlimited. If you don't siege, then it's your own fault they are unlimited.

    Good question, so if a group of 24 players take an outpost fast with 20/20 siege, and you have almost an entire big zerg death spawning there. How can you approach that? I have the answer for you. Endless fight. Not unlimited enough for you?
    Edited by Jaguar_SF on January 22, 2018 11:12AM
  • flubber77
    flubber77
    ✭✭✭✭
    Jaguar_SF wrote: »
    Sharee wrote: »
    Jaguar_SF wrote: »

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the meta that people use, which is the fast and easy capture for outposts compared to keeps. And the powerful unlimited spawns behind it.

    Okay i just don't get it. How can you say "sieging outpost stops spawn" and "unlimited spawns" in the same paragraph. If you siege, they are not unlimited. If you don't siege, then it's your own fault they are unlimited.

    Good question, so if a group of 24 players take an outpost fast with 20/20 siege, and you have almost an entire big zerg death spawning there. How can you approach that? I have the answer for you. Endless fight. Not unlimited enough for you?

    so what u say is that for etc it should only be able for 15 players to spawn before cooldown time for 5min before next 15 players can spawn there? sound logic lol
    Still a grudge, only to see false what u want and nothing less.
  • visionality
    visionality
    ✭✭✭✭✭
    Jaguar_SF wrote: »
    l2p-issue here.

    If you want to stop ppl from respawning, bring the outpost under siege. Simple as that.

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the current siege meta, it is so easy capture for outposts compared to keeps, and the unlimited spawns makes it very powerful.

    Almost all groups has been doing this in cyrodiil now. Sometime you have an entire alliance death spawning. I just think it is something that should be looked at.

    If you feel otherwise I respect your opinion.

    I admit that I totally miss your point.

    You complain about outposts being so easy to capture for enemy players and then being used as a spawning base. Which is the way it always was, btw, and no big change ZOS did to the "outpost system".

    Next you say that you know that by bringing the outpost under siege yourself you would stop the respawning instantly. Which by your own admittance is very easy.

    So your point is? Forbid enemy players to capture outposts because you are too lazy/incompetent/whatever to set up some ballista?
  • Jaguar_SF
    Jaguar_SF
    ✭✭✭
    flubber77 wrote: »
    Jaguar_SF wrote: »
    Sharee wrote: »
    Jaguar_SF wrote: »

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the meta that people use, which is the fast and easy capture for outposts compared to keeps. And the powerful unlimited spawns behind it.

    Okay i just don't get it. How can you say "sieging outpost stops spawn" and "unlimited spawns" in the same paragraph. If you siege, they are not unlimited. If you don't siege, then it's your own fault they are unlimited.

    Good question, so if a group of 24 players take an outpost fast with 20/20 siege, and you have almost an entire big zerg death spawning there. How can you approach that? I have the answer for you. Endless fight. Not unlimited enough for you?

    so what u say is that for etc it should only be able for 15 players to spawn before cooldown time for 5min before next 15 players can spawn there? sound logic lol

    My suggestion: Since it is as powerful as keeps, it should be treated just like them. After capturing an outpost and the keeps that surrounds it. The walls and Guards should get increased health over time. From Level 1 to 5.

    Another suggestion inspired from your idea. Outposts can be treated just like forward camps, if you die and spawn you will get a timer.

  • Jaguar_SF
    Jaguar_SF
    ✭✭✭
    Jaguar_SF wrote: »
    l2p-issue here.

    If you want to stop ppl from respawning, bring the outpost under siege. Simple as that.

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the current siege meta, it is so easy capture for outposts compared to keeps, and the unlimited spawns makes it very powerful.

    Almost all groups has been doing this in cyrodiil now. Sometime you have an entire alliance death spawning. I just think it is something that should be looked at.

    If you feel otherwise I respect your opinion.

    I admit that I totally miss your point.

    You complain about outposts being so easy to capture for enemy players and then being used as a spawning base. Which is the way it always was, btw, and no big change ZOS did to the "outpost system".

    Next you say that you know that by bringing the outpost under siege yourself you would stop the respawning instantly. Which by your own admittance is very easy.

    So your point is? Forbid enemy players to capture outposts because you are too lazy/incompetent/whatever to set up some ballista?

    Well, I am not just thinking about myself here. Not all groups can deal with this unfairness.

    A lot of solutions can be brought here, treating them like forward camps where you have a timer could be one, or add a level system to outposts just like keeps.

    You can also bring the old system back that was working well before one tamriel, when players can't spawn at outposts.
    Edited by Jaguar_SF on January 22, 2018 11:37AM
  • Slick_007
    Slick_007
    ✭✭✭✭✭
    Jaguar_SF wrote: »

    Now you're coming at this from a point of 5 siege random players sieging it. Sure then if that's the case it is very easy to defend and get to. It is happening everyday on Cyrodiil, just look at your map.

    where do you make that assumption from? iv successfully defended, with a large group, an outpost that had the doors broken in, and watched as the doors were repaired, broken down again, and repaired again while just inside the doors looked like a slaughterhouse with all the corpses piling up.

    Stop making assumptions, or making stuff up. You seem to have the solution already as others point out, but somehow refuse to acknowledge it. And it requires no changes by ZOS.

    And no, do not make outposts as powerful as keeps. they are not keeps.
  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    Jaguar_SF wrote: »
    flubber77 wrote: »
    Jaguar_SF wrote: »
    Sharee wrote: »
    Jaguar_SF wrote: »

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the meta that people use, which is the fast and easy capture for outposts compared to keeps. And the powerful unlimited spawns behind it.

    Okay i just don't get it. How can you say "sieging outpost stops spawn" and "unlimited spawns" in the same paragraph. If you siege, they are not unlimited. If you don't siege, then it's your own fault they are unlimited.

    Good question, so if a group of 24 players take an outpost fast with 20/20 siege, and you have almost an entire big zerg death spawning there. How can you approach that? I have the answer for you. Endless fight. Not unlimited enough for you?

    so what u say is that for etc it should only be able for 15 players to spawn before cooldown time for 5min before next 15 players can spawn there? sound logic lol

    My suggestion: Since it is as powerful as keeps, it should be treated just like them. After capturing an outpost and the keeps that surrounds it. The walls and Guards should get increased health over time. From Level 1 to 5.

    Another suggestion inspired from your idea. Outposts can be treated just like forward camps, if you die and spawn you will get a timer.
    Jaguar_SF wrote: »
    ...
    What people do now is take an outpost and just death spawn unlimited times, and it is so unfair since you cannot really defend sejanus in the first place, it is so easy and fast to capture.

    Is that how you want the game to be played?!! If so then all groups should keep exploiting this.

    To 'answer' your question,
    it probably is intentional that outposts trade hands more easily than keeps
    so 'exploit' their ease of capture to your heart's content
    or put it under attack if you find people are spawning too frequently
    an outpost cannot be conveniently placed or hidden like a camp
    you know where they are coming from, defend a position and shoot some siege at it
    or attack elsewhere on the map to draw them away

    or just farm and be farmed

    whatever works
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Jaguar_SF
    Jaguar_SF
    ✭✭✭
    Slick_007 wrote: »
    Jaguar_SF wrote: »

    Now you're coming at this from a point of 5 siege random players sieging it. Sure then if that's the case it is very easy to defend and get to. It is happening everyday on Cyrodiil, just look at your map.

    where do you make that assumption from? iv successfully defended, with a large group, an outpost that had the doors broken in, and watched as the doors were repaired, broken down again, and repaired again while just inside the doors looked like a slaughterhouse with all the corpses piling up.

    Stop making assumptions, or making stuff up. You seem to have the solution already as others point out, but somehow refuse to acknowledge it. And it requires no changes by ZOS.

    And no, do not make outposts as powerful as keeps. they are not keeps.

    You're missing the point. Outposts are actually better than keeps now. Why? I am going to answer you again. Because they're very easy and fast to take when no one is around them specially behind enemy line, and not that hard to defend when you're actually there to defend it, because you can respawn and comeback hint ( The same trait that a level 5 keep offers ).
  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    Jaguar_SF wrote: »
    Slick_007 wrote: »
    Jaguar_SF wrote: »

    Now you're coming at this from a point of 5 siege random players sieging it. Sure then if that's the case it is very easy to defend and get to. It is happening everyday on Cyrodiil, just look at your map.

    where do you make that assumption from? iv successfully defended, with a large group, an outpost that had the doors broken in, and watched as the doors were repaired, broken down again, and repaired again while just inside the doors looked like a slaughterhouse with all the corpses piling up.

    Stop making assumptions, or making stuff up. You seem to have the solution already as others point out, but somehow refuse to acknowledge it. And it requires no changes by ZOS.

    And no, do not make outposts as powerful as keeps. they are not keeps.

    You're missing the point. Outposts are actually better than keeps now. Why? I am going to answer you again. Because they're very easy and fast to take when no one is around them specially behind enemy line, and not that hard to defend when you're actually there to defend it, because you can respawn and comeback hint ( The same trait that a level 5 keep offers ).

    Am unable to log on at the moment,
    so this is probably a stupid question...

    but are the outposts worth disproportionately more points than keeps and resources
    and that is the reason there are only three of them?
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • efster
    efster
    ✭✭✭✭✭
    I see, so, if you have a zerg full of bads respawning in an outpost and you flag the outpost, you still face the problem of the potato zerg that has respawned and is now alive inside the outpost.

    But you have flagged it, so they can't mindlessly run out any more. They have to play smart.

    But if it's a zerg full of bads like you said, then they will probably stand on the grates and hit you with arrows instead of using oils so I don't see the problem, sorry, because you are still going to kill them and take the outpost.

    Unless you die to the arrows, in which case I got nothin'
    AD is the best looking faction. I don't make the rules, I just enforce them.
  • Jaguar_SF
    Jaguar_SF
    ✭✭✭
    Samadhi wrote: »
    Jaguar_SF wrote: »
    flubber77 wrote: »
    Jaguar_SF wrote: »
    Sharee wrote: »
    Jaguar_SF wrote: »

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the meta that people use, which is the fast and easy capture for outposts compared to keeps. And the powerful unlimited spawns behind it.

    Okay i just don't get it. How can you say "sieging outpost stops spawn" and "unlimited spawns" in the same paragraph. If you siege, they are not unlimited. If you don't siege, then it's your own fault they are unlimited.

    Good question, so if a group of 24 players take an outpost fast with 20/20 siege, and you have almost an entire big zerg death spawning there. How can you approach that? I have the answer for you. Endless fight. Not unlimited enough for you?

    so what u say is that for etc it should only be able for 15 players to spawn before cooldown time for 5min before next 15 players can spawn there? sound logic lol

    My suggestion: Since it is as powerful as keeps, it should be treated just like them. After capturing an outpost and the keeps that surrounds it. The walls and Guards should get increased health over time. From Level 1 to 5.

    Another suggestion inspired from your idea. Outposts can be treated just like forward camps, if you die and spawn you will get a timer.
    Jaguar_SF wrote: »
    ...
    What people do now is take an outpost and just death spawn unlimited times, and it is so unfair since you cannot really defend sejanus in the first place, it is so easy and fast to capture.

    Is that how you want the game to be played?!! If so then all groups should keep exploiting this.

    To 'answer' your question,
    it probably is intentional that outposts trade hands more easily than keeps
    so 'exploit' their ease of capture to your heart's content
    or put it under attack if you find people are spawning too frequently
    an outpost cannot be conveniently placed or hidden like a camp
    you know where they are coming from, defend a position and shoot some siege at it
    or attack elsewhere on the map to draw them away

    or just farm and be farmed

    whatever works

    going somewhere else on the map is just someone trying to escape this broken mechanic in the game right now, which is what I have been doing lately.

    You do bring a good point regarding the timer, the outpost is not hidden therefore it should not have a timer. But there are other options, reversing it back to before one tamriel could be one. There are many solutions that can be dropped here.
  • Haquor
    Haquor
    ✭✭✭✭✭
    Jaguar_SF wrote: »
    l2p-issue here.

    If you want to stop ppl from respawning, bring the outpost under siege. Simple as that.

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the current siege meta, it is so easy capture for outposts compared to keeps, and the unlimited spawns makes it very powerful.

    Almost all groups has been doing this in cyrodiil now. Sometime you have an entire alliance death spawning. I just think it is something that should be looked at.

    If you feel otherwise I respect your opinion.

    Nope. Its fine as it is. Defend your stuff. Siege enemy stuff. Problem solved.
  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    Jaguar_SF wrote: »
    Samadhi wrote: »
    Jaguar_SF wrote: »
    flubber77 wrote: »
    Jaguar_SF wrote: »
    Sharee wrote: »
    Jaguar_SF wrote: »

    I think you misunderstood the point I am trying to deliver. We all know sieging an outpost will stop players from respawning. I am trying to address the meta that people use, which is the fast and easy capture for outposts compared to keeps. And the powerful unlimited spawns behind it.

    Okay i just don't get it. How can you say "sieging outpost stops spawn" and "unlimited spawns" in the same paragraph. If you siege, they are not unlimited. If you don't siege, then it's your own fault they are unlimited.

    Good question, so if a group of 24 players take an outpost fast with 20/20 siege, and you have almost an entire big zerg death spawning there. How can you approach that? I have the answer for you. Endless fight. Not unlimited enough for you?

    so what u say is that for etc it should only be able for 15 players to spawn before cooldown time for 5min before next 15 players can spawn there? sound logic lol

    My suggestion: Since it is as powerful as keeps, it should be treated just like them. After capturing an outpost and the keeps that surrounds it. The walls and Guards should get increased health over time. From Level 1 to 5.

    Another suggestion inspired from your idea. Outposts can be treated just like forward camps, if you die and spawn you will get a timer.
    Jaguar_SF wrote: »
    ...
    What people do now is take an outpost and just death spawn unlimited times, and it is so unfair since you cannot really defend sejanus in the first place, it is so easy and fast to capture.

    Is that how you want the game to be played?!! If so then all groups should keep exploiting this.

    To 'answer' your question,
    it probably is intentional that outposts trade hands more easily than keeps
    so 'exploit' their ease of capture to your heart's content
    or put it under attack if you find people are spawning too frequently
    an outpost cannot be conveniently placed or hidden like a camp
    you know where they are coming from, defend a position and shoot some siege at it
    or attack elsewhere on the map to draw them away

    or just farm and be farmed

    whatever works

    going somewhere else on the map is just someone trying to escape this broken mechanic in the game right now, which is what I have been doing lately.

    You do bring a good point regarding the timer, the outpost is not hidden therefore it should not have a timer. But there are other options, reversing it back to before one tamriel could be one. There are many solutions that can be dropped here.

    How was it before One Tamriel?
    Was gone when One Tamriel launched, came back after Morrowind
    to my recollection prior to leaving
    we could respawn at and port to an outpost unless it was under attack
    but after the fight was finished, we had to run to another keep to Transitus around the map

    Is my memory incorrect? Have Outposts previously been entirely unconnected from the transitus network
    and serve only as nodes to interrupt extended porting?
    Edited by Samadhi on January 22, 2018 12:10PM
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Jade1986
    Jade1986
    ✭✭✭✭✭
    ✭✭✭
    But they arent unlimited. When you spawn once and die again for whatever reason you do have to wat 3,5 minutes to spawn there again :/
  • Pastas
    Pastas
    ✭✭✭
    Jaguar_SF wrote: »
    Hello,

    So since ZoS changed how the outpost system works there has been a lot of problems with it. People can spawn for unlimited times and comeback which can be annoying, unless they of course suck really bad to the point that you can kill them 50 times in a row, and somehow you can manage to flag it at the same time.

    Take a look at this clip for example, you see me and my group killing a group of zombies over and over again over 20 times and it is the same players coming out and dying again with out giving us any AP. Luckily they were that bad.

    https://www.youtube.com/watch?v=VbKczQqY2S0

    My proposed solution is not to remove the unlimited spawning, but I suggest that outposts should be treated like Keeps where you have multiple levels for them which will increase wall, door, and guards health. For Example if Aldmeri owns Alessia and Blue Road Keep, the outpost between them ( Sejanus Outpost )should get level protection just like keeps. This will make it easier to defend sejanus and fair to everyone.

    What people do now is take an outpost and just death spawn unlimited times, and it is so unfair since you cannot really defend sejanus in the first place, it is so easy and fast to capture.

    Is that how you want the game to be played?!! If so then all groups should keep exploiting this.

    I dont see any exploit here, I have seen like 3-4 ballistas in a 9 min video (and you were with 14 man group). Looks like your group was AP farming instead of really wanting to capture outpost.
    It is so fast to put outposts under attack with a ram and a few ballistas, no need to do any changes.

    PS; and you were the emperor LOL
    Edited by Pastas on January 22, 2018 2:07PM
    WARNING
    This post may Include horrible gramatical and orthographic errors
    Read on your own risk
    AD
    Dar'foo Stamblade Zorg-gro-Wurf DK tank Far-Datxo Templar healer Valmir Spellius Magsorc
    Randolf Omberic Magblade Felien Golas Magdk Faenor Oakwood Stamplar Sader Dustorm Stamsorc
    EP
    Do'Ragash Stamdk Caius Grachus Stamden Dalyne Narus Magplar
    DC
    Melkar Spellius Magden
    PC EU
  • JamilaRaj
    JamilaRaj
    ✭✭✭✭✭
    Samadhi wrote: »
    Jaguar_SF wrote: »
    Hello,

    So since ZoS changed how the outpost system works there has been a lot of problems with it. People can spawn for unlimited times and comeback which can be annoying, unless they of course suck really bad to the point that you can kill them 50 times in a row, and somehow you can manage to flag it at the same time.
    ...

    Has this not always been the case?
    May be misremembering how it was previously, and was not here for the change
    but thought that previously we could teleport to or revive at an outpost unless it was under attack
    but we could not teleport away from them, and had to go to a keep after a successful defense

    That is correct, the issue has always been there. On the other hand, the change that allowed defenders to also port out exacerbated it, because it removed cost (i.e. time lost by riding from outpost) of both scouting and committing forces for defense; defenders are now more likely to receive early warning and can, after wiping out attackers, quickly return to defend something else. On top of it, they have unlimited respawns, which ironically work the best for defenders if attackers try to interrupt them as fast possible and therefore ram; defenders will respawn less than two seconds from where fighting takes place.

    There really needs to be cooldown or exponentially more severe pentalty for respawning over and over. Or both, and both in keeps and outpost.
  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    JamilaRaj wrote: »
    Samadhi wrote: »
    Jaguar_SF wrote: »
    Hello,

    So since ZoS changed how the outpost system works there has been a lot of problems with it. People can spawn for unlimited times and comeback which can be annoying, unless they of course suck really bad to the point that you can kill them 50 times in a row, and somehow you can manage to flag it at the same time.
    ...

    Has this not always been the case?
    May be misremembering how it was previously, and was not here for the change
    but thought that previously we could teleport to or revive at an outpost unless it was under attack
    but we could not teleport away from them, and had to go to a keep after a successful defense

    That is correct, the issue has always been there. On the other hand, the change that allowed defenders to also port out exacerbated it, because it removed cost (i.e. time lost by riding from outpost) of both scouting and committing forces for defense; defenders are now more likely to receive early warning and can, after wiping out attackers, quickly return to defend something else. On top of it, they have unlimited respawns, which ironically work the best for defenders if attackers try to interrupt them as fast possible and therefore ram; defenders will respawn less than two seconds from where fighting takes place.
    ...

    And why is this approach to objectives an issue precisely?
    JamilaRaj wrote: »
    ...
    There really needs to be cooldown or exponentially more severe pentalty for respawning over and over. Or both, and both in keeps and outpost.

    What would you propose to be the skill threshold to engage in PvP with minimum downtime?
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    l2p-issue here.

    If you want to stop ppl from respawning, bring the outpost under siege. Simple as that.
    This, put an trebucket a bit in the rear to hit the poster door. this is hard to counter as its limited room to place counter siege.
    outpost is now under siege and they can not respawn inside, however as its small its easy for players inside to res each others. had some fun outpost fights there group wiped repeatedly in the breach and used forward camp while we ressed each other. Here they had sense to keep the trebucket up all the time, if not we would repaired wall after wipe.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Apache_Kid
    Apache_Kid
    ✭✭✭✭✭
    ✭✭✭✭
    Maybe it's too early but this thread caused me so much confusion on all sides :neutral:
Sign In or Register to comment.