IcyDeadPeople wrote: »the reason I say/know this won't work is the scoring is a relatively trivial thing on most peoples' minds these days. They care about killing and AP farm, both of which won't be changed by this change. All this does is trivialize the harder to accomplish tasks such as acquiring a scroll. And promote people trying to avoid fighting by running around PvEing resources.
Yes, agree with Huntler's assessment 100%. When most people log on to Cyrodiil in the evening, we look to see where the action is on the map and travel to where we can get into some fun battles or ganking.
Whether a particular objective will result in a higher score at the end of the campaign does not remotely figure into the decision of where to go for most players.
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I agree with @Huntler here.
I do not think increasing resources importance via scoring is the way to go.
Instead, i would advocate to increase resources importance on the "capturability" of keeps. Thus forcing attackers to fight at the ressources as well as at the main keep, concurrently.
Basically, make doors and walls close to indestructable while the respective resource is held by the same alliance as the keep. Make NPCguards in keeps ridiculously strong as long as the farm is the right colour.
Changes in resource ownership should affect the keep within 1-2 minutes (or even immidiately), not after hours.
Since this would force attackers to leave players guarding the resources while the main force assaults the inner keep, the entire capture- and defensetick mechanic would have to change to make this viable though...
ZOS_BrianWheeler wrote: »We have proposed internally putting murderball, CTF and "battleground style games" in the towns since some are tailored for it (Cheydinhal is perfect for a CTF), but for the time being this requires more code/UI time than we currently can spare.
@ZOS_BrianWheeler
I am uncomfortable with the whole idea of adjusting the scoring like this. It seems very likely to have unintended consequences.
I appreciate that you folks are acknowledging and trying to do something about the technical problems in Cyrodiil, but fiddling with the rules of the game is a mistake. It would be one thing if you were trying to improve the balance or the competitiveness purely for the sake of making the game more fun or satisfying to play, but you are proposing doing this for technical reasons.
I mean, yes not having the horrible lag would be more fun, but this is like saying, "Ok, well football is causing head injuries, so we are going to remove the football and make the field longer." At some point it isn't football anymore.
Maybe this wouldn't be as drastic as taking away the football, but we don't really know do we? And where does it end? Small changes can have large, unintended consequences, and once you go down the road of changing the rules to fix performance issues it is going to be tempting to just keep doing it over and over. I'd much rather you make the game you gave us work than give us a different game.
The best think you could do as others have said is make capturing keep resources integral to actually taking the keep.
This spreads out players and also creates new dimensions for tactics both attacking and defending.
I don't believe these changes will change much other than in the worst case make people run around the map PVEing taking flags and not actually PVPing
No it shouldn't, increasing AP gain from PvEing in a PvP zone is exactly the wrong direction to go when trying to get people to spread out. You'll turn Cyrodiil into a flip fest where people want/allow the opposing faction to take things. It will kill PvP faster than possibly any other decision, its happened many times in many other games.
On another note. It would make sense to increase the Keeps/castle/fort alliance point ticks out so that the radius encompasses the resources so people dont feel like they werent as important or the role (of taking a resource) is too insignificant to be worth the time. This might aide in the spreading of people as well. @ZOS_BrianWheeler
Sky Chancellor wrote: »@ZOS_BrianWheeler
It's important that you change resources altogether. Make them similar to DAOC, and make them small castles/tower. Make it so you can respawn at on of the small tower locations as long as you have 2/3 towers taken.
This would put a large emphasis on acquiring resources/towers and then holding onto at least three of them. The important part of this is to allow for an easier time for groups to take keeps (through respawn). Also, this would create more important resource defense, which is much needed.
IT IS NOT A GOOD IDEA to make points equal to all things taken in Cyrodiil.
xsorusb14_ESO wrote: »What if you couldn't capture a keep unless you controller all 3 resource points. This would force you to keep people there holding those objectives and not just all packed on a flag. This would spread the pvp out in a general area.