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.
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.
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.
...
visionality 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 meta that people use, which is the fast and easy capture for outposts compared to keeps. And the powerful unlimited spawns behind it.
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.
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?
visionality 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 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
visionality wrote: »visionality 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?
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.
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.
...
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.
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.
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 ).
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....
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
visionality 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 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....
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.
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.
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
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.
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.visionality wrote: »l2p-issue here.
If you want to stop ppl from respawning, bring the outpost under siege. Simple as that.