The problem with the bonus is that it doesn't prevent "owning" a campaign by night capping. A bonus on zero faction point gain is still almost zero faction point gain.I don't really believe in penalizing a faction just because they have more players than other factions. I'd rather keep current system where lower pop factions get a small bonus for their AP gain, but nothing too big. [...]
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This is a good idea and would work well to "distract" from useless (from faction point of view) AP farming at enemy ressources.And to continue with that AP discussion, I think factions should get a lot more AP from getting back their own castles and resources. [...] That should motivate people and would keep campaigns more even, and also give nightcappers something to think about.
That makes it difficult for NA servers with huge time zone differences. Oceanic players would not or only in a limited way be able to contribute to faction standing. In EU, this may work, but even here there are players spread across GMT (GB) to GMT+3 (Moscow time, during summer there's 4h difference due to lack of daylight saving in Russia) at least.Also if I could make the decision, emperors would only be crowned when there's at least moderate amount of players online. [...]
demonlkojipub19_ESO wrote: »Please at least do daily restarts to the cyrodil servers so we don't have to deal with that stuff.
The problem with the bonus is that it doesn't prevent "owning" a campaign by night capping. A bonus on zero faction point gain is still almost zero faction point gain.I don't really believe in penalizing a faction just because they have more players than other factions. I'd rather keep current system where lower pop factions get a small bonus for their AP gain, but nothing too big. [...]
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dsoegiartob16_ESO wrote: »So, what's with people waiting for hours to join a campaign?
I'm in the 30-days one the past week or so and never had to wait for more than 30 sec.
Is it restricted to certain alliance? Since i'm on EP and we're ALWAYS under pop....
ZOS_BrianWheeler wrote: »
Home Campaign Buffs – Originally, home campaign buffs were intended as a means to attach ownership to your Campaign, however it’s been observed (at great length) that Alliances have chosen various home campaigns and guest into other campaigns to earn as many buffs as possible. In the future, we plan on having home buffs travel with you into PVE, but while in Cyrodiil, you only get buffs from your local campaign (the campaign you’re physically located in at that time).
-Wheeler
ZOS_BrianWheeler wrote: »Hey gang!
Alliance War Future – After Imperial City launches, we are looking to add more content into Cyrodiil in some of the emptier locations. We will, of course, continue adding to the Keep system, too. We’re also looking to add more Alliance-specific gear to give more options for individual identity to the Aldmeri, Ebonheart and Daggerfall communities.
-Wheeler
I agree, with you DaisyK, unless players actually play 24 hours straight for 7 days or are using some XP exploit I don't see how its possible.IcyDeadPeople wrote: »you can level to VR12 through PVE in less than a week.
I have been playing since the beginning and i still have no clue how people level up so fast in pve
About the population issue.. wouldn't it be possible to have a handicap system, if you're outnumbered by one or two bars, a temporary buff could be given to the entire underdog faction to level the field.. and as soon as you reach the same population that buff would disapear.
ZOS_BrianWheeler wrote: »
Home Campaign Buffs – Originally, home campaign buffs were intended as a means to attach ownership to your Campaign, however it’s been observed (at great length) that Alliances have chosen various home campaigns and guest into other campaigns to earn as many buffs as possible. In the future, we plan on having home buffs travel with you into PVE, but while in Cyrodiil, you only get buffs from your local campaign (the campaign you’re physically located in at that time).
-Wheeler
Hey, I like how you are observing this trend, however I think its a terrible idea for 2 major reasons.
1. This will create division within each faction, players who mostly PvE will want a "Buff Server" which their faction controls exclusively, PvPers will find such a server boring and may help initially capture it but will most likely move on and never return to it. This gives the pvp'ers 0 incentive to defend a buff server, and stay on their competitive server. The organized PvP guilds are essential to any defense/assault against any other organized guild, otherwise you'll have alot of inexperienced players pvping to defend their buff server and ultimately being oil farmed until they give up.
2. This makes night capping/day capping a larger issue and assaulting new campaigns even more difficult than it is now. One of the issues stated from Beta by many veteran players is that in PvP each resource they touch they immediately met by an emperor and 30 players who crush any resistance. Right now, attempting to do so, you can at least have your home set on a buff campaign and play on equal terms with the 30 extra players (obviously you cannot compete on equal terms with the emperor). Buffs from local campaign only, will only further discourage underdogs from participating in pvp, especially with the massive amount of Late night early AM capping that goes on, but otherwise has balanced pvp during the day.
Recommend you increase incentives for players to pvp, something that makes the individual players of losing factions want to continue pvping, may also want to consider either eliminating PvP buffs from PvE as right now PvE'ers have a valid complaint that PvE is not balanced for all factions (We're short 1 extra dead buff server for EP as I type this post) or add an addition server or two to make sure there's a dead one so that everyone has a home buff server they can claim. I can say with certainty that the week DC took over a buff server was the same one my pve guild got hard modes on farm.
ZOS_BrianWheeler wrote: »Forward Camps are going to get an Alliance Rank requirement to purchase added to them for helping limit the amount of self alliance "trolling". Short of increasing the price to a very high amount, we've read many other suggestions on the boards here and are taking this as a first step.
really, the ONLY PvP content added so far is going to have PvE as well? come on.ZOS_BrianWheeler wrote: »The team is working hard on Imperial City and making sure it's as enjoyable as a PVP and PVE zone.
are you serious? make it even harder to stop zergs why not...ffsZOS_BrianWheeler wrote: »Oil Pots will be getting a deadzone added to them so the oil has to travel atleast 6 meters before arming. This should help with the PBAE use of Oil pots. I can't promise exactly when this is going in as we need more testing on it, but that's the initial update for Oil pots.
ZOS_BrianWheeler wrote: »Forward Camps are going to get an Alliance Rank requirement to purchase added to them for helping limit the amount of self alliance "trolling". Short of increasing the price to a very high amount, we've read many other suggestions on the boards here and are taking this as a first step.
How will that limit trolling? You can buy FCs with another character, or have them sent to you.
Why don't you split the cost - 4k for purchase, 4k for deployment. If you don't have 4k AP, you can't deploy an FC. And if people actually use your FC, you could get a some AP back, say 100 per body.
ZOS_BrianWheeler wrote: »The team is working hard on Imperial City and making sure it's as enjoyable as a PVP and PVE zone. In the meantime, we do keep an eye on Cyrodiil and the issues with the Alliance war as a whole and make adjustments as soon as we can get them in there. Recently the postern doors and server roll-back/save issues were resolved and now the team has a few other things we're adding that I can finally mention
Oil Pots will be getting a deadzone added to them so the oil has to travel atleast 6 meters before arming. This should help with the PBAE use of Oil pots. I can't promise exactly when this is going in as we need more testing on it, but that's the initial update for Oil pots.
As far as the AE cap damage is concerned, the Combat team has been looking at options for handling it and will post something when they are comfortable with doing so.
Forward Camps are going to get an Alliance Rank requirement to purchase added to them for helping limit the amount of self alliance "trolling". Short of increasing the price to a very high amount, we've read many other suggestions on the boards here and are taking this as a first step.
A teleport border around Cyrodiil play-space is being put into the game to also help with putting forward camps in "out of bounds" areas.
We continue to monitor population in both the EU and the US for Campaigns and will adjust them as necessary.
ZOS_BrianWheeler wrote: »Oil Pots will be getting a deadzone added to them so the oil has to travel atleast 6 meters before arming. This should help with the PBAE use of Oil pots. I can't promise exactly when this is going in as we need more testing on it, but that's the initial update for Oil pots.
lordrichter wrote: »ZOS_BrianWheeler wrote: »Oil Pots will be getting a deadzone added to them so the oil has to travel atleast 6 meters before arming. This should help with the PBAE use of Oil pots. I can't promise exactly when this is going in as we need more testing on it, but that's the initial update for Oil pots.
This makes no sense to me, so hopefully the "why" is explained during the video today. Flaming oil does not generally have a "dead zone", at least not in the sense where no damage is done.
Oil pots right now are about the only way folks are countering the Impulse, Batswarm, Former Emperor - Pain trains. While I think it pretty dumb folks can poor flaming oil all over the floor they too are standing on folks are doing it out of necessity.ZOS_BrianWheeler wrote: »
Oil Pots will be getting a deadzone added to them so the oil has to travel atleast 6 meters before arming. This should help with the PBAE use of Oil pots. I can't promise exactly when this is going in as we need more testing on it, but that's the initial update for Oil pots.
At a cast time to impulse and it's morphs with a feature that requires caster to be stationary to cast or casting causes pause in movement for .5 to 1 second would probably help alot. Would allow it to be used more defensively and less offensively. Break up the pain train man.ZOS_BrianWheeler wrote: »As far as the AE cap damage is concerned, the Combat team has been looking at options for handling it and will post something when they are comfortable with doing so.
Not certain how this is going to keep people from purchasing them and passing them out from their guild banks.ZOS_BrianWheeler wrote: »Forward Camps are going to get an Alliance Rank requirement to purchase added to them for helping limit the amount of self alliance "trolling". Short of increasing the price to a very high amount, we've read many other suggestions on the boards here and are taking this as a first step.
ZOS_BrianWheeler wrote: »A teleport border around Cyrodiil play-space is being put into the game to also help with putting forward camps in "out of bounds" areas.