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 ).
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?
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.
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.
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 ).
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.
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 ).
it is so unfair since you cannot really defend sejanus in the first place, it is so easy and fast to capture.