kevlarto_ESO wrote: »Best thing you can do when the ap farmers move into a tower or a farm house is just leave them be, they will come out when they are board, just keep them out of the keeps if all possible, catch them on the move they fold like paper dolls in open field battles, because once settled in they can suck the fun out of the entire campaign, they just runaround rocks spamming aoe's not really helping their faction, because they are driven by one thing greed for their own ap rank, guess that's ok if that's your cup of tea, but if both sides of the keyboard are not having fun people will leave. /shrug
For most the AP is not a big deal at all. Its about winning and losing. Who ever is winning is having fun, and whoever is losing is not.
Quit taking the flag and start sieging down the tower.
Rook_Master wrote: »As others have pointed out, it is the poor design of resource capture mechanics that leads to groups doing this. It is absolutely bonkers that you need to know to stay off the flag and first siege the tower. My group won't, but good luck convincing the PUGs to stay off the shiny flag.
The point is that it should work out naturally that the resource flipping doesn't benefit the enemy.
If you think that is reasonable game design then there is nothing else I can say.
In addition, sometimes you can't just simply walk away from the tower farm. Due to poor geographic design, some keeps can be sieged from the top of the resource tower. In that case you cannot ignore these groups.
You just have to be in the resource node, not on the flag. When you move between nodes, you'll see white text pop up on the top right of the screen saying where you are, that's what determines who gets ticks. Ppl who rush the flag are just nubtatoes.Gotta do what everyone told me to do when I mentioned this.
Go in with rapid maneuver and damage shield and run all the way upstairs.
Only a few will follow you.
You kill them.
I don't remember what you do after that.
One of the reasons why I think people go right for the flag cap, is because they think if they don't stand in the flag cap area, they wont get credit for flipping the farm or whatever.
I'm not even sure about how that works myself, do you have to be in the vicinity of the capping area and participate in capping/flipping the farm to get credit for the farm. Or can you be like outside the flag area and get credit for flipping the farm?
All it takes is 1 go to go flip it and everyone who isn't flipping it loses the AP credit opportunity, hence one guy goes, everyone goes to flip it, regardless of people inside the tower.
Its just the nature of humans, always got to be a greedy guy that ruins it for the rest.
Quit taking the flag and start sieging down the tower.
Rook_Master wrote: »As others have pointed out, it is the poor design of resource capture mechanics that leads to groups doing this. It is absolutely bonkers that you need to know to stay off the flag and first siege the tower. My group won't, but good luck convincing the PUGs to stay off the shiny flag.
The point is that it should work out naturally that the resource flipping doesn't benefit the enemy.
If you think that is reasonable game design then there is nothing else I can say.
In addition, sometimes you can't just simply walk away from the tower farm. Due to poor geographic design, some keeps can be sieged from the top of the resource tower. In that case you cannot ignore these groups.
Rook_Master wrote: »As others have pointed out, it is the poor design of resource capture mechanics that leads to groups doing this. It is absolutely bonkers that you need to know to stay off the flag and first siege the tower. My group won't, but good luck convincing the PUGs to stay off the shiny flag.
The point is that it should work out naturally that the resource flipping doesn't benefit the enemy.
If you think that is reasonable game design then there is nothing else I can say.
In addition, sometimes you can't just simply walk away from the tower farm. Due to poor geographic design, some keeps can be sieged from the top of the resource tower. In that case you cannot ignore these groups.
Don't get me started on that. I would like to see the imbecile who designed fortified keeps with hills overlooking them. It's almost like whoever designed them had absolutely no idea about medieval fortifications...and it's really not that hard to do proper keeps, with low and high castle, moats, barbicans and everything else. Guess you need some passion to do that properly and not just copy/paste designs on spots already pre-determined by some genius that designed the maps. Words fail me how people can be incompetent in the most glaring of ways.
Rook_Master wrote: »
Exactly. Several of the keeps actually are situated where castles would be, Alessia is a good example. It is at the apex of the hill. Bloodmayne is also surrounded by a moat on all sides. That is how keeps would actually be designed.
If the placement of all the keeps actually made sense, Glademist Keep would be on top of the hill where the mine is, not the other way around. It makes no sense, and it's ridiculous that the geographic disparities between keeps makes some incredibly easy to siege as a result.
Rook_Master wrote: »
Exactly. Several of the keeps actually are situated where castles would be, Alessia is a good example. It is at the apex of the hill. Bloodmayne is also surrounded by a moat on all sides. That is how keeps would actually be designed.
If the placement of all the keeps actually made sense, Glademist Keep would be on top of the hill where the mine is, not the other way around. It makes no sense, and it's ridiculous that the geographic disparities between keeps makes some incredibly easy to siege as a result.
deerrrp Alessia? You mean the keep with a big fat hill behind it where the farm is?