That makes it sound like at worst, nothing changes, but I agree there should be better incentives for actually winning the campaign, and maybe significantly less AP rewarded for non-objective "farming" behaviors.Sounds great in theory, but it would probably have the opposite effect. The ap farmers would just farm one keep and let the map go. In my opinion they need to add more incentives for winning, not farming.
Really? I think there should be severely reduced incentive for winning a campaign. The end of campaign rewards incentivise night capping and zerging. When the enemy is logged off you go PvDoor and get free score over night. Then you get casuals coming in and zerging the map two days a month to get their T1 rewards for "winning the campaign" when all they did was make it worse for the underdogs. I think if anything the end of campaign rewards for being on the winning side should be removed altogether to promote actual PvP.xylena_lazarow wrote: »That makes it sound like at worst, nothing changes, but I agree there should be better incentives for actually winning the campaign, and maybe significantly less AP rewarded for non-objective "farming" behaviors.
You're not wrong, if dynamic pop caps are a technical impossibility, perhaps the high pop faction should have its AP gains nerfed, like the opposite of the low pop bonus that already exists in game?Really? I think there should be severely reduced incentive for winning a campaign. The end of campaign rewards incentivise night capping and zerging.
xylena_lazarow wrote: »Tri faction PvP only works if the two weaker factions gang up against the strongest (and most populated) one, otherwise we end up with dead lopsided campaigns month after month. Unfortunately, it's usually the perceived weakest faction that gets ganged up on, as players inevitably take the path of least resistance to their kills and AP. Awarding double AP for kills and ticks against 1st place faction would encourage players to actually play the map, keep the campaign close, and not log out when outnumbered. No, the 1st place faction would not be able to gain double AP, nobody needs further encouragement to pile on the pop locked bandwagon and stomp two-bar opponents.
Minnesinger wrote: »Great idea but I would make there some conditions. Like GH NA has very much been overrun by factions. Each at the time who control most of the map. Like DC winning the campaign again. When the leading faction owns most of the map including the emp or 4 to 6 scrolls the double XP should be available to the 2 factions. I see there one problem that the second or third faction farms the leading faction at their gates when there is pop imbalance. Otherwise I see no problems but more like rewards for playing agains the odds.
xylena_lazarow wrote: »
This was PC/NA around 3pm CST on a weekday. AD and EP think they can get more AP and kills cannibalizing each other, even if that results in DC pulling farther and farther ahead, so then the server population grows more and more lopsided along with the campaign score. What's it like playing for the two bar faction you ask?
So, anything that encourages the low pop factions to hang in there and gang up on the high pop zerg, is fine with me, as would be anything that dumpsters the AP gain of high pop zergs.
BlakMarket wrote: »How about double AP for everyone as payment for not letting most of us use literally 99% of our inventory in Cyro.
I support this fully.
I'd also like to see the hammer replaced with an invulnerable dragon that only attacks the first place factions keeps.
Imagine hearing the roar of a dragon and watching it descend from a distance, laying waste to keep walls and players. Then after it has taken down 3 or 4 walls it moves on to another keep. This would be on the same timer as the hammer, but instead of encouraging stacking up in one place on the map and creating more lag we force the leading faction to spread out to repair the damage.
I support this fully.
I'd also like to see the hammer replaced with an invulnerable dragon that only attacks the first place factions keeps.
Imagine hearing the roar of a dragon and watching it descend from a distance, laying waste to keep walls and players. Then after it has taken down 3 or 4 walls it moves on to another keep. This would be on the same timer as the hammer, but instead of encouraging stacking up in one place on the map and creating more lag we force the leading faction to spread out to repair the damage.
TheEndBringer wrote: »We need a 4th alliance.
On XB, every campaign, even locked GH, ends up Blue/Yellow attacking red all night long. Doesn't matter who is in the lead. Doesn't matter what parts of the map are taken. It gets old. Anyone who has ever played Risk with three people knows this is how it goes.
TheEndBringer wrote: »We need a 4th alliance.
On XB, every campaign, even locked GH, ends up Blue/Yellow attacking red all night long. Doesn't matter who is in the lead. Doesn't matter what parts of the map are taken. It gets old. Anyone who has ever played Risk with three people knows this is how it goes.
To be honest I think most players have the feeling that the other two factions are ganging up on the faction you play
AD talk about Purples, EP talk about Greens, and DC talk about Orange
xylena_lazarow wrote: »Tri faction PvP only works if the two weaker factions gang up against the strongest (and most populated) one, otherwise we end up with dead lopsided campaigns month after month. Unfortunately, it's usually the perceived weakest faction that gets ganged up on, as players inevitably take the path of least resistance to their kills and AP. Awarding double AP for kills and ticks against 1st place faction would encourage players to actually play the map, keep the campaign close, and not log out when outnumbered. No, the 1st place faction would not be able to gain double AP, nobody needs further encouragement to pile on the pop locked bandwagon and stomp two-bar opponents.
TheEndBringer wrote: »We need a 4th alliance.
On XB, every campaign, even locked GH, ends up Blue/Yellow attacking red all night long. Doesn't matter who is in the lead. Doesn't matter what parts of the map are taken. It gets old. Anyone who has ever played Risk with three people knows this is how it goes.
To be honest I think most players have the feeling that the other two factions are ganging up on the faction you play
AD talk about Purples, EP talk about Greens, and DC talk about Orange
I have seen multiple instances where I was hidden nearby or laying on the ground dead and seen groups of players from both enemy factions standing next to each other, waiting for more of my faction to arrive...... but not attacking each other.
If you think guilds don't coordinate to cooperate, you must not play a lot of Cyrodiil PvP.
All factions occasionally work together. Last night I logged out after watching AD and DC have a dance party outside Sej. EP was in last place in the campaign score and Chal, BRK and Arrius taken by blues and yellows. It's just how the game goes.EP and AD always attack only DC so it will not increase faction gathering 😂