SeaGtGruff wrote: »As far as taking away points for dying and only giving points for doing "real PvP," how's this?
- Stop giving AP for anything other than killing another player. Capturing a resource or keep? No AP for that, except whatever you got from killing players. Capture or reclaim a scroll? No AP for that. (I don't think you get any AP for that now, anyway, other than for turning in a mission quest for it.) Turning in any sort of mission quest or Fighters Guild bounty quest? No AP.
- As for giving AP for killing other players, give an amount equal to whatever the other player lost by getting killed-- say, 50% of whatever AP they had. Yeah, you know-- exactly like with TV in Imperial City, except you can't get any AP from capturing stuff or from turning in quests, since those things can be accomplished without doing "real PvP" (like, through "PvDoor").
I guarantee it will be a rousing success and will draw "real PvP" players to Cyrodiil like flies to honey. You know how I know? Because Imperial City is always so incredibly crowded with "real PvP" players all the time. I mean, it isn't like most of them only ever go to Imperial City when there's an event going on that will draw non-PvP and casual-PvP players there to be picked off like shooting fish in a barrel, right?
/sarcasm
cuddles_with_wroble wrote: »They need to incentivize objectives and come up with some fresh additions to Cyro. The fights are mostly meaningless nowadays because the 1vX mentality has overtaken objective Cyro. One Tamriel really killed it honestly. People just hop all over factions and don’t care about winning camps anymore. Peak Cyro was when people were loyal to factions and played for each other, their guilds, etc, rather than “AP” or clipping a 1vX.
There’s really just been so many random changes along with boredom that has destroyed the PvP community. I say community cause the bones of Cyro are still there, it’s the “why” that’s changed and it’s cause ZOS has pushed people away from objective play.
Couple examples-
I could care less if Goliath420xv1 gets emperor on AD when they had emperor for 15 days on EP last month. Doesn’t make me want to play the obj.
Why go from the southern gate to capture Arrius Mine after EP night capped with hammer, for 3k AP, when I could just go repair walls that randomly degrade overtime for the same amount.
this has ALWAYS been the case, you get the exact same or close to the exact same rewards for winning as you do for losing the camp.
people have also ALWAYS changed factions based on population and most pvpers i know used to have 3 of ever class ( 1 for each faction) back before faction locks became a thing, any real pvp wants to fight against the zerg and not with the zerg and therefore will almost always swap to the lowest population faction.
there is absolutely no incentive to play the map or try to win the camp esp when the score is vastly manipulated by night time pvdoor guilds who take the whole map and every scroll while no one is around to contest them
1 good player can kill 5 or 6 casual players pretty easily most of the time, for that level of player there is virtually no fun in running around in a zerg or sieging keeps bcs theres no skill expression or real pvp that happens in zerg vs zergs fights and any good zerg leader knows that siege and numbers is superior to any amount of skill
new players become -> zerglings learn to play and become -> 1vx's get zerged to many times and form -> ballgroups ruin cyrodil with lag and make zerglings quit.
PathosDante wrote: »PathosDante wrote: »Four_Fingers wrote: »It takes 64,000,000 AP to reach alliance rank 50 which takes long enough now if you play proper PvP.
We do not need a reduction in ap gain, if anything we need to gain more ap.
For example, if we earned +500 AP for defeating each player but lost -1000 AP when we died to one, reaching 5 stars on the server would be extremely challenging — but that’s exactly what would make it meaningful. People would spend hours defending or attacking keeps just to achieve that 5-star rank. Unfortunately, in the current system, you automatically get 5 stars after spending a certain amount of time in PVP, and in my opinion, that makes it completely meaningless.
That would encourage choosing only fights that you can’t loose more than it already is.
It is totally possible to get bad KD by getting repeatedly zerged without doing anything wrong over than being in the wrong place and team at the wrong time.
How would new ap be generated if everytime a player gets 500ap for a kill another looses 1000? That means 500 ap are annihilated for every kill and soon oftenkilled players are out of ap. 500ap for kills is much less than we get now. Mainly ballgroups would get 5stars.
IC already makes you loose tel car when you get killed and is therefore unpopular so how popular would Cyrodiil be if you loose even morefor getting killed.
Never dying players killing everyone already get the best playing experience and rewards and don’t need extra motivation and rewards to not quit. Players getting killed all the time need motivation/reward to not quit the game.
Since there’s no AP loss, people can jump into the Zergs without hesitation.
If there were a penalty for dying, players would be more encouraged to form groups, and we’d see more organized fighting groups.
I still stand by my opinion. It’s all about competition. Besides, competition makes players improve, and as a result, we’d have more skilled players.