notvenousdrake wrote: »No. Now shoo
The trick to beat those farm groups is to, wait for it......wait for it......wait for it.....
Don't chase them into the farm spot.
VaranisArano wrote: »By "home keeps" I'm going to assume you really mean those two keeps closest to the scroll temples, right? Because otherwise this request makes no sense given that ZOS wants us fighting at keeps like Brindle, Dragonclaw, etc.
I'm guessing the idea is to disincentivize gating factions and farming players as they try to break out of their gates?
Unfortunately, it won't work.
Often enough the gating faction who's farming has very little else to do on the map. When those are the only fights to be had on the map, they aren't going to care about decreased AP. Or its revenge gatecamping, and again, they won't care about decreased AP.
VaranisArano wrote: »By "home keeps" I'm going to assume you really mean those two keeps closest to the scroll temples, right? Because otherwise this request makes no sense given that ZOS wants us fighting at keeps like Brindle, Dragonclaw, etc.
I'm guessing the idea is to disincentivize gating factions and farming players as they try to break out of their gates?
Unfortunately, it won't work.
Often enough the gating faction who's farming has very little else to do on the map. When those are the only fights to be had on the map, they aren't going to care about decreased AP. Or its revenge gatecamping, and again, they won't care about decreased AP.
My personal experiences. Yellows will ride across the map, cap Harluns or Winters, then use those as local spawn points to harass and farm Kings or Farragut. If the farm doesnt come to them, then they just siege, and then we lose our gate keeps cause red is usually outnumbered or outmatched anyway, and the "good" reds only care about the Emp ring, or standing outside the Chalamo. Blues do the same thing from the north.
Im just so tired of there not being set battle lines. Theres too much back capping, and for some reason in Laat, AD and DC have an obsession with kings, farr, and Arrius.
VaranisArano wrote: »VaranisArano wrote: »By "home keeps" I'm going to assume you really mean those two keeps closest to the scroll temples, right? Because otherwise this request makes no sense given that ZOS wants us fighting at keeps like Brindle, Dragonclaw, etc.
I'm guessing the idea is to disincentivize gating factions and farming players as they try to break out of their gates?
Unfortunately, it won't work.
Often enough the gating faction who's farming has very little else to do on the map. When those are the only fights to be had on the map, they aren't going to care about decreased AP. Or its revenge gatecamping, and again, they won't care about decreased AP.
My personal experiences. Yellows will ride across the map, cap Harluns or Winters, then use those as local spawn points to harass and farm Kings or Farragut. If the farm doesnt come to them, then they just siege, and then we lose our gate keeps cause red is usually outnumbered or outmatched anyway, and the "good" reds only care about the Emp ring, or standing outside the Chalamo. Blues do the same thing from the north.
Im just so tired of there not being set battle lines. Theres too much back capping, and for some reason in Laat, AD and DC have an obsession with kings, farr, and Arrius.
It sounds like EP has a problem with showing up to defend their tri-keeps. Maybe its an unbalanced campaign pop in general.
The best way I've ever seen to get players to show up and defend keeps was during Summerset when ZOS buffed D-ticks.
Players showed up for defenses in droves.
Players even scouted the back keeps so they could call out attacks ASAP.
For once, defending the keep was always worth lots more than just recapturing it afterward.
It also stabilized the battle lines to some extent, as players were more eager to defend home keeps. Offensive pushes were either quick raids met by a lot of players or the predictable emp ring shoving match.
That's how to use AP mechanics to encourage players to fight and defend their keeps, as opposed to penalizing alliances for fighting deep in enemy territory.
That's also the best ZOS ever did at encouraging players to react to backcapping quickly, without having to penalize the attacking alliance.
VaranisArano wrote: »VaranisArano wrote: »By "home keeps" I'm going to assume you really mean those two keeps closest to the scroll temples, right? Because otherwise this request makes no sense given that ZOS wants us fighting at keeps like Brindle, Dragonclaw, etc.
I'm guessing the idea is to disincentivize gating factions and farming players as they try to break out of their gates?
Unfortunately, it won't work.
Often enough the gating faction who's farming has very little else to do on the map. When those are the only fights to be had on the map, they aren't going to care about decreased AP. Or its revenge gatecamping, and again, they won't care about decreased AP.
My personal experiences. Yellows will ride across the map, cap Harluns or Winters, then use those as local spawn points to harass and farm Kings or Farragut. If the farm doesnt come to them, then they just siege, and then we lose our gate keeps cause red is usually outnumbered or outmatched anyway, and the "good" reds only care about the Emp ring, or standing outside the Chalamo. Blues do the same thing from the north.
Im just so tired of there not being set battle lines. Theres too much back capping, and for some reason in Laat, AD and DC have an obsession with kings, farr, and Arrius.
It sounds like EP has a problem with showing up to defend their tri-keeps. Maybe its an unbalanced campaign pop in general.
The best way I've ever seen to get players to show up and defend keeps was during Summerset when ZOS buffed D-ticks.
Players showed up for defenses in droves.
Players even scouted the back keeps so they could call out attacks ASAP.
For once, defending the keep was always worth lots more than just recapturing it afterward.
It also stabilized the battle lines to some extent, as players were more eager to defend home keeps. Offensive pushes were either quick raids met by a lot of players or the predictable emp ring shoving match.
That's how to use AP mechanics to encourage players to fight and defend their keeps, as opposed to penalizing alliances for fighting deep in enemy territory.
That's also the best ZOS ever did at encouraging players to react to backcapping quickly, without having to penalize the attacking alliance.
You make a great point. But then buffed D-ticks just encourages more boosting?