If every keep resets it creates an environment where people will simply stop playing towards the end of a campaign or simply bail out on the campaign when things are too imbalanced and will just leave the place a ghost Town until reset. The cycle willl repeat over and over and over again. High pop at the beginning of a campaign, low pop towards the end.
This would turn Cyrodiil into a game of playing for points, and if you need an example look at Guild Wars 2. It's all about playing the timer to maximize points per tick to win the round, and not about actually fighting anyone. It's a system that actually rewards you better the less you fight as your points flip faster if they're undefended.
Resetting the keeps will turn AvA from a PvP mode to PvWall mode, and players will focus on seeking out undefended capture points rather than seeking out big fights. The game would then get rapidly stale and result in player burn out. If your vastly outnumbered in a campaign and nothing you do seems to gain you any ground, there's other routes to take in an enemy dominated campaign: the enemy of your enemy is your friend. There are three factions. Plan a time for groups on both sides to get online in large numbers and push the dominating faction back until your camping their spawn point. It's an MMO, so get massively multiplayer on their asses!
Too many soft players these days. They just look at the map, throw their hands up in defeat, and leave. If you have a problem, get creative and solve it. It's the difference between those who just survive and those who thrive. Where one man sees rain and just stays in his cave groaning about it, another man invents an umbrella. Take the initiative, solve the problem, you might just make friends or even rivals in the process.
Arsenic_Touch wrote: »If every keep resets it creates an environment where people will simply stop playing towards the end of a campaign or simply bail out on the campaign when things are too imbalanced and will just leave the place a ghost Town until reset. The cycle willl repeat over and over and over again. High pop at the beginning of a campaign, low pop towards the end.
This would turn Cyrodiil into a game of playing for points, and if you need an example look at Guild Wars 2. It's all about playing the timer to maximize points per tick to win the round, and not about actually fighting anyone. It's a system that actually rewards you better the less you fight as your points flip faster if they're undefended.
Resetting the keeps will turn AvA from a PvP mode to PvWall mode, and players will focus on seeking out undefended capture points rather than seeking out big fights. The game would then get rapidly stale and result in player burn out. If your vastly outnumbered in a campaign and nothing you do seems to gain you any ground, there's other routes to take in an enemy dominated campaign: the enemy of your enemy is your friend. There are three factions. Plan a time for groups on both sides to get online in large numbers and push the dominating faction back until your camping their spawn point. It's an MMO, so get massively multiplayer on their asses!
Too many soft players these days. They just look at the map, throw their hands up in defeat, and leave. If you have a problem, get creative and solve it. It's the difference between those who just survive and those who thrive. Where one man sees rain and just stays in his cave groaning about it, another man invents an umbrella. Take the initiative, solve the problem, you might just make friends or even rivals in the process.
You pretty much just described the current game without the reset. So do tell how adding a reset that would actually make things fair to players being dominated, be a bad thing when everything you described is already happening?
So, at the beginning of the next campaign, when it's seriously lopsided, nobody bothers to sign up and play for the losing side.
Fair to players being dominated or unfair to players doing the dominating?
.... <snip the rest of it... go read it above....>
Even still whats the point of pushing into enemy territory today, if you know for a fact they just get to have it back tomorrow? If they just flip, then it doesn't matter if you stand there and defend it with 250 people for 48 straight hours, it gets taken away from you regardless. For what? In the name of being "fair"? Fair to who? You're robbing the underdogs of any earned victory against a dominating force, and robbing the dominating force of any meaningful reason to dominate in the first place.
What is more satisfying? Retaking your home ground against a larger force through hard work, organization, and clever thinking OR Having it all just magically given back to you with no effort whatsoever.
So people stop playing near the end of a campaign?Arsenic_Touch wrote: »If every keep resets it creates an environment where people will simply stop playing towards the end of a campaign or simply bail out on the campaign when things are too imbalanced and will just leave the place a ghost Town until reset. The cycle willl repeat over and over and over again. High pop at the beginning of a campaign, low pop towards the end.
This would turn Cyrodiil into a game of playing for points, and if you need an example look at Guild Wars 2. It's all about playing the timer to maximize points per tick to win the round, and not about actually fighting anyone. It's a system that actually rewards you better the less you fight as your points flip faster if they're undefended.
Resetting the keeps will turn AvA from a PvP mode to PvWall mode, and players will focus on seeking out undefended capture points rather than seeking out big fights. The game would then get rapidly stale and result in player burn out. If your vastly outnumbered in a campaign and nothing you do seems to gain you any ground, there's other routes to take in an enemy dominated campaign: the enemy of your enemy is your friend. There are three factions. Plan a time for groups on both sides to get online in large numbers and push the dominating faction back until your camping their spawn point. It's an MMO, so get massively multiplayer on their asses!
Too many soft players these days. They just look at the map, throw their hands up in defeat, and leave. If you have a problem, get creative and solve it. It's the difference between those who just survive and those who thrive. Where one man sees rain and just stays in his cave groaning about it, another man invents an umbrella. Take the initiative, solve the problem, you might just make friends or even rivals in the process.
You pretty much just described the current game without the reset. So do tell how adding a reset that would actually make things fair to players being dominated, be a bad thing when everything you described is already happening?
ldwulfub17_ESO wrote: »First of all, I'm not sure there even ARE 250 players on the pre-vet server at any time. It seems to be at most 25-40 pre-vet players trying to take a keep defended by vet lvl 5 npcs and enemy players. As you said, they get more points for defending, so lots of people are happy to play for the dominant faction and rack up the points.
Also, you didn't take into account the scrolls which provide substantial bonuses.
Essentially, once a faction is dominant, it is an incredible war of attrition for the other side(s) with less players than the dominant side has, less bonuses than the dominant side has, less AP (as you said, defending gets more) and thus less siege, less FC, less yada yada yada.
What I'm saying is that this is unbalanced in a way that basically hopes the dominant faction gets bored dominating...
Are you on this server? Do you know the dynamics I'm talking about?
Whoever is the biggest in PvP fights 2 against 1. Simply because the other enemies have a hard time reaching one another without running into them first.
And all the bonuses on the map are not doubling the combat power of the dominating factions players.
If the other two factions don't manage to owerwhelm them with sheer numbers chances are what makes the dominant is better coordination/incapable opposition.
And that means they won thier domination fair and square and are holding it fair and square.
Moral of the story, level up in PvE before going to PvP.
ldwulfub17_ESO wrote: »Even still whats the point of pushing into enemy territory today, if you know for a fact they just get to have it back tomorrow? If they just flip, then it doesn't matter if you stand there and defend it with 250 people for 48 straight hours, it gets taken away from you regardless. For what? In the name of being "fair"? Fair to who? You're robbing the underdogs of any earned victory against a dominating force, and robbing the dominating force of any meaningful reason to dominate in the first place.
What is more satisfying? Retaking your home ground against a larger force through hard work, organization, and clever thinking OR Having it all just magically given back to you with no effort whatsoever.
First of all, I'm not sure there even ARE 250 players on the pre-vet server at any time. It seems to be at most 25-40 pre-vet players trying to take a keep defended by vet lvl 5 npcs and enemy players. As you said, they get more points for defending, so lots of people are happy to play for the dominant faction and rack up the points.
Also, you didn't take into account the scrolls which provide substantial bonuses.
Essentially, once a faction is dominant, it is an incredible war of attrition for the other side(s) with less players than the dominant side has, less bonuses than the dominant side has, less AP (as you said, defending gets more) and thus less siege, less FC, less yada yada yada.
What I'm saying is that this is unbalanced in a way that basically hopes the dominant faction gets bored dominating...
Are you on this server? Do you know the dynamics I'm talking about?
That would go a long way to help with balance ...driosketch wrote: »make FC in enemy home territory only work for those who die in its circle of influence
See I don't agree with this. Having the FC in the keep also helps an out numbered underdog alliance to repel an attack on a home keep. It represents a cost to maintain and is easily destroyed once an enemy breaks through the outer wall. I'm more surprised so many keep assaults don't make destroying the FC a priority.ldwulfub17_ESO wrote: »They could also prevent FC's from being set up inside the keep. At least this way the attacker would have a chance at destroying the defender's FC. If you cut off the keep from transitus by taking all resources, it shouldn't be bypassed by an FC in the courtyard.