your arguements are invalid...
Tommy_The_Gun wrote: »Imho Points that count towards um... "PvP Campaign" final score (who wins or loses), if those points were gained through PvE or PvDoor night/morning cap (pretty much the same thing) - then it should be somehow penalized (tied to population difference maybe ?) .
If people who live outside certain time zones play this game, then what would happen is you would see 2 bar AD / DC / EP etc. You would have would have less people than during "prime time", but it would be evenly spread population.Tommy_The_Gun wrote: »Imho Points that count towards um... "PvP Campaign" final score (who wins or loses), if those points were gained through PvE or PvDoor night/morning cap (pretty much the same thing) - then it should be somehow penalized (tied to population difference maybe ?) .
So you are saying that anyone who lives outside of the server areas should be punished for living in a different timezone? The primetime for Aussies who play on the NA server starts at about 4am edt (usa time).
Tommy_The_Gun wrote: »If people who live outside certain time zones play this game, then what would happen is you would see 2 bar AD / DC / EP etc. You would have would have less people than during "prime time", but it would be evenly spread population.Tommy_The_Gun wrote: »Imho Points that count towards um... "PvP Campaign" final score (who wins or loses), if those points were gained through PvE or PvDoor night/morning cap (pretty much the same thing) - then it should be somehow penalized (tied to population difference maybe ?) .
So you are saying that anyone who lives outside of the server areas should be punished for living in a different timezone? The primetime for Aussies who play on the NA server starts at about 4am edt (usa time).
Meanwhile what happens during night/morning server time is that you see one faction locked & the others have 1 bar / empty.
I doubt that people from other time zones independently & consciously picked the same faction, over & over every campaign - Especially if they want to PvP with each other.
4 People should not be able to PVdoor the map....your arguements are invalid...
If by pvdoor you mean capture undefended keeps then even 1 person has every right to take as many castles as they want. What is honestly wrong with that?? If you don't like it stop them. It is NOT that hard to predict enemy movements. Its not that hard to get there in time either.
Is this even the actual complaint? Cuz I'm willing to bet its more like 1 of 2 things.
1) My team is awesome and theirs is trash. Instead of letting us farm them they go somewhere else and try to earn ap. How dare they.
2) Their team is awesome and mine is trash. After we log out they continue to do what they were already doing and when I log back in the whole map is their color. How dare they.
I’ve duo’d a keep twice. It took a really long time and lots of siege. If people would rather stack their faction in one place and not bother to defend, that’s on them.
your arguements are invalid...
No one's opinion is invalid just because it may differ from that of another. By creating a thread in the forums, one is asking for a discussion, which literally means there will be different opinions.
I would start with the comment that "4 People should not be able to PVdoor the map" is extremely vague. The group should be able to take as many locations as they can until people start trying to thwart their efforts. That is life if it happens to be during off hours and there are not many defenders on, then that is life. It is extremely obvious that Cyrodiil is not designed to be competitive and never will be, never should be.
4 People should not be able to PVdoor the map....your arguements are invalid...
I totally disagree.
One or two players should take a keep as easily as 10 players and that my friend will fix Cyrodiil.
Cyrodiil's current problem is how the number of players linearly speeds up a keep's capture.
That leads players to form one enormous group that roll the map at maximum speed. There is no need to split up. If they split up they will take the map as fast but risk to get countered instead. Why risk it when they can just roll it with one huge group?
Now imagine 2 players can undo the work of 40 at the same pace. Having huge groups will be extremely non optimal in that case. Players will spread across the map to take and defend keeps.
That will fix everything: gating, zergz, lags, empty maps.
4 People should not be able to PVdoor the map....your arguements are invalid...
I totally disagree.
One or two players should take a keep as easily as 10 players and that my friend will fix Cyrodiil.
Cyrodiil's current problem is how the number of players linearly speeds up a keep's capture.
That leads players to form one enormous group that roll the map at maximum speed. There is no need to split up. If they split up they will take the map as fast but risk to get countered instead. Why risk it when they can just roll it with one huge group?
Now imagine 2 players can undo the work of 40 at the same pace. Having huge groups will be extremely non optimal in that case. Players will spread across the map to take and defend keeps.
That will fix everything: gating, zergz, lags, empty maps.
moleculardrugs wrote: »I think if the number of person per siege is less than 6, then the keep should notify the map sooner than 50% of the door and still allow people to tp there to defend. Say, 60-70% is when the invaders are spotted and then people can tp before the 50% mark
if a few people in cyrodiil want to take a keep, you can already make life extremely difficult for these few by simply working with a few siege weapons. with bad opponents, you can easily prevent the capture on your own, with good opponents you can delay it, and that's perfectly ok.
if a few people in cyrodiil want to take a keep, you can already make life extremely difficult for these few by simply working with a few siege weapons. with bad opponents, you can easily prevent the capture on your own, with good opponents you can delay it, and that's perfectly ok.
Going to (respectfully) disagree with this point. Siege is way, way too underpowered at the moment in my opinion. When players can just casually walk through cold fire and meat bags without taking hardly any damage, there's a problem. I was lighting up large groups of players the other night while sieging a keep and just.....nothing, lol. No kills and eventually were able to save the keep. This needs to be addressed. Siege is supposed to be your counter to saving keeps but the damage output just isn't there
Going to (respectfully) disagree with this point. Siege is way, way too underpowered at the moment in my opinion. When players can just casually walk through cold fire and meat bags without taking hardly any damage, there's a problem. I was lighting up large groups of players the other night while sieging a keep and just.....nothing, lol. No kills and eventually were able to save the keep. This needs to be addressed. Siege is supposed to be your counter to saving keeps but the damage output just isn't there
Holycannoli wrote: »Going to (respectfully) disagree with this point. Siege is way, way too underpowered at the moment in my opinion. When players can just casually walk through cold fire and meat bags without taking hardly any damage, there's a problem. I was lighting up large groups of players the other night while sieging a keep and just.....nothing, lol. No kills and eventually were able to save the keep. This needs to be addressed. Siege is supposed to be your counter to saving keeps but the damage output just isn't there
I agree here. Healing is so out of control that siege damage can be ignored in many cases. You don't need siege shield just heal and shrug it off. I see it all the time. A coordinated ball group simply will not die to siege or anything else because of how out of control healing is.
Holycannoli wrote: »Going to (respectfully) disagree with this point. Siege is way, way too underpowered at the moment in my opinion. When players can just casually walk through cold fire and meat bags without taking hardly any damage, there's a problem. I was lighting up large groups of players the other night while sieging a keep and just.....nothing, lol. No kills and eventually were able to save the keep. This needs to be addressed. Siege is supposed to be your counter to saving keeps but the damage output just isn't there
I agree here. Healing is so out of control that siege damage can be ignored in many cases. You don't need siege shield just heal and shrug it off. I see it all the time. A coordinated ball group simply will not die to siege or anything else because of how out of control healing is.