I agree that D ticks should be buffed slightly, but there's something else about them that I find annoying:
If a keep is lost after a protracted siege, you get NOTHING out of it - other than any AP directly gained from killing the attackers.
This is supremely annoying when there are very long sieges - I'm talking about those that last upwards of 20-30 minutes (sometimes over an hour!), with maxed out siege limits, multiple FCs being deployed on both sides, and piles of dead bodies everywhere.
IMO when there is a defense in progress and the keep has already been under siege for more than, say, 15 minutes, there should be additional smaller ticks awarded every couple of minutes for successfully continuing to hold the objective against the attackers' siege.
With the final large D tick being awarded when all the fighting ceases, just as it works currently. Losing the objective forfeits only the final tick.
Obviously the values would have to be balanced in such a way as to discourage AP farming by permanently keeping objectives under siege in otherwise dead maps, but that's mostly a matter of tweaking the numbers.
Another problem with the current system is that after a very long keep defense, the D tick is usually lower than what you will have spent on sieges and repair kitsMaybe get rid of the x1 x3 x5 multiplier depending on keep level and always make it x3.
After a prolonged defense, keeps are often down to lvl 0. Defticks of 10k or above are rare. When I kill a lost PvE guy or a troll sieger at a lvl 2 keep, I get about 2k AP for the kill and 10k as def tick. This feels a bit off.
Yet the way they currently work encourages PvDooring empty objectives instead.Izanagi.Xiiib16_ESO wrote: »The problem with ticks is that if you make them too high with their current system the game is just gnna end up like "last emp keep" scenarios constantly.
i.e. a laggy mess where people are trying to get to the 1 keep that is UA and crashing
That being said its also hard to find a system that will be fair to all sides.
"O" ticks should have a very low base AP rate to start like "D" ticks have, and then make them both escalate better based on the combat list at the point of interest being fought over. If you PvDoor a keep it should be for very little AP, whatever the lowest "D" tick now is, couple hundred, maybe less. The more people that are involved, the more it should be worth. Promote PvP within the siege warfare system rather than promoting PvDoor within that same system. Siege warfare is great, but without a defending faction its just siege, there is no warfare.
To the degree that certain guilds "specialize" in such PvDoor raids, setting up close to the siege limit in a couple of seconds and flagging the objective before any defense can be assembled - and then they capture it so fast that it's already flipped and repaired by the time any defense forces can arrive.
VaranisArano wrote: »Buffing D-ticks makes for great PVP since people actually want to show up and defend in large numbers.
Buffing D-ticks also makes for bad server performance because the servers can't handle it when people show up to defend in large numbers.
If only ZOS would fix performance so we could have nice things.
"O" ticks should have a very low base AP rate to start like "D" ticks have, and then make them both escalate better based on the combat list at the point of interest being fought over. If you PvDoor a keep it should be for very little AP, whatever the lowest "D" tick now is, couple hundred, maybe less. The more people that are involved, the more it should be worth. Promote PvP within the siege warfare system rather than promoting PvDoor within that same system. Siege warfare is great, but without a defending faction its just siege, there is no warfare.
Why is the initial plan of people to simply "nerf" something?
Nerfing AP is a poor idea. Look at MYM when it comes up. It's lively because there's more AP on offer. People are out there taking keeps. People are defending same keeps.
"O" ticks should have a very low base AP rate to start like "D" ticks have, and then make them both escalate better based on the combat list at the point of interest being fought over. If you PvDoor a keep it should be for very little AP, whatever the lowest "D" tick now is, couple hundred, maybe less. The more people that are involved, the more it should be worth. Promote PvP within the siege warfare system rather than promoting PvDoor within that same system. Siege warfare is great, but without a defending faction its just siege, there is no warfare.
Why is the initial plan of people to simply "nerf" something?
Nerfing AP is a poor idea. Look at MYM when it comes up. It's lively because there's more AP on offer. People are out there taking keeps. People are defending same keeps.
That's not what I was talking about.
To the degree that certain guilds "specialize" in such PvDoor raids, setting up close to the siege limit in a couple of seconds and flagging the objective before any defense can be assembled - and then they capture it so fast that it's already flipped and repaired by the time any defense forces can arrive.
I belong to 2 hardcore pvp guilds, pug plenty, and fast sieging is ALWAYS the objective.
If you're standing around out front with 20 people huddled around 1 ballista waiting for the defense to arrive, you're doing it wrong.
Think of it as nerfing PvDoor. What is it that you don't understand about human nature that requires negative consequences be put on negative actions in order to reduce those negative actions? You enjoy PvDoor, or think of it as good game play? It's only a nerf if you PvDoor. It does not require necessarily that there be a ton of deaths to get to the point that "O" ticks offer the same AP as they do now. For example say it is determined that 40 deaths should be required for a 6k tick at locked pop. So the first 40 deaths would add 150 AP to the base 200 getting the tick to 6.2kAP. That means with the modifiers that you chose to glean out it would require 30 at 3 bar, 20 at 2 bar and 10 at 1 bar to get that 6.2k tick. All of these situations would yield the same tick as people get now from PvDooring. Maybe that is too much. So make it 20, 15, 10, and 5. At pop lock each death for the first 20 would add 300 AP to the base, at 1 bar each death for the first 5 would add 1200 AP to the base getting you to 6.2k. I personally think this would be too low, but that is just my opinion of it. Do the same thing to "D" ticks and now suddenly defending is also a viable option to gain AP no matter what the population level is at. If you take a keep and there are 0 deaths then it is worth 200AP no matter the population level. Why should anyone get more than that for killing NPC's and standing on a flag?
are there such things as "hardcore pvp guilds" in ESO? what is "pug-plenty?" WTF???
the dev's can control the siege limit caps for both offensive and defensive which makes your argument null.
[snip]
[Edited to remove Baiting]
Of course "fast siege" is almost always the goal (why? to avoid any PvP? ehh...)
Some groups do exactly that. They show up in front of enemy keep and never siege, just farm the defenders fools who engage an enemy group which is not attacking the objective.Of course "fast siege" is almost always the goal (why? to avoid any PvP? ehh...)
It's purpose is not to avoid PvP, it's to increase the chances of taking the objective. That's the object of the game, after all.
When you show up to a siege, do you just stand around out the front of the keep not sieging?
Too complicated. If you kill 7 people at 1 bar pop then you get 170 AP / number of people in your attacking group, plus a multiplier based on what day of the week it is... bah.
What day of the week it is? Talk about strawman.
I agree that this sort of system would be good, as even with improved D ticks there is still no incentive if players think defending the keep is a lost cause. This sort of idea would mean there still is incentive to try.I agree that D ticks should be buffed slightly, but there's something else about them that I find annoying:
If a keep is lost after a protracted siege, you get NOTHING out of it - other than any AP directly gained from killing the attackers.
This is supremely annoying when there are very long sieges - I'm talking about those that last upwards of 20-30 minutes (sometimes over an hour!), with maxed out siege limits, multiple FCs being deployed on both sides, and piles of dead bodies everywhere.
IMO when there is a defense in progress and the keep has already been under siege for more than, say, 15 minutes, there should be additional smaller ticks awarded every couple of minutes for successfully continuing to hold the objective against the attackers' siege.
With the final large D tick being awarded when all the fighting ceases, just as it works currently. Losing the objective forfeits only the final tick.
Obviously the values would have to be balanced in such a way as to discourage AP farming by permanently keeping objectives under siege in otherwise dead maps, but that's mostly a matter of tweaking the numbers.
ExistingRug61 wrote: »On a side note, this sort of thing does actually already happen sometimes, but I'm not exactly sure of the required conditions
ExistingRug61 wrote: »On a side note, this sort of thing does actually already happen sometimes, but I'm not exactly sure of the required conditions
Def ticks are payed out to the contributing defenders as soon as no fresh AP is added to the tick pool for sixty seconds.