Blaming players is lame.
You play when you can. If it's a low population point for another Alliance, that isn't a player's fault. Restricting when players can log on to fight will hurt AvA as much as the occasional lop-lopsidedness.
Try focusing instead on things ZOS could do. I am going to spitball here, feel free to pick the suggestions apart but maybe they will inspire better ideas. (I am not suggesting these ideas are a 100% fix, but they might lead to improvements.)
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have stronger keep walls/gates and more/stronger NPCs guards at all times. Make the "quick cap" something truly extraordinary to pull off and give defenders more time to arrive/slow down PvDoor. Make it worth capping resources prior to sieging rather than going straight to attacking the walls or gate. Please read the next few bullets before asking if this doesn't help those who are outnumbered - this is just the first step.
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have something like a low pop bonus for stronghold defense, but unlike the old version of a low pop for campaign scoring bonus don't make it so exploitable or too-late-able. How this would manifest in game mechanics I leave open for discussion, but it might include: bonuses to PCs, bonuses to keep wall/gate strength, bonuses to NPC strength or abilities, bonuses to repairs, etc. These could be tied to how many strongholds (castles, keeps, forts) remain under your Alliance's control rather than to how many players are on during a given interval. This would still benefit a low pop Alliance without the delay of counting heads every so often. If you control all of your starting strongholds, no bonus. For each one you lose, you get a bonus/the bonus increases automatically.
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have a domination penalty. Yes, you still get the fighting and AP/gold bonuses for controlling home and enemy strongholds to encourage taking more of them, but also new weaknesses to holding most or all of them at once, like the inverse of the last bullet point (weaker walls/gate strength, penalties to NPC strength or abilities, penalties to repairs, etc). After all, soldiers and resources can begin to tire and be stretched thin.
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have additional domination penalties on a timer. Related to the last bullet point, what about uprisings, insurrections, sabotage, or espionage? For every X hours you hold an enemy stronghold, the greater the chance that one of these events will happen. These events could in fact explain some of the domination penalties from the previous bullet or could be added on top of those. Weakening of a random section of a wall at a rate that gets faster over time that (will or could eventually) lead to a breach, having NPC guards patrolling outside the stronghold go missing/turn up dead (and not be replaced/no respawn), having new Nightblade-based NPCs that are placed outside of strongholds in (undetectable) stealth that are ready to ambush unwary PCs that are riding into/out of the stronghold, etc.
Those were just quick/off the top of my head thoughts, I am sure other players can come up with more or better ideas, but in any case let's make sure we share them with folks at ZOS like
@ZOS_BrianWheeler.
Added since original post:
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make strongholds worth more points on the campaign scoreboard/worth more AP if captured or defended the longer they are held. This idea was
intentionally suggested for helping to spread out players in a campaign but it also further incentivizes action against a dominant Alliance. If one Alliance has been controlling most or all of a map for days for weeks on a particular campaign, AP farmers/seekers will see that as a gold mine and a bonus to the campaign scoreboard for the capture helps get the other Alliances back into the competition.
Edited by tinythinker on April 16, 2015 2:11PM ❤Experienced, new, returner?
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