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Discourage Spawn Camping In Battlegrounds

Aliyavana
Aliyavana
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Spawn camping in battlegrounds is a serious problem that ruins the flow of battlegrounds and should be discouraged. There should be incentive to fight in other parts in the map and fighting at spawn should be discouraged. What can happen is two scenarios 1. One team will be dominant and spawn camp the other two teams until they all quit, or 2. two teams will end up fighting over who kills the weakest team for easy kills while the other team will be spawn camped from their spawn and be killed the second they step down like animals fighting over a meal, thus ruining the match for the third team. Spawn camping should be discouraged and other sections of the map should be encouraged to fight in. For example, istirus outpost the new map has a arena in the middle of it, but it ends up being a spawn camp map and the arena is hardly used.

What should be done is add hard hitting siege at spawn points only usable in deathmatch such as coldfires and scattershots that can be aimed around team bases to prevent enemies from spawn camping you.
This grp killed this entire match and we couldn't really fight back, especially against a premade. Siege would have been nice here.
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Edited by Aliyavana on August 21, 2018 9:18AM
  • Qbiken
    Qbiken
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    I would be all for it, if it meant that you can´t use skills when you´re standing upside on your base/spawn-location. Nothing more annoying than fighting close to an enemy base and having 2-3 people from enemy team standing out of reach in their base spamming ranged skills.
  • Aliyavana
    Aliyavana
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    Qbiken wrote: »
    I would be all for it, if it meant that you can´t use skills when you´re standing upside on your base/spawn-location. Nothing more annoying than fighting close to an enemy base and having 2-3 people from enemy team standing out of reach in their base spamming ranged skills.

    In deathmatch, you shouldn't be near a spawn and be spawn camping as that kills the flow of a deathmatch and that lets them defend themselves atleast, in objectives, I can see how this is a problem where people are defending say their chaos ball from spawn
    Edited by Aliyavana on August 21, 2018 8:01AM
  • ArchMikem
    ArchMikem
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    Reminds me of being Gate camped in Cyrodiil years ago.
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  • Carbonised
    Carbonised
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    The problem is pugs vs premades, and disparity between strength of the groups. ZOS needs to deal with the main problem instead of trying to bandaid it with solutions like this.
  • NoTimeToWait
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    I don't see an issue here the way you are describing it. When your team is spawn camping, you are at risk of being sandwiched between two teams: the spawned one and the third team from behind (which often happens). If two teams contest the spawn of the third one, the third one can just wait for them to finish, and finish off the leftovers of the winning team.

    If one team is able to withstand two other teams or if spawning team is not able to clear their staging from remains of a single team - it's a problem of balancing during matchmaking and not a camping issue.

    I think that these matchmaking balance issues (which are at the root of the problem you are talking about) should be resolved in the first place.
    There are known solutions like premades should have their own queue and full premades (4ppl) should never be matched with full PUG teams. Half premades (2ppl) should be able to mix in PUG queue. But of course it's not a simple mechanic to implement.
    Edited by NoTimeToWait on August 21, 2018 9:02AM
  • code65536
    code65536
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    And what would discouraging spawn camping have done here?

    Spawn camping is a symptom, not the problem itself. The problem is that you have a strong, dominant premade team and the red team fled. So the end result is that they spawn-camped, since that's the most efficient way to get kills.

    If they didn't spawn camp and waited a bit further off, they still would've won and it still would've been a bloodbath. It's just that the bloodbath would've have been somewhere other than the base of your spawn point.

    There are already downsides to fighting at another group's spawn. It means that the camped team's deaths are less punishing. It means you can take damage from their ranged attacks while they are immune to melee damage. And it exposes you to being sandwiched by another team. (We had the great pleasure of wiping out a premade last night that did exactly that and found themselves sandwiched between two groups.)

    If those natural deterrents aren't working, then you've got a bigger problem: namely, an unbalanced match. And, again, spawn camping is merely a symptom of that. You're gonna get rekt with or without spawn camping.
    Edited by code65536 on August 21, 2018 9:09AM
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  • brandonv516
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    Just allow DKs to pull / silver leash to work in BG spawn points again.

    Guarantee they will avoid spawn points next time.
  • Fake Remedy
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    MMR will save us.
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  • MajBludd
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    Make the area like in imperial city. You have a few seconds where you can't be harmed.

    Other than that I can't think of a way you'd fix it because of the environment.
  • darvaria
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    What should be done is add hard hitting siege at spawn points only usable in deathmatch such as coldfires and scattershots that can be aimed aroud team bases to prevent enemies from spawn camping you.

    Now this might be fun ... but it would ruin bgs. And I would be the first person to grab a cold fire.
    Edited by darvaria on September 2, 2018 11:15PM
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