Thinking about it, looking at scoring is fine, but you will just have large groups wherever people think they need to fight. I think you just need to require to spread out more to capture things. Maybe require something like having to control 2 out of the 3 resources in order to flip flags. Or when a gate is down, require people to guard the gate in order to open and keep it open. Maybe its just a matter of having keep flags further apart and requiring both to have people on them for either to start flipping.
=> these points out to the fact that : winning a campaign is not an incentive in ESO PVP. People don't play to get the best score for their alliance. Thus, changing the way scoring is calculated won't change how people play and will probably not fix any PVP issues. This is not a solution because it is not focusing on what is wrong in Cyrodiil's PVP.
NadiusMaximus wrote: »Your not going to stop the zerg mentality.
It's part of human nature.
Genghis Khan did it, Alexander did it, Caesar did it, Napoleon did it, Washington did it, Hitt7er did it, Schwartzkoff did it, it's how wars are fought. To quote Forrest .. "Get there the first with the most men..
prose08b14a_ESO wrote: »How about a Mage Tower resource that controls incoming and outgoing portals, a graveyard/temple resource that controls resurrections, and a Mine/Mill that controls wall repairs and siege vulnerability? These types of things would drastically increase the viability of targetting resources over just stealth-bursting a keep and then watching your whole faction zerg towards it for a lag-filled event with no AP to show for it.
Nivzruo_ESO wrote: »Whatever you can do to improve server stability, do it. You're losing players daily due to pvp being unplayable.
The best way to change how pvp works and discourage unwanted Zerg behavior is to Eliminate Emperor passive line and AP . Just make Emperor a title reward . Give Seige out for free and only have reward armor through the mail . Jewelry and weapons too at the end of a campaign if your side wins . Then people would play to win instead of play to farm . No one but the pvp purists that play just for pvp will like the idea but it would eliminate the wannabe gear and title grinders .
The best way to change how pvp works and discourage unwanted Zerg behavior is to Eliminate Emperor passive line and AP . Just make Emperor a title reward . Give Seige out for free and only have reward armor through the mail . Jewelry and weapons too at the end of a campaign if your side wins . Then people would play to win instead of play to farm . No one but the pvp purists that play just for pvp will like the idea but it would eliminate the wannabe gear and title grinders .
A revolutionary idea based on the realities of the current mindset of many players (sadly). I'm sure you're aware that about a million flying objects are headed your way. And I support your idea 100%.
Joy_Division wrote: »Option 3:
Scrolls: 6 points
Keeps: 3 points
Outposts: 2 points
Resources: 1point
Bridges: 1 point
Milegates 1 point
Cities: 3 points
Alyeid Wells: 1 point
Supply Dump / Caravan / HQ (new features): 1 point.
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.