ZOS could add a diminishing reward timer for taking the same keep/resource similar to the way killing the same person works. For example, if you try and reclaim a keep within 15 minutes (just throwing that time frame out there) of the previous capture, you only get 50% of the AP. Recapture it again, and you earn 50% again, until the reward is 0 AP.
Rohamad_Ali wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
"Alliance War
General
Increased the AP rewards for quests that direct you to capture resources and keeps.
Completing a quest to capture a resource will now grant 1000 AP.
Completing a quest to capture a keep will now grant 1500 AP.
Completing quests from towns will now grant 250 AP per completed quest, and will also now grant a green-level set item.
Capturable towns in Cyrodiil now display the status of individual flags on the compass while in the areas of those towns.
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."
From Patch Notes ^
The quests give a great bonus to the raised AP . These quests usually send people way out behind enemy lines in order to complete . They hardly ever give a quest to take an objective close to where your alliance already holds an objective . With these quests , I am encouraged to go out and flip resources again for the reward , instead of potatoeing the next objective closest on the map for my alliance . If I grouped up I would encourage grabbing the capture keep / castle / fort missions too as that is a nice bonus on top of capturing the objective . Those were big raises to AP on the mission boards . That is why I think it encourages spreading out . I'm having a lot of fun doing them now instead of farming dtics all the time .
If there is a better suggestion for encouraging people to spread out as far as these missions do , I would love to hear all ideas . All I care about is some better rewards for small scale play . I've enjoyed that part of this update so far but if people have better ideas great . Let's hear some .
For those worried about Grand Overlord title being diminished in value , I understand and would ask @ZOS_BrianWheeler if he would consider raising the AP needed with those high tier titles to compensate for recent gains in achievable daily AP . But let's not throw out the AP gains that are encouraging some of us to play missions once again and looking at small scale fights instead of Zerg battles .
Keeps and resources have levels 1 to 5 depending on how long they were owned. Make level 5 things worth the current base value and diminish the value down to level one. Problem solved.
I don't care about people making AP. I care more about what it does to pvp. This system gives the mentality for people run around and kill guards instead of players making it even harder to find fights unless you plan to ride to your back line keeps every time they flag from a 20/20 siege and hope that you make it before they get on the flags due to the rate you can siege double FD now.kevlarto_ESO wrote: »LOL AP farmer complaining about people getting AP that might equal the famer, oh my end of the world, sometimes snowflakes melt.
If AP and rank really meant something it might be different but having a symbol by your name that offers nothing other than epeen stroking, why worry, and if AP gain is to great zos will fix that before they fix anything else that is broken.
What I come away with from this post is some people hate the fact that average players might get the same AP as a person that see themselves as an elite AP farmer, tells me zos might have got something right, /shrug
caeliusstarbreaker wrote: »Intended implementation- people go to different objectives because the reward is a blanket AP gain
Actuality- everyone will still get caught in the same location because the reward is guaranteed regardless of number
Prospective hope- people will look to different objectives to suit AP gains, fostering wide spread pvp
Actuality- people no longer have to actually pvp to get significant ap
Fundamental argument- AP farmer bothered that time and dedication to killing enemy players to gain vast amounts of AP now achievable for what is effectively pve
Counter argument- someone who admittedly stacks with other groups countering initial points with "insight" to not stack with other groups
@asneakybanana @Anazasi
I'm friendly with you both, and I don't harbor any ill will towards you, so in an attempt to be an unbiased 3rd party...
Yes I perceive it to be ill-design that someone regardless of method(boosting and inter-faction coordination aside) can achieve the same or more AP gain than someone who made it a point to one dimensionalize their build and game play style to killing large sums of players in close proximity, on the basis that it is still organically player vs player.
Sneaky the only solace I can give you is that the masses in this game tend to be more involved in running to a location and mashing a button in hopes to see shiny lights and dead bodies that your play style will remain vastly unchanged, and your AP gain will likely still out match them.
Taran, I think it's pretty commendable that you have been on the targeted pvp player progression and trying to push past the status quo in numbers based inevitable victory, but, in my opinion, you shouldn't take the stop blobbing stance as your reputation and the admitted comments of "we stack when needed" stand in contrast with each other, especially in this community forum. You have indeed placed yourself as a figure in the community, by being more of a vocal contributor, and hence your words will be scrutinized against your actions vigorously. I agree there should be reason for groups to venture to different areas of the huge map that is cyrodiil, I'm not sure if incentivizing pve is the best way to go about it. The best and most ideal way has always been player driven, i.e. Taking your group up to warden or Farragut, but the catch 22 is then the rest of your faction then just organically assumes you don't support them because you aren't bashing your head into ash front door for 2 years. I strongly urge that you try to take a step back from strict objective driven gameplay and try just finding good fights, as you both can't make everyone happy, and it may grant you and your guild more solace.
Edit: spelling and auto correct mistakes.
asneakybanana wrote: »Keeps and resources have levels 1 to 5 depending on how long they were owned. Make level 5 things worth the current base value and diminish the value down to level one. Problem solved.
+1 to you for this idea good sir. Now to actually have it implemented.kevlarto_ESO wrote: »LOL AP farmer complaining about people getting AP that might equal the famer, oh my end of the world, sometimes snowflakes melt.
If AP and rank really meant something it might be different but having a symbol by your name that offers nothing other than epeen stroking, why worry, and if AP gain is to great zos will fix that before they fix anything else that is broken.
What I come away with from this post is some people hate the fact that average players might get the same AP as a person that see themselves as an elite AP farmer, tells me zos might have got something right, /shrug
I don't care about people making AP. I care more about what it does to pvp. This system gives the mentality for people run around and kill guards instead of players making it even harder to find fights unless you plan to ride to your back line keeps every time they flag from a 20/20 siege and hope that you make it before they get on the flags due to the rate you can siege double FD now.
I am all for finding a way for newer players to make more AP as hopefully it would encourage them to play more but to me pvdoor isn't the answer to giving newer players more AP. Since last night pretty much all we were doing was running around, see a keep or a resource ep was taking and said ooooo let's go get our free 1.5k or 6k AP. It's silly and everyone in group agreed, quite ridiculous.
I think a good solution to the issue would be split the AP gained through captures among the group. This would greatly promote small scale while rewarding organized large group play.
For example lets say a resource is worth 2000. In this case a 24 man group would earn 84 ap on a resource and a group of four would make 500 ap. This would cause large organized groups to split up and tactically capture objectives rather than just steamroll everything. This also brings the ap gain for group captures below the ap gained for 1on1 kills. This model would work well with the current capture bonuses.
Thoughts?
I think a good solution to the issue would be split the AP gained through captures among the group. This would greatly promote small scale while rewarding organized large group play.
For example lets say a resource is worth 2000. In this case a 24 man group would earn 84 ap on a resource and a group of four would make 500 ap. This would cause large organized groups to split up and tactically capture objectives rather than just steamroll everything. This also brings the ap gain for group captures below the ap gained for 1on1 kills. This model would work well with the current capture bonuses.
Thoughts?
I think a good solution to the issue would be split the AP gained through captures among the group. This would greatly promote small scale while rewarding organized large group play.
For example lets say a resource is worth 2000. In this case a 24 man group would earn 84 ap on a resource and a group of four would make 500 ap. This would cause large organized groups to split up and tactically capture objectives rather than just steamroll everything. This also brings the ap gain for group captures below the ap gained for 1on1 kills. This model would work well with the current capture bonuses.
Thoughts?
Joy_Division wrote: »Rohamad_Ali wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
"Alliance War
General
Increased the AP rewards for quests that direct you to capture resources and keeps.
Completing a quest to capture a resource will now grant 1000 AP.
Completing a quest to capture a keep will now grant 1500 AP.
Completing quests from towns will now grant 250 AP per completed quest, and will also now grant a green-level set item.
Capturable towns in Cyrodiil now display the status of individual flags on the compass while in the areas of those towns.
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."
From Patch Notes ^
The quests give a great bonus to the raised AP . These quests usually send people way out behind enemy lines in order to complete . They hardly ever give a quest to take an objective close to where your alliance already holds an objective . With these quests , I am encouraged to go out and flip resources again for the reward , instead of potatoeing the next objective closest on the map for my alliance . If I grouped up I would encourage grabbing the capture keep / castle / fort missions too as that is a nice bonus on top of capturing the objective . Those were big raises to AP on the mission boards . That is why I think it encourages spreading out . I'm having a lot of fun doing them now instead of farming dtics all the time .
If there is a better suggestion for encouraging people to spread out as far as these missions do , I would love to hear all ideas . All I care about is some better rewards for small scale play . I've enjoyed that part of this update so far but if people have better ideas great . Let's hear some .
For those worried about Grand Overlord title being diminished in value , I understand and would ask @ZOS_BrianWheeler if he would consider raising the AP needed with those high tier titles to compensate for recent gains in achievable daily AP . But let's not throw out the AP gains that are encouraging some of us to play missions once again and looking at small scale fights instead of Zerg battles .
Now we are going to have Grand Overlords of PvDoor. The game is called "Elder Scrolls Online" and now the devs had made it such where you can get 11K AP for PvDooring Brindle and its associated resources - without a quest even - and yet you get absolutely nothing for capping the Elder Scroll of Mnem (not even an achievement or a house thingy), except 1 point on the campaign scoreboard and the derision of the armchair generals in zone chat who think now the other two alliances will coordinate their efforts. With all the PvDooring, does this mean I'll still only get a 9th Gold Ring of Fury even if I win the campaign?
Wake me up when Wheeler, Frior, & company actually do something meaningful.
I agree with what many have said. I think one (or both) of the following changes should be made:You could even mix these changes together if you want. So if 3 players take a level 2 resource they all get (600/3) 200 AP.
- Split the AP evenly between the group that takes it. So 10 people take a resource they all get 150 AP, if 3 people take it they all get 500, etc.
- Base the AP gain off the level of the resource. So make it 1500 AP if it is level 5, 1200 at 4, 900 at 3, 600 at 2, and 300 at 1. Do the same with keeps but increments of 1200.
kevlarto_ESO wrote: »LOL AP farmer complaining about people getting AP that might equal the famer, oh my end of the world, sometimes snowflakes melt.
If AP and rank really meant something it might be different but having a symbol by your name that offers nothing other than epeen stroking, why worry, and if AP gain is to great zos will fix that before they fix anything else that is broken.
What I come away with from this post is some people hate the fact that average players might get the same AP as a person that see themselves as an elite AP farmer, tells me zos might have got something right, /shrug
Rohamad_Ali wrote: »For those worried about Grand Overlord title being diminished in value , I understand and would ask @ZOS_BrianWheeler if he would consider raising the AP needed with those high tier titles to compensate for recent gains in achievable daily AP . But let's not throw out the AP gains that are encouraging some of us to play missions once again and looking at small scale fights instead of Zerg battles .
ebethke_ESO wrote: »Sad to see the personal attacks on OP rather than addressing the topic.
I'm honestly disappointed in the fact that people are able to earn this much AP in such an exploitative and uninvolved fashion.
AP/rank doesn't really mean too much to me normally, but I feel kind of offput when people are apparently gaining more AP in a few hours than I will earn in a week simply by PvEing.
I would like to see strong diminishing returns on keep and resource captures to prevent this issue. Perhaps even based on individual resources (ex: you do not gain AP from retaking the same resource within x minutes) to stop shady flipping much like emperorship has become.Rohamad_Ali wrote: »For those worried about Grand Overlord title being diminished in value , I understand and would ask @ZOS_BrianWheeler if he would consider raising the AP needed with those high tier titles to compensate for recent gains in achievable daily AP . But let's not throw out the AP gains that are encouraging some of us to play missions once again and looking at small scale fights instead of Zerg battles .
Asking for an increase in AP needed for ranks is an insult to those who prefer not to PvE farm and actually try to PvP to gain their promotions. I am by no means a high rank due to real life constrictions/lack of skill, but I am proud of my rank based on my time commitment and the fact that I actually PvP.
To prove the point, there are 12 of us who just spent an hour trading resources in a circle - 6 AD and 6 DC.
If you time it perfectly, you can make in the area of 250k AP / hour with an AP buff. This is more AP than anything but the most hard core and amazing AP farm can do in normal fights, and even then it's not sustainable in normal PvP.
As dirty as it seems/feels to do, the numbers don't lie, and to our understanding (been discussing this for a while in TS and guild chat) there's nothing wrong with (against the TOS) grinding resources back and forth.
Some people made good suggestions about making the resource/keep AP based on how long it's been owned, and/or splitting the AP between people even with the increase, or just lower the base AP per person to something that makes it favourable to fight over..
@ZOS_GinaBruno I'm sure we're all curious if the intent was to enable insane AP farms like this, or was this an oversight that will be changed in future? Normal players (even in the insane days of AP farming over a year ago) can't compete with this..
caeliusstarbreaker wrote: »Intended implementation- people go to different objectives because the reward is a blanket AP gain
Actuality- everyone will still get caught in the same location because the reward is guaranteed regardless of number
Prospective hope- people will look to different objectives to suit AP gains, fostering wide spread pvp
Actuality- people no longer have to actually pvp to get significant ap
Fundamental argument- AP farmer bothered that time and dedication to killing enemy players to gain vast amounts of AP now achievable for what is effectively pve
Counter argument- someone who admittedly stacks with other groups countering initial points with "insight" to not stack with other groups
@asneakybanana @Anazasi
I'm friendly with you both, and I don't harbor any ill will towards you, so in an attempt to be an unbiased 3rd party...
Yes I perceive it to be ill-design that someone regardless of method(boosting and inter-faction coordination aside) can achieve the same or more AP gain than someone who made it a point to one dimensionalize their build and game play style to killing large sums of players in close proximity, on the basis that it is still organically player vs player.
Sneaky the only solace I can give you is that the masses in this game tend to be more involved in running to a location and mashing a button in hopes to see shiny lights and dead bodies that your play style will remain vastly unchanged, and your AP gain will likely still out match them.
Taran, I think it's pretty commendable that you have been on the targeted pvp player progression and trying to push past the status quo in numbers based inevitable victory, but, in my opinion, you shouldn't take the stop blobbing stance as your reputation and the admitted comments of "we stack when needed" stand in contrast with each other, especially in this community forum. You have indeed placed yourself as a figure in the community, by being more of a vocal contributor, and hence your words will be scrutinized against your actions vigorously. I agree there should be reason for groups to venture to different areas of the huge map that is cyrodiil, I'm not sure if incentivizing pve is the best way to go about it. The best and most ideal way has always been player driven, i.e. Taking your group up to warden or Farragut, but the catch 22 is then the rest of your faction then just organically assumes you don't support them because you aren't bashing your head into ash front door for 2 years. I strongly urge that you try to take a step back from strict objective driven gameplay and try just finding good fights, as you both can't make everyone happy, and it may grant you and your guild more solace.
Edit: spelling and auto correct mistakes.
Rhage: another player in that 3% that I truly respect. But I need some clarification on your comments.
"targeted pvp player progression and trying to push past the status quo in numbers based inevitable victory"
If by progression you mean alliance rank, what really does that mean? I do not care about being a GO, I have never ever been EMP. I have repeatedly over my 2 years of play EMP'd countless players. What I see is 49 or 50 available skill pts and the AP to buy as many sets as I want to play with and test.
"in my opinion, you shouldn't take the stop blobbing stance as your reputation and the admitted comments of "we stack when needed" stand in contrast with each other, especially in this community forum."
Interesting statement. I have consistently affirmed for over the last year and proven with either video or screen shots that our group numbers are between 12 and 24. We do not surf the zergs or stack intentionally. You can ask any member that runs with us that I constantly take my groups away from the main blobs. Yes I will admit there are times when we are at the same place with other AD groups that happens not because we are coordinating but because there is no group coordination. Yes I have admitted that we do stack especially when 60 DC or 60 EP have decided to lock themselves in ROE or Alessia and refuse to play any part of the map in hopes of a defense tick. No faction or group can say they have not stacked and I am at least honest enough to admit it.
"I'm not sure if incentivizing pve is the best way to go about it"
Human nature shows us that without incentive humans will always seek the path of least resistance or effort. So it is necessary to reward / incentivize objectives to the point that players take action elsewhere when faced with a mob/ blob barricaded behind walls. You should be able to separate the PVE content by realizing that when objectives change color players go that is the whole point of PVP. Hiding behind the premise if I take X for my faction it will start a good fight is not sound logic. When X takes a resource and stacks a raid in the tower other players comment oh they are just there to tower farm and the small groups simply move on to something else until a larger group arrives to wipe them. This is not good fights it farming and everyone knows it. If a group of players break off and start taking resources and eventually flags a keep the factional owner has to decide. If it important enough to defend. If it is players go. The end result is always players repositioning themselves across the map instead of ROE or Alessia or the bridge. The incentive is playing the objectives the problem is players who just want the "good fights" at the bridge. Yeah the battle grounds will solve this issue hopefully.
"Taking your group up to warden or Farragut, but the catch 22 is then the rest of your faction then just organically assumes you don't support them because you aren't bashing your head into ash front door for 2 years."
I've done this so many times it really doesn't matter anymore. It was a cool strategy when Frosted I think originated it and its been used several campaign to apply pressure so home keeps can be retaken. But, while we love to see BM flip RED its really boring. The faction currently doesn't care at least the AD faction doesn't. The score is the proof of that. If the faction doesn't care about the score or at least on TF enough players care about the score there is no point in map control. The reality of this can be seen daily when you look at the map. Thus, fighting EP and DC at the bridge is the only real pleasurable entertainment hence why Alessia during the day remains yellow sej red and roe blue. By the way this is player driven at least the composition of the map is and has nothing to do with ZOS AP or map objectives. This situation rests solely on the players and their choices.
I strongly urge that you try to take a step back from strict objective driven gameplay and try just finding good fights, as you both can't make everyone happy, and it may grant you and your guild more solace.
The objective is always 2 fold. The reward is always 2 fold. If you think my group is just out to pvdoor the map you are making a mistake. Like all guild groups we start out small. Small numbers mean small objectives. We take resources to draw out players for fights. When our numbers get above 12 we rattle the back lines a little harder. When we get to 16 we start knocking on doors. We are playing the map, if the other factions don't care enough to play the map fine by me. We will gladly take the AP and run. Perhaps the question is, why are the other factions NOT playing the map? My guild is always open forum. I always ask players what the want to do. I always try to make the time we spend enjoyable and fun, so we laugh a lot. We have fights constantly all over the map and by the end of my 5 hours or so I log out with over 200 kills which I have been doing since 2.6. The hardest part is finding good fights. The challenge however is splitting up the blobs of 50 players. Even with my small groups of 16 to 20 we don't always win against 30 or more. Attrition will always be key in open world PVP and frankly I have never ever claimed my guild to be equal to or better than Khole, VE or Haxus, Invictus, even though we have in the past beat them. (Please do not take this as a challenge it is not. just stating a fact)
So even though what you say is true from your perspective, It's equally true from my perspective. A v A v A is never an easy PVP mix and we have seen it all here. But my guild and groups are as happy as they can be and enjoy the play and diversity we offer. We have no drama like the cross faction guilds do. So all my respect to you and I hope you can at least acknowledge that every coin has two sides and that your view is never the only one worth hearing.