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Alliance War future plans and update!

  • galiumb16_ESO
    galiumb16_ESO
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    Dislike that zerg-balling and AoE caps wasnt mentioned in this 'future plans' list.
  • Ilven
    Ilven
    the problem to be solved are more big drops in fps in most agitated moments of the battles. regarding immovable and the various skills of the armor would be enough to use them only if you wear 5 or more pieces of armor.
    would have found a solution for aoe seen that 90% of players can play only using impulse of destruction staff
    should also reduce the effectiveness of those using the stealth heavy & light armor
  • Xsorus
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    A lot of these points should also be mentioned in the new combat threads =) We are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.

    We're still collecting data about the populations in each of the campaigns (for the US and EU)and will make the decision to introduce a 6th Campaign or convert a current campaign in the future. This will hopefully go in conjunction with the campaign buffs conversion of only getting the buffs of the Campaign you're physically in while playing in Cyrodiil.

    There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.

    I forgot one more issue....

    The targeting of people during a keep fight when on the walls of a keep. I don't know if you've done that..But every time i'm fighting on the walls of a keep, My target selection will get stuck on the keep wall, and I can't tab target out of it to another target. The only way to fix it, is to hit escape...

    Please for the love of god fix that bug, as its annoying as hell.
  • Samadhi
    Samadhi
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    Samadhi wrote: »
    Going to post my issues thread points in here since it'll be stickied

    1. AOE caps still resulting in Mindless Zerg Balling in the game completely dumbing down any skill involved in PvP.

    ...

    AoE caps gotta go.
    ...

    6. Unbreakable Stuns, This is still an issue...I've not seen it with Invasion (Shield Charge) and Root after the patch, but i'm still noticing it with Ambush and Concealed Blade combo if they do it from stealth. I've had multiple times were i'm at full stamina spamming the break free key and nothing happens. I'm not sure if other abilities are doing it but if Ambush and Concealed blade still are i imagine other abilities are as well.

    ...

    Are you referring to Dual Wield Hidden Blade or to Nightblade Concealed Weapon here?
    I'm presuming Hidden Blade, since it snares, but I'd just like to verify for clarification.

    Concealed Weapon on nightblade.

    They usually do Ambush followed by that from stealth it seems, But i'm usually stunned and can't break it no matter what I do.

    Strange, I'm not sure what is causing it then.
    I skip Ambush and open with Surprise Attack (the opposite morph from Concealed Weapon) instead; players seem to be able to break out of the stun fine, so something unusual has to be happening when the two are run in conjunction.
    "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.
  • Xsorus
    Xsorus
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    Samadhi wrote: »
    Samadhi wrote: »
    Going to post my issues thread points in here since it'll be stickied

    1. AOE caps still resulting in Mindless Zerg Balling in the game completely dumbing down any skill involved in PvP.

    ...

    AoE caps gotta go.
    ...

    6. Unbreakable Stuns, This is still an issue...I've not seen it with Invasion (Shield Charge) and Root after the patch, but i'm still noticing it with Ambush and Concealed Blade combo if they do it from stealth. I've had multiple times were i'm at full stamina spamming the break free key and nothing happens. I'm not sure if other abilities are doing it but if Ambush and Concealed blade still are i imagine other abilities are as well.

    ...

    Are you referring to Dual Wield Hidden Blade or to Nightblade Concealed Weapon here?
    I'm presuming Hidden Blade, since it snares, but I'd just like to verify for clarification.

    Concealed Weapon on nightblade.

    They usually do Ambush followed by that from stealth it seems, But i'm usually stunned and can't break it no matter what I do.

    Strange, I'm not sure what is causing it then.
    I skip Ambush and open with Surprise Attack (the opposite morph from Concealed Weapon) instead; players seem to be able to break out of the stun fine, so something unusual has to be happening when the two are run in conjunction.

    i think it has to do with Ambush from stealth followed by Concealed Weapon
  • Myrdrett
    Myrdrett
    There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.

    I think Guild Forward Camps are a bad idea. I think the Players exploit this mechanic with making Mega-PvP-Guilds like the Mega-Trading-Guilds.

    My Idea for Foward Camps:

    - DEFENDERS: A destroyable bind/rezz-stone for defenders in the courtyard of the keeps. Defenders must manually bind on this stone for respawn.

    - ATTACKERS: For attackers a Forward camp where the attackers must manually bind on the Forward camp. This means: Attackers must travel over the Field by horse to reach the Forward camp and then bind on it. After binding they can resurrect on the Forward camp until the Forward camp get's destroyed.

    This will consult that when the Forward camp gets destoyed, the endless respawn waves will be stopped, because the attackers lost there bindings on the FC.


    I wish more PVP in the open field between the keeps. Please Change the mechanics of the Forward camps.

    Edited by Myrdrett on August 9, 2014 10:56AM
  • couchkyle25_ESO
    couchkyle25_ESO
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    1. Resources affecting Sieges. What I mean by this is varied. First off make each Resource Node provide a Bonus to the Keep, Mine vastly improves Wall HP on Keeps, Mills vastly improve Gate HP and Farms provide Buffs to NPC soldiers at the Keeps, and improve their re-spawn times possibly. Yes this already exsists. But it is currently meh. Also there are ways of having the players themselves reinforce the Keeps, which would also provide reasons for Claiming ownership. Give each Keep a REAL Upgrade Tree, that players can purchase with Gold/AP. Players can purchase upgrades to make the Keeps easier to defend, Faster Caravan Travel, NPC Caravan Guards, buffing those guards, Increased Siege Capacity for defenders, Upgraded Walls, Gates, Keep Guards, that would stack with the Resource Node boosts. Likewise these bonuses would take time to research and thus requiring effort on the Factions part to hold the Keep. This would create Strong points in Faction held areas that would make is harder for the other Factions to steamroll over Keeps. Have this upgrade system affected by a whole new system added. Supply Caravans. We have "Supply Lines" but they don't do much of anything except provide Teleport Access. Have physical Supply Caravans travel across the map, that your faction has to protect if you want Keeps to have "Resources" to purchase the Upgrades (in addition to the AP/Gold requirement). This would likely require moving each Keeps resource nodes further away from the Keeps, so Supplies can come from those. Enemy factions can raid these Caravans and claim the Resources for themselves, taking them back to their own Keeps for upgrades. Taking Keeps atm feel trivial a lot of the time imo. It should be a challenge, and an accomplishment, to claim an enemies Keep.

    2. Different combat mechanics. What I mean by this, is different ways to play the game. Upgrades to the Alliance War skills lines. More abilities and such, like I believe DAoC had "Wall Climbing" or something along those lines, maybe make that an Ultimate. Thats just one example of ways to shake up Cyrodiil PVP. I am not as good at such suggestions so leave that to others.

    3. Buff Keeps in general. Keeps are a joke atm, just flat out increase Wall and Gate HP by significant amounts. It's too easy to bypass resources and blow down Keep walls within minutes. This to me makes Keeps feel like tissue paper, and frankly they feel a bit pathetic.

    3 diff things
    Edited by couchkyle25_ESO on August 9, 2014 1:37PM
  • Vortimere
    Vortimere
    There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
    This is a GREAT direction and I hope it makes it in, but consider making it a "PARTY forward camp" instead of a guild one. Our guild is pretty large and could likely take advantage of guild-only camps, but we occasionally pick up a few players from the local battlefield or from zone chat and it seems that if our "party" paid for a forward camp, then those in our party should be able to use it for the current engagement. Smaller guilds that actively recruit from zone chat to fill out a 6-group party would still like to benefit from only having their expenditure on camps usable by their party.

    Even if it is guild-only in the end, it's still a HUGE improvement... nothing kills me more than spending 7.2k alliance points to watch a camp get vaporized by all the non-guild/non-party members trying to crash our attack effort (I guess it'd be alright for defense efforts if pugs pile on, but then we'd buy an "original" camp).

    As much as I'm used to the current functionality, it does seem kind of cheesy that if the enemy has gone to the effort of breaking a transitus line (or that line was locked by design for exclusive use by another faction), that downed transitus can be by-passed by using forward camps as a teleport. Suggestions to limit respawn to the radius of the camp seem reasonable. This should NOT impact the current ability to respawn at a keep that has not been flagged as under attack.

    Edit: Suggestion # 140809-001889
    Edited by Vortimere on August 9, 2014 4:39PM
  • Myrdrett
    Myrdrett
    Vortimere wrote: »
    ..., but consider making it a "PARTY forward camp" instead of a guild one. Our guild is pretty large and could likely take advantage of guild-only camps, but we occasionally pick up a few players from the local battlefield or from zone chat and it seems that if our "party" paid for a forward camp, then those in our party should be able to use it for the current engagement.....

    This is what i dont want. With Guild-Forwardcamps the Guilds will load temporarily Players in there Guild. Or Mega-PvP-Guilds will form on the Servers to use the Forwardcamps. And then we have the same like now - no open-field-pvp or roaming between the keeps.

    My Suggestion is: All Players must bind on a Forwardcamp by riding personaly to the camps and binding manualy on it. And the binding gets lost if the forwardcamp will be destroyed.

    Edited by Myrdrett on August 9, 2014 6:30PM
  • beka
    beka
    There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.

    I think that guild forward camps are a nice idea but group forward camps would be better, if we can't have both. I frequently have a few people in my group who aren't guild members and forward camps that won't work for some members of my group won't help much. We'll end up having to continue seeing our camps burned away by whoever or may stop inviting people to group who aren't in the guild. This would be a shame as we've met some good people that way.
  • Nonamesbutmineub17_ESO
    Hey gang!

    We wanted to give you all a heads up regarding what the Alliance War (PVP) team is looking into for the future, as well as what we’re currently working on for Cyrodiil. As a general reminder, the Alliance War team is responsible for all things Cyrodiil, the Imperial City, and the Campaign system as a whole, so this post will be centered on those topics.


    -Wheeler

    is there any possibility of a change to the stationary Gaurd NPC detection bug? The NPC's can pretty much be distracted so that they cannot attack other players
    while they are locked on to a target that is out of their abilities range. I have seen this since I started playing in Cyrodill and this game mechanic can be exploited to take resources with a very small amount of people. Also it bugs sneak on their target, you have to run out of their large area range in order to sneak again, even though they cannot attack you since they must stand in place. Shouldn't the NPC drop it's detection once the target is out of its ability range, since it is stuck in position? It should be a pretty simple fix coding wise, might require a subclass if stationary NPC's are using the same class as non-stationary.

    -Thanks
    Nonamesbutmine
  • Ghenra
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    OMG!!! Really good news, thanks ZOS, I'm impatient to see these changes soon.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    A lot of these points should also be mentioned in the new combat threads =) We are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.

    We're still collecting data about the populations in each of the campaigns (for the US and EU)and will make the decision to introduce a 6th Campaign or convert a current campaign in the future. This will hopefully go in conjunction with the campaign buffs conversion of only getting the buffs of the Campaign you're physically in while playing in Cyrodiil.

    There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.

    Can you convert Bow of Shadows into a 10 or more day campaign so more vets would want to go to it? 5-day was apparently unattractive. The non-vet as well, and for that one the cyrodil NPCs should be more like lvl40 or so, not vet5.

    More like in the very near future too. only a handful of people were good on 5 day duration.

    I also believe that when the campaign resets the scoreboard, everything should just reset too, keep ownership and all. Give each go through a fresh start.
    Edited by demonlkojipub19_ESO on August 12, 2014 4:07AM
  • Orchish
    Orchish
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    A lot of these points should also be mentioned in the new combat threads =) We are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.

    We're still collecting data about the populations in each of the campaigns (for the US and EU)and will make the decision to introduce a 6th Campaign or convert a current campaign in the future. This will hopefully go in conjunction with the campaign buffs conversion of only getting the buffs of the Campaign you're physically in while playing in Cyrodiil.

    There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.

    If Guild camps ever come in, please make sure that a normal camp can be placed inside a guild camps radius. Right now on our campaign some of the bigger guilds will leave camps up at every single keep, so if they come under siege that guild "train" can get to it immediately by suicide-ing into enemy resources. Problem is, if a guild puts up a camp for its members only at a siege or defence, the rest of us will not be able to spawn or even place a normal camp as the guild camp will prevent that under current mechanics.
  • Boomjackal
    Boomjackal
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    Currently unsubscribed by i am keeping a close eye on the pvp threads, i agree with alot of what people are saying, mindless zergs spamming AOE is not fun along with skill lag and crashes, are there any timescales when you are bringing any smaller scale pvp into the game such as battlegrounds and competative arena play were there is actually skill involved? It will win alot of subscribers back just throwing that out there :)

    The mass pvp is fun and was brillaint at the beginning but its broken we deserve something for the time being while we wait for you to fix issues.

  • Morticielle
    Morticielle
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    Client Hitches/Crashes – As mentioned in the Quakecon presentation, we’re working on many game client optimizations that will address client hitching and crashes by allowing you to fine-tune your FX settings. These changes, along with continued server optimization, will help address the quality of combat and encounters in Cyrodiil.
    Excuse me, but why would we need to change our FX settings if your programming is BS and causes fps drops, crashes and lags?

    I play with the same settings since beta and untill patch 1.2.3 in early June there were no problems besides the constant 150+ ms of latency due to the EU Megaserver beeing located in the US. But since 1.2.3 there came the fps drops, the ability lags and since 1.3.3 crashes. Btw: New fast crash record today. I logged on and after 2 min in the game the client crashed. Great work, Zenimax!

    Lady Morticielle d'Aragòn |VR12| Sorcerer | PvP Rank 21 (Major Grade I) | EU-Megaserver | AD

    Subscription cancelled due to the following facts:

    - Zenimax implements more bugs from patch to patch
    - Zenimax does not care about the increasing instability of the game. People have more and more crashes Fix of memory bug decreased number of crashes considerably
    - Zenimax has still not fully fixed the fps drops they (!) implemented with patch1.2.3
    - Zenimax does nothing to fix the massive ability lags in PvP
    - Zenimax gives more attention to unnecassary 'content' like dyes for armors than fixing issues
    - In patchnotes Zenimax lies about bugs allegedly fixed
    - Zenimax has no plan as to how balance population in Cyrodiil campaigns
    - Support is ineffective and does not even speak in a way one can linguistically understand

  • CaptainSilverbrow
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    Pixysticks wrote: »
    Immovable shouldn't be in the game, period. Or if it is, it needs a 1-2 minute cooldown. An ability that makes you immune to every possible CC in the game, including silence, and can be permanently kept on, is ridiculous.

    It needs to be restricted to full Heavy Armor wearers.
  • Rune_Relic
    Rune_Relic
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    Client Hitches/Crashes – As mentioned in the Quakecon presentation, we’re working on many game client optimizations that will address client hitching and crashes by allowing you to fine-tune your FX settings. These changes, along with continued server optimization, will help address the quality of combat and encounters in Cyrodiil.
    Excuse me, but why would we need to change our FX settings if your programming is BS and causes fps drops, crashes and lags?

    I play with the same settings since beta and untill patch 1.2.3 in early June there were no problems besides the constant 150+ ms of latency due to the EU Megaserver beeing located in the US. But since 1.2.3 there came the fps drops, the ability lags and since 1.3.3 crashes. Btw: New fast crash record today. I logged on and after 2 min in the game the client crashed. Great work, Zenimax!

    I think what they are saying is many of the crashing bugs are actualy caused by broken cards and drivers (not) supporting some visual effects properly. By giving you the ability to toggle these hardware abilities on/off directly, you should be able to instantly disable the bugged ability that is causing the crash...regardless of driver/hardware.

    So you should be thanking them for this really as they are letting you troubleshoot and fix the crash yourself, rather than wait for them to try and fix a bug created by improved performance or visual effects. Treating everyone as if they have the same hardware is the problem they are trying to fix.
    Edited by Rune_Relic on August 12, 2014 8:09AM
    Anything that can be exploited will be exploited
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    We have been diligently working on the resolution for client crashes in combat during both PVE and PVP situations and have been pushing those fixes when they're all set.
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    I might be in the minority on this but there is something is bothering me with the forward camps. Basically factions are leaving resources in the hands of enemy factions so they can die and then revive a forward camp across the map. By doing this they are able to override the transitus system and basically appear anywhere on the map instantly and amass a huge force to defend/take whatever they want. Clearly this is not how it was designed, otherwise there would not have been those restrictions in travel in the first place.

    Even if it is my own faction doing it and I am benefiting from the buffs, I am completely opposed to this. How can this not be considered an exploit? The easiest solution to this problem would be to only allow reviving at forward camps within a certain radius of where you died.
    Edited by eventide03b14a_ESO on August 12, 2014 2:18PM
    :trollin:
  • Boomjackal
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    @ZOS_Brianwheeler Mindless zergs spamming AOE is not fun , are there any timescales when you are bringing any smaller scale pvp into the game such as battlegrounds and competative arena play were there is actually skill involved? It will win alot of subscribers back just throwing that out there :)

    The mass pvp is fun and was brillaint at the beginning but its broken we deserve something for the time being while we wait for you to fix issues.
  • Attorneyatlawl
    Attorneyatlawl
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    Morvul wrote: »
    Pixysticks wrote: »
    Pixysticks wrote: »

    Immovable shouldn't be in the game, period. Or if it is, it needs a 1-2 minute cooldown. An ability that makes you immune to every possible CC in the game, including silence, and can be permanently kept on, is ridiculous.

    Or it should be only available if you're wearing 7/7 pieces of Heavy Armor. That would stop the blobbers, they'd have to sacrifice all their Light Armor magicka bonuses.

    Yeah, or make it an ultimate for heavy armor or something.

    or make the length scale with the number of heavy armor pieces you wear...
    like 1.5 second duration of immovable per piece of heavy armor...

    They already do with the "Unstoppable" morph, though not to quite that extent.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • slavicgrip
    slavicgrip
    Soul Shriven
    Sasky wrote: »
    5. Keep Walls basically being nothing more then wet paper tissue in this game.

    The buffs from resources are supposed to make this a calculated gamble, but more and more that's not the case. Even if you double wall HP, it's not much. Short of having spotters, the first warning you have it's too late to teleport in. If a keep has the resources, a warning should go out before it's 50% wall strength and/or teleports and respawns should be able to get in later.

    Example (large swings to illustrate - obviously could be tuned down a bit):
    3 resources - keep under attack at 90%, teleport/respawn stops at 30%
    2 resources - keep under attack at 90%, teleport/respawn stops at 50%
    1 resource - keep under attack at 70%, teleport/respawn stops at 50%
    0 resources - keep under attack at 50%, respawn stops at 50%

    You can still do a blitz tactic bypassing the resources, as it's still only a couple minutes to take a wall down with full siege, but you pay more of a penalty for not stopping supply lines.

    ^^^This.... I love this idea. the numbers could be tweaked greatly. hopefully they will implement this on the PTS for update 4. super cool to test this out.
    A.D. was the last one standing in the lore. E.P. and D.C. fighting us is pointless because we won in the end anyway.
    -WorstHealerEver
  • Docmandu
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    A never ending campaign would be something I'd like to see them try.. tired of one day having fun and the next day when the campaign reset, suddenly find myself in an empty / dead / 100vs0vs0 campaign. (ie. like EU non.vet is now)
  • Enodoc
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    slavicgrip wrote: »
    Sasky wrote: »
    5. Keep Walls basically being nothing more then wet paper tissue in this game.

    The buffs from resources are supposed to make this a calculated gamble, but more and more that's not the case. Even if you double wall HP, it's not much. Short of having spotters, the first warning you have it's too late to teleport in. If a keep has the resources, a warning should go out before it's 50% wall strength and/or teleports and respawns should be able to get in later.

    Example (large swings to illustrate - obviously could be tuned down a bit):
    3 resources - keep under attack at 90%, teleport/respawn stops at 30%
    2 resources - keep under attack at 90%, teleport/respawn stops at 50%
    1 resource - keep under attack at 70%, teleport/respawn stops at 50%
    0 resources - keep under attack at 50%, respawn stops at 50%

    You can still do a blitz tactic bypassing the resources, as it's still only a couple minutes to take a wall down with full siege, but you pay more of a penalty for not stopping supply lines.

    ^^^This.... I love this idea. the numbers could be tweaked greatly. hopefully they will implement this on the PTS for update 4. super cool to test this out.

    Same here. A very nice idea. Although, at 0 resources, respawn is already disabled, so it may be best if that warning was nearer 70% as well, to give people more time to get there.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
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  • synnerman
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    Brian, please will you comment about the current farce with impulse blobs running around practically unkillable. What is going to be done about this?
    All your teams hard work is being made a mockery of by allowing this mindless tactic to carry on , I actually feel sorry for all the hard work and thought that the pve dungeon team must have put into creating the trials , all the boss mechanics etc ...only to watch a team just stand there and impulse it all down.

    we we told the combat team was looking at this 3 weeks ago and still silence from the devs. I have multiple people in my guild who say they are going to leave when their sub runs out if this isn't addressed.

    Im sure youre aware there are a lot of players currently in this game who played "another" MMO that I wont name and that MMO will be expanding in about 6 weeks. If we want to keep those players this important PvP endgame need to be sorted and zerg blobs should be able to be dispatched . Either Get rid of the AoE caps so that any damage on the blob cant be so easily outhealed or make impulse /fire ring etc not castable on the move.

    Again I am asking the devs to comment on this .
  • Myrdrett
    Myrdrett
    .....they can die and then revive a forward camp across the map. By doing this they are able to override the transitus system and basically appear anywhere on the map instantly and amass a huge force to defend/take whatever they want......

    ..... The easiest solution to this problem would be to only allow reviving at forward camps within a certain radius of where you died.....

    Or my Suggestion is: Binding on Forward camps.

    Before you are able to respawn on a Forward-Camps, you must bind on a existing Forward-Camp by clicking on it. You can bind only at one Forward camp at once.

    This means, you have to travel to a Forward-Camp before you can use it for respawn. You can not port arround the map with the Forward-camps.

    This would be better for the game, because this will reward to roaming and patroulling between the frontlines.


    And regarding the AOE-Caps:

    Remove the AOE-Caps but implement "30 sec AOE-Mezz" and "demezz skills" like in Dark Age of Camelot.

    Edited by Myrdrett on August 13, 2014 12:21PM
  • Engelin
    Engelin
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    I would love to see you add to the Keep ownership aspect. I love that the guards now equip the tabbard of the guild controlling the keep. But why stop there? Allow us to spend our AP on upgrading the keep. I.e moats, guild flags, guild banners, more guards, stronger walls, stationary siege on the walls (stronger than regular siege of course), traps, and what ever you might fancy :) Some of these features shouldnt come cheap of course, but I think this would really add something to pvp, and if not that it would add to the guild experience.
    Edited by Engelin on August 13, 2014 2:36PM
  • Anazasi
    Anazasi
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    beka wrote: »
    There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.

    I think that guild forward camps are a nice idea but group forward camps would be better, if we can't have both. I frequently have a few people in my group who aren't guild members and forward camps that won't work for some members of my group won't help much. We'll end up having to continue seeing our camps burned away by whoever or may stop inviting people to group who aren't in the guild. This would be a shame as we've met some good people that way.

    Really? None of this addresses the issue at hand. A. The cost and B. the time it stays up or the number of players who can resurrect at it. If they would simply adjust those two aspects the issue would be resolved. Yeah I know the groups that don't want pugs showing up to there party are the ones pushing this because they want to play at bleakers. Well here's an idea don't die. Use soul gems. To waste time on camps which by the way appear to be working far better now than they have ever worked while insta-death, lag and out of control crashes exist is simply a waste of valuable time. Furthermore, really with ZOS's track record on bugs introduced with patches you want to upset the camp apple cart at this point by introducing new camps. OMGWTF the chance of successfully introducing a new camp type without a major bug is 5,007,899 to 1.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    But soul gems are too expensive... not imo tho. People don't like even buying the empty ones and taking a little time to fill them.

    They made them come out of alliance reward boxes from time to time, but imo its not often enough. I think if every reward box had a grand soul shard in it it would be better.
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