ZOS_BrianWheeler wrote: »Hey gang!
thoughts?
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.
You'd end up with groups just holding resources then imo.
NadiusMaximus wrote: »Get rid of emp and emp bonus = no reason to farm ap, no zerg, problem solved.
NadiusMaximus wrote: »Get rid of emp and emp bonus = no reason to farm ap, no zerg, problem solved.
Get rid of the Emp bonus and get rid of the bonuses carrying over to PVE. Emp itself is an interesting game mechanic and I wouldn't want to see it go away.
The_Death_Princess wrote: »It wont work. The reason everyone travels together is no one likes the gank game. Thus travel in zergs or be susceptible to the ganks. There are whole guilds on all the time that DO NOT move unless it is together.
These proposed changes will do nothing.
Why hasn't a dev answered my other post? You say its because too many are in one small area. Well, we all know you can have two full raid groups meet with no lag, then at other times 10 people will lag you out.
Please stop barking up the wrong tree and solve the issue that didnt exist prior to 1.6.
ZOS_BrianWheeler wrote: »Increasing the AP you get for capturing undefended keeps/resources would, as people have pointed out, generate a mentality of "flipping for AP" or "Tower Trading" since they get AP more readily/easier than player killing.
As a clarification as well, the keep and scroll bonuses will remain active as well as the transit lines.
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 wrote: »Increasing the AP you get for capturing undefended keeps/resources would, as people have pointed out, generate a mentality of "flipping for AP" or "Tower Trading" since they get AP more readily/easier than player killing.
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 wrote: »Increasing the AP you get for capturing undefended keeps/resources would, as people have pointed out, generate a mentality of "flipping for AP" or "Tower Trading" since they get AP more readily/easier than player killing.
As a clarification as well, the keep and scroll bonuses will remain active as well as the transit lines.
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.
sound like the best way to spread players around a bit and help alleviate the lag in the long run. Anything that makes PvP outside of the keeps appear more interesting.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.