Outpost unlimited spawns need to be addressed

  • Rainraven
    Rainraven
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    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 ).

    If you can't get it flagged, they deserve the respawns and to keep the outpost. If you have an outpost you don't defend and somebody else takes it for the respawn point, they deserve the respawns and an outpost they are willing to defend.

    I get that it's irritating, but timers would be worse.
  • idk
    idk
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    It does not appear the outpost is not under siege. As long as it is not under siege they can respawn freely just like if it was a keep. There is nothing wrong with what is happening in the video other than the OP is missing a big mechanic to prevent the opponent respawning.
  • Goshua
    Goshua
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    not sure what makes that any different from a keep, enemy folk surrounding it, no siege, free res
  • JamilaRaj
    JamilaRaj
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    Samadhi wrote: »
    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?

    At best, free, unlimited respawns coupled with fast travel promote ping-pong between two unlint keeps on one hand, and PvDoor on the other hand, because that is obviously the most effective method to avoid ping-pong scenario from developing.
    At worst, it amplifies and cements faction imbalance.
    Samadhi wrote: »
    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?

    Ironically, not engaging enemies near their respawn point is on of the easiest and most effective ways to avoid needless, stupid deaths.
    But to be clear: people dying/respawning over and over are mostly not that stupid, they just make use of the fact that whenever they have respawn point right behing them, combat can be reduced to battle of attrition enemies can not win. You can add that to list of why it is an issue.
  • Samadhi
    Samadhi
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    JamilaRaj wrote: »
    Samadhi wrote: »
    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?

    At best, free, unlimited respawns coupled with fast travel promote ping-pong between two unlint keeps on one hand, and PvDoor on the other hand, because that is obviously the most effective method to avoid ping-pong scenario from developing.
    At worst, it amplifies and cements faction imbalance.
    Samadhi wrote: »
    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?

    Ironically, not engaging enemies near their respawn point is on of the easiest and most effective ways to avoid needless, stupid deaths.
    But to be clear: people dying/respawning over and over are mostly not that stupid, they just make use of the fact that whenever they have respawn point right behing them, combat can be reduced to battle of attrition enemies can not win. You can add that to list of why it is an issue.

    You're going to have to spell things out a bit more clearly for me, sorry
    is the issue that Keeps and Outposts never change hands; that Keeps flip too slowly; that Outposts flip too quickly;
    or that a small group faces difficulty taking objectives from a larger group

    or is it something else entirely, and am simply not comprehending the complaints at all?
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  • VaranisArano
    VaranisArano
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    If you don't like that another faction is constantly respawning in an outpost, you need to coordinate with your faction to go hit that outpost.

    Let's say I'm EP and we're defending Chalman against a never-ending horde of DC who are respawning in Bleakers and riding to the fight.

    I happen to wonder in zone chat "Hey, can someone flag Bleakers and Bruma to take the pressure off Chalman?"

    Sometimes you can hit a tri-keep and that works just as well. Ultimately the solution to stopping the respawns is to flag the respawn point or to hit another point that the enemy must defend. if you can't do it yourself, work with your faction to get it done.

    Hint: Don't think about it as a never-ending stream of enemies. Think about it as a never-ending stram of respawning AP.
    Edited by VaranisArano on January 22, 2018 2:14PM
  • jaws343
    jaws343
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    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 ).

    I do not quite understand your hint here. Respawning and coming back isn't exclusive to level 5 keeps. It is available to any keep or outpost that is not sieged below 50%, as it should be. If you want to prevent re-spawns, flag the keep.
  • Dojohoda
    Dojohoda
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    The original post is confusing but here's my 2 cents worth on the thread in general.

    Outposts are fine the way they are.

    Spawning at outposts has always been possible. (Porting from outposts to another keep is "new")

    No, outposts do not need levels. They are strategic points, not keeps.

    No, do not place limits or timers against spawning at outposts (or keeps).

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  • Hurtfan
    Hurtfan
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    I like outpost fights...

    working as intended...
    For the Pact!
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  • Asardes
    Asardes
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    Do you even siege it? ;)

    If you hit an outpost with a ram in the front gate and have 5 people under it and 2-3 ballistas it will be flagged in a matter of seconds, and you will take it over in maybe 2 minutes, probably before enemies can ride out to it from the nearest keep. Also hitting the postern with 5-6 trebuchets will break it in a minute. You only need 2 people on those, while the others defend from gankers and skirmishers. L2P all the way.
    Edited by Asardes on January 22, 2018 4:18PM
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  • idk
    idk
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    I think OP understands now what his group was lacking in their tactics that permitted the enemy players to continue to respawn.

    I am sure this has been a good learning experience for him and anyone else that's on the newer side of Cyrodiil PvP.
  • Slick_007
    Slick_007
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    Jaguar_SF wrote: »

    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 ).

    no, im not. your point is WRONG. let me say it again because enough people saying it still hasnt sunk in: YOU ARE WRONG.
  • Tan9oSuccka
    Tan9oSuccka
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    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.

    So true. End of story.
  • rootimus
    rootimus
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    Jaguar_SF wrote: »
    it is so unfair

    It about as unfair as a 18-slot TF2 server in highlander mode.
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  • VaranisArano
    VaranisArano
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    Outpost Pro:
    Jaguar_SF wrote: »
    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 ).

    Outpost Con: Outposts are actually worse than keeps now. Why? Because they very easy and fast for the enemy to take so they are a terrible way to secure your transit network. Its harder to defend there than a keep because there are no warning signs like resources flipping and no outer wall. So as soon as the enemy gets the door or the postern walls down to 50%, you're flagged and no more defenders can arrive/rez without riding, and the outpost is already half-way to being taken unlike a keep where the enemy still has to deal with the inner door/wall. Sure, before 50% you can respawn and come back, just like every other keep in the entire map of Cryodiil, but outposts are much, much quicker to capture than keeps with less guardian NPCs and no outer wall, so if your defenders weren't there, you are most likely SOL. If your defenders are there, you don't have the outer wall and much less time to set up a defense and drive off the enemy.

    In other words, those very same factors that make outposts so good are the exact same factors that work against them. When EP has Bleakers, we use it as a constant respawn for attacks on Aleswell. When DC captures Bleakers, they use it for respawning attacks on Chalman. Both EP and DC have the ability to roll up to Bleakers, throw down a ton of siege and capture the outpost considerably easier that either Aleswell or Chalman, against similar number of defenders. An empty outpost is an easy capture for a group. A heavily defended outpost is considerably easier to capture than a heavily defended keep.

    Cyrodiil is designed so that ALL factions can use ALL of the map in the same way. Outposts used as respawning points is outpost working as intended. If you don't like it, capture the outpost and use it for your own respawning point. Keeps, on the other hand, have the downside of being harder to capture in order to be used as a spawn point but also have the upside of being harder for the enemy to capture in order to be used as a spawn point. You can't complain about how easy something is for the enemy and not consider that its just as easy for you to do as well, or that something is hard for you and ignore that its also hard for the enemy.
    Edited by VaranisArano on January 23, 2018 1:51PM
  • Hurtfan
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    Siege from the sides, that way you don't have to deal with the oils...or...counter siege the enemies on top of the outpost, that almost always works.
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  • badmojo
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    Working as intended.

    Defenders of an outpost don't have to kill the attackers, they just have to keep the outpost above 50%.

    If you arent tagging and capturing an objective or defending an objective your faction owns then you are just screwing around wasting time.

    The only thing that needs to be addressed is your lack of strategy.
    [DC/NA]
  • Neoauspex
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    Jaguar_SF wrote: »
    it is so unfair since you cannot really defend sejanus in the first place, it is so easy and fast to capture.

    3 people can wipe 15 if you get your oil pots set up on the interior before the door is down. People just waste too much time spamming snipe from the walls on the exterior.
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