I believe this type of system is the right way to solve faction imbalance. Faction locking will just create a campaign where one faction dominates and the other two don't bother logging in. On the other hand a system that promotes joining loosing factions will help to create a more competitive environment and also self-regulates - when too many people stack on one side and push the balance they will loose their AP bonuses and thus incentive to stack disappears.
Although I don't think that extra AP for kills/captures on the dominant faction is a good idea. It promotes double-teaming and being pushed on both fronts is never fun. I'd rather see a flat 1,5x AP gain multiplier for third place faction.
It may sound like participation rewards but this is a game and we want to create a competitive environment so I find that acceptable. Plus it kinda makes sense that soldiers valiantly fighting on the loosing side will receive more acknowledgement of their efforts than someone in a giant steam-rolling army.
It would be interesting to see an underdog bonus like you said (giving an ap buff to 3rd place) and would give some incentive to not bail when your faction is losing.
One thing I juat thought of is what happens when your faction gets gated/loses scrolls. I mention this due to the massive drop off of players on such faction (who wants to get stomped on?)
It would be interesting to see an underdog bonus like you said (giving an ap buff to 3rd place) and would give some incentive to not bail when your faction is losing.
One thing I juat thought of is what happens when your faction gets gated/loses scrolls. I mention this due to the massive drop off of players on such faction (who wants to get stomped on?)
There is a bonus in place already if a faction continuously has less players and another bonus if a faction has relatively lower score. These two bonuses can stack which leads to insane amount of AP gained. It doesn't help.
People don't change faction mainly to make more AP, they change faction because they want to avoid the pain which comes from feeling completely helpless.
I do not want to devalue your group but generally medium organized groups are not enough to win a campaign. Maybe you do not need that incentive. But others do.Granted we had a group that averaged about 10 in size and we run a pretty organized raid overall. We don't really need any more incentive to play on a lower pop faction, we're already actively seeking it out.
Make kills and keeps taken against the leading faction be worth 1.5x the normal ap and being the top faction awards 1.5x ap
Make kills and keeps taken against the leading faction be worth 1.5x the normal ap and being the top faction awards 1.5x ap
All this will accomplish is a 2v1 against the leading faction until the scores even out. This will do nothing to help rebalance the population, only the score, which will make the scoring system pointless.
The current low pop bonus is very crude and needs a total rework. Change it so that lower pop is calculated more often and instead of awarding points the low pop faction is awarded bonus AP % to encourage natural balancing. The bigger the imbalance the more the %. The key term here is natural balancing. Don't force it, let it work itself out.
Similar to OP idea, but without the forced 2v1.
.Low pop bonus already gives double AP. You suggest increasing that?
Make kills and keeps taken against the leading faction be worth 1.5x the normal ap and being the top faction awards 1.5x ap
vamp_emily wrote: »Make kills and keeps taken against the leading faction be worth 1.5x the normal ap and being the top faction awards 1.5x ap
How is your suggestion going to halt faction swapping? It only encourages it.
Example:
I am on the leading team and I want more AP. What do I do? I faction swap for more AP.
I don't think the real problem is "faction swapping". The real problem has always been population balance. Does it really matter what faction you play on if the population on all alliances are equal?
I was thinking something like this.
Zeni closes all campaigns except for 2 ( one CP and one Non-CP ). A player Ques for a campaign. If the campaign is full then Zeni places you into an overflow campaign. However, if you are placed in an overlow campaign then you are automatically qued for the main campaign. Once there is an opening in the main campaign then you are removed from the overflow campaign and placed into the main campaign.
I think this would solve a few issues but then there are going to be players that complain about lag and players who only want to play in a less populated campaign.
vamp_emily wrote: »If the campaign is full then Zeni places you into an overflow campaign.
It would be interesting to see an underdog bonus like you said (giving an ap buff to 3rd place) and would give some incentive to not bail when your faction is losing.
One thing I juat thought of is what happens when your faction gets gated/loses scrolls. I mention this due to the massive drop off of players on such faction (who wants to get stomped on?)
There is a bonus in place already if a faction continuously has less players and another bonus if a faction has relatively lower score. These two bonuses can stack which leads to insane amount of AP gained. It doesn't help.
People don't change faction mainly to make more AP, they change faction because they want to avoid the pain which comes from feeling completely helpless.
That leads to the 2nd half of my reply. How would you help mitgate this?
It would be interesting to see an underdog bonus like you said (giving an ap buff to 3rd place) and would give some incentive to not bail when your faction is losing.
One thing I juat thought of is what happens when your faction gets gated/loses scrolls. I mention this due to the massive drop off of players on such faction (who wants to get stomped on?)
There is a bonus in place already if a faction continuously has less players and another bonus if a faction has relatively lower score. These two bonuses can stack which leads to insane amount of AP gained. It doesn't help.
People don't change faction mainly to make more AP, they change faction because they want to avoid the pain which comes from feeling completely helpless.
That leads to the 2nd half of my reply. How would you help mitgate this?
You're right, I didn't notice the second part. Sorry
First of all, I don't necessarily see faction swapping as an issue. I play AD on PC/EU and during the morning (06-12) there's no lag but also no fights. During the afternoon (12-18) there's a few fights but it's mostly large groups vs small groups attempting to take back their keeps. During the evening (18-00) it's just lag because ppl funnel into zergs.
To get anything out of swapping faction with your character you also need a relatively good score, the longer the campaign has been going the more points said person need to gather in order to get anything out of it.
The reason I bring up the amount of points needed is because these people swapping faction has the time to get those points. But most of these people don't swap faction because they wanna win the campaign. They swap because they don't wanna lose every battle they engage in.
So the analysis needs to be on a battle-to-battle perspective.
I'm in an active pvp guild with about 200 people. Personal skill differs largely between players, but most people have a fundamental idea what to do in terms of group play. And we almost exclusively do large scale combat. And the only reason I play with them is because of the community it brings, with said type of combat.
The people swapping factions are mostly "lone wolfs" or small scalers where a community isn't a factor.
So what's my personal suggestion?
Gather people up into a big community!
Pick up those new pvp'ers wanting to learn, because everyone can learn to a certain extent.
Be patient, because it takes time to build a solid foundation. The guild I'm in has been around for maybe 3 years and I've been a part of it for 1½ maybe.
If you also can communicate without any language barrier it's all the better. The language barrier is an important point, because communication is key in order to help someone becoming better.
The reason people swap faction is because they don't wanna die over and over again. Most of the time they die because 1) They run into bigger groups, or 2) They run with, comparatively, inexperienced players.
With proper communication you can avoid those bigger groups (if you know the zerg is at Ash, then maybe you and your two friends shouldn't go there to pick a fight).
With a community you can learn to become better and the community also offers a big reason to continue the fight.
Stay critical, stay observant and be humble
It would be interesting to see an underdog bonus like you said (giving an ap buff to 3rd place) and would give some incentive to not bail when your faction is losing.
One thing I juat thought of is what happens when your faction gets gated/loses scrolls. I mention this due to the massive drop off of players on such faction (who wants to get stomped on?)
There is a bonus in place already if a faction continuously has less players and another bonus if a faction has relatively lower score. These two bonuses can stack which leads to insane amount of AP gained. It doesn't help.
People don't change faction mainly to make more AP, they change faction because they want to avoid the pain which comes from feeling completely helpless.
That leads to the 2nd half of my reply. How would you help mitgate this?
You're right, I didn't notice the second part. Sorry
First of all, I don't necessarily see faction swapping as an issue. I play AD on PC/EU and during the morning (06-12) there's no lag but also no fights. During the afternoon (12-18) there's a few fights but it's mostly large groups vs small groups attempting to take back their keeps. During the evening (18-00) it's just lag because ppl funnel into zergs.
To get anything out of swapping faction with your character you also need a relatively good score, the longer the campaign has been going the more points said person need to gather in order to get anything out of it.
The reason I bring up the amount of points needed is because these people swapping faction has the time to get those points. But most of these people don't swap faction because they wanna win the campaign. They swap because they don't wanna lose every battle they engage in.
So the analysis needs to be on a battle-to-battle perspective.
I'm in an active pvp guild with about 200 people. Personal skill differs largely between players, but most people have a fundamental idea what to do in terms of group play. And we almost exclusively do large scale combat. And the only reason I play with them is because of the community it brings, with said type of combat.
The people swapping factions are mostly "lone wolfs" or small scalers where a community isn't a factor.
So what's my personal suggestion?
Gather people up into a big community!
Pick up those new pvp'ers wanting to learn, because everyone can learn to a certain extent.
Be patient, because it takes time to build a solid foundation. The guild I'm in has been around for maybe 3 years and I've been a part of it for 1½ maybe.
If you also can communicate without any language barrier it's all the better. The language barrier is an important point, because communication is key in order to help someone becoming better.
The reason people swap faction is because they don't wanna die over and over again. Most of the time they die because 1) They run into bigger groups, or 2) They run with, comparatively, inexperienced players.
With proper communication you can avoid those bigger groups (if you know the zerg is at Ash, then maybe you and your two friends shouldn't go there to pick a fight).
With a community you can learn to become better and the community also offers a big reason to continue the fight.
Stay critical, stay observant and be humble
So it boils down to make your own groups and guilds/give a reason for people to stay and to be patient while doing so. Sounds reasonable. The main difficulty is however getting people to listen and having consistent people (like you said that requires patience and timing)
baronzilch wrote: »A simple solution is that when you enter Cyrodiil your account is locked to that alliance (for Cyrodiil only, don't want to mess with PVE/BG availability ok) for 8 hours.
That way for the current play session (some people play longer than 8 hours, lol, most don't) you can only play a single alliance (in Cyrodiil). It resets after 8 hours so the next play session you can play a different alliance in Cyrodiil if desired.
Would also need a way to force your character out of Cyrodiil at the character choice screen, so you don't get locked unwillingly.
Would stop the frequent swapping during single play sessions and might dissuade some spys as well. Perhaps generate some faction loyalty (for the evening anyways).
Would this work/be reasonable?
baronzilch wrote: »A simple solution is that when you enter Cyrodiil your account is locked to that alliance (for Cyrodiil only, don't want to mess with PVE/BG availability ok) for 8 hours.
[...]
[...]
[...]
Would this work/be reasonable?
Believe it or not 90% of pvp players dont care about who wins or loses a campaign, people are just zerging for ap or looking for a quick fight 90% of the time when they are going keep to keep.