- Make end of campaign rewards depend more on the alliance position in the ladder. Like first alliance gets 100% of the reward, second gets 50% and third only 25%. Let only winners of the campaign get the gold quality set pieces.
- .
- AP restoring. 50K is still nothing to the people, who are playing for a long time. Implement rewards in AP, so people won't regret loosing 'greens' while fighting for the good of the alliance instead of zerging Bleakers. Give players AP boost bound to their alliance position, like 30% more for the winning alliance, 15% for the second place and none for looser.
Rewards are scaled to a reward tier. If everyone gets to one side, there's no one to fight with => no AP => no reward tier => no reward.No tank you. This will just see everyone flock to one faction per campaign to guarantee they get rewarded. Buff servers were ended, we don't want them back.
Rewards are scaled to a reward tier. If everyone gets to one side, there's no one to fight with => no AP => no reward tier => no reward.No tank you. This will just see everyone flock to one faction per campaign to guarantee they get rewarded. Buff servers were ended, we don't want them back.
Zero chances to be rewarded if you're farming AP at bridges and milegates, while your alliance is loosing. Yep, that's right. You know, I see it every day now. Each alliance 75% of time has an oportunity to flip the situation. Nobody just does it, because there's no reward for it.You are going to have to expand on this, mate. You said make the alliance that comes first get the most gold and yellow items, why would anyone play for a underdog alliance when there is 0 chance of them being rewarded for their effort? You are actively punishing people for trying to balance a campaign.
Zerging is all that we have now. Because there are only 2-3 places where the fight goes. But to win the campaign, players of one alliance have to act in multiple directions which means zergs will split. And, come on, EU Trueflame is zerged by red and yellow every day, but blues are still winning.No, zerging a campaign down should never be rewarded.... ever.
Greetings,
One of the main problems in PvP now (alongside with proc sets, impossible-to-kill tanks e.t.c.) is that nobody really thinks about the good of their alliance and the map itself. I mean, if some action is better for the whole alliance, but is less profitable in terms of AP gain, only small part of players will do it. And this causes other things that make Cyrodiil PvP less and less interesting and engaging, because if nobody thinks about the good of their native alliance, then nobody cares about the map outside of the 'Emperor Ring', everyone stacks in places like Alessia Bridge, huge lag starts, zergs are all over the place...
And, you know, there's nobody to be blamed, because victory of the alliance really gives like nothing to the players. 10K gold? Oh, that's ridiculos.
So, here are some means to improve the whole situation the way I see it. If some of you, ZOS, will just read it, would be nice.And a bonus part, couple words about IC.
- Make end of campaign rewards depend more on the alliance position in the ladder. Like first alliance gets 100% of the reward, second gets 50% and third only 25%. Let only winners of the campaign get the gold quality set pieces.
- Improvement of end of campaign rewards. As I've already stated, 10K in the end of the month is ridiculos. Make it 5 times bigger! 50K for the winner!
- AP restoring. 50K is still nothing to the people, who are playing for a long time. Implement rewards in AP, so people won't regret loosing 'greens' while fighting for the good of the alliance instead of zerging Bleakers. Give players AP boost bound to their alliance position, like 30% more for the winning alliance, 15% for the second place and none for looser.
- Make towns more valuable. Not so long ago town owning was implemented. And nobody gives a heck about them. One man takes the town, buys what he want and leaves. That's not the way it should be. Give towns 3x more guard, make them give twice more points for the alliance, and if winning of campaign suddenly becomes important... it just works (c).
Imperial City is dead and everybdy knows about it. Flags didn't help. Because people pretty much already bought all they need with Tel Vars. But, if value of alliance position is restored, IC can be just included into the system, like why would districts not give as much points for the faction as a keep resource or an outpost does? Triple the guard, restrict population of the city to like 100 people for the true 'small scale' and we're good to go.
Anyway, everything said is just suggestions, but, I hope, some will find them insightful. Let's make Cyrodiil great again!
Thanks and happy New Year everyone!
And will encourage people to make as little as they can for the alliance? Like no one will defend keeps? No one will attack them? Because it will be unprofitable. Are you serious?If anything the opposite is true. The underdog factions and players should get more AP and more power, which would encourage players to spread out and help keep the campaigns in balance.
Zerging is encouraged by zerging itself. As I've already mentioned, zergs are all that is out there now. At least, with that system, people will zerg with purpose.CatchMeTrolling wrote: »This encourages zerging
Greetings,
[*]Let only winners of the campaign get the gold quality set pieces.
[*] Make it 5 times bigger! 50K for the winner!
[*] AP restoring. 50K is still nothing to the people
I've already said, it's not a surprise to meYour heart is in the right place, but this is a terrible, terrible idea.
Greetings,
One of the main problems in PvP now (alongside with proc sets, impossible-to-kill tanks e.t.c.) is that nobody really thinks about the good of their alliance and the map itself. I mean, if some action is better for the whole alliance, but is less profitable in terms of AP gain, only small part of players will do it. And this causes other things that make Cyrodiil PvP less and less interesting and engaging, because if nobody thinks about the good of their native alliance, then nobody cares about the map outside of the 'Emperor Ring', everyone stacks in places like Alessia Bridge, huge lag starts, zergs are all over the place...
And, you know, there's nobody to be blamed, because victory of the alliance really gives like nothing to the players. 10K gold? Oh, that's ridiculos.
So, here are some means to improve the whole situation the way I see it. If some of you, ZOS, will just read it, would be nice.And a bonus part, couple words about IC.
- Make end of campaign rewards depend more on the alliance position in the ladder. Like first alliance gets 100% of the reward, second gets 50% and third only 25%. Let only winners of the campaign get the gold quality set pieces.
[UPDATE] Probably, overdone this one. But the idea is clear, I think.- Improvement of end of campaign rewards. As I've already stated, 10K in the end of the month is ridiculos. Make it 5 times bigger! 50K for the winner!
- AP restoring. 50K is still nothing to the people, who are playing for a long time. Implement rewards in AP, so people won't regret loosing 'greens' while fighting for the good of the alliance instead of zerging Bleakers. Give players AP boost bound to their alliance position, like 30% more for the winning alliance, 15% for the second place and none for looser.
[UPDATE] This one can be done through increase of the Enemy Keep bonuses, which are already there.- Make towns more valuable. Not so long ago town owning was implemented. And nobody gives a heck about them. One man takes the town, buys what he want and leaves. That's not the way it should be. Give towns 3x more guard, make them give twice more points for the alliance, and if winning of campaign suddenly becomes important... it just works (c).
Imperial City is dead and everybdy knows about it. Flags didn't help. Because people pretty much already bought all they need with Tel Vars. But, if value of alliance position is restored, IC can be just included into the system, like why would districts not give as much points for the faction as a keep resource or an outpost does? Triple the guard, restrict population of the city to like 100 people for the true 'small scale' and we're good to go.
Anyway, everything said is just suggestions, but, I hope, some will find them insightful. Let's make Cyrodiil great again!
Thanks and happy New Year everyone!
Yep - You nailed it very well. Love some of the remedies proposed as well. I believe some sanity can be restored by changing the math (multipliers) on AP earned when killing enemy players. Here's one thought to put focus back on "taking the map"...One of the main problems in PvP now (alongside with proc sets, impossible-to-kill tanks e.t.c.) is that nobody really thinks about the good of their alliance and the map itself. I mean, if some action is better for the whole alliance, but is less profitable in terms of AP gain, only small part of players will do it.
This one is very nice. I guess, it can solve problems with people playing only for the winning alliance stated above.2) The amount of AP you earn for killing an enemy player is increased based on the enemy player's alliance population at time of the kill. For example, if AD population is 120% of the DC population and a DC player kills an AD player, DC player gets 120% of the normal AP awarded (Instant Population adjustment)
Me on January 11th:4. Make towns more valuable. Not so long ago town owning was implemented. And nobody gives a heck about them. One man takes the town, buys what he want and leaves. That's not the way it should be.
ZOS on January 16th:4) Each home resource taken grants 300 AP, each enemy resource taken grants 600 AP. Home keeps would be worth 1200 AP, while taking an enemy keep is worth 2400 AP (Plus any offensive/defensive ticks of course)
Holy cow! Nice! I'm quite sure this must have been in the works long before these posts, but I like it! Someone at ZOS is on the same page as the OP and wants to return some focus to the main objectives. That's awesome news...ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Alliance War
General
- Increased the base amount of AP for capturing resources to 1,500 AP.
- Increased the base amount of AP for capturing a keep to 6,000 AP.
- Increased the base amount of AP for capturing a town to 1,500 AP.
- Increased the base amount of AP for capturing an Imperial City District to 1,500 AP.