When mister
@ZOS_BrianWheeler explained how they would process with the new Double AP week including keeps, outposts and ressources, instead of stopping only at killing and healing players, I asked in Twitch chat to
@ZOS_GinaBruno a few times "Are there any plans to counter the outpost trading that is going to occurs on less popular campaigns?" The question got ignored and I managed later on to ask one of my contacts who knows an important ZOS employee to ask that person the same question. He got told that there were no plans in place to counter such measure.
Here we are today.
What can we learn from this? As much as I agree with the first though of our PvP lead on testing Cyrodiil performances, I think he could have listened more to advices from active pvpers before increasing the AP gain for capturing objectives. Only doubling the AP for killing and healing players would have convinced people to PvP and engage each other, probably even more than including objective captures on top of that.
As a future reference, I suggest the following system to make it work without any problem. First of all, reduce the overall base AP gain for capturing objectives from the Homestead patch from 1500 to 1000 for ressources, 6000 to 4000 for outposts and 6000 for keeps.
Then, make the amount of AP given to players linked with the objective level (1-5). 1 being the least amount and 5 being the most. Finally, make the amount of AP given scale with the amount of players in the area when the objective flips.
For example :
- If one player flips a ressource level 5, that person gets 1000 APs.
- If 10 players flip a ressource level 5, they all get 100 APs.
- If 4 players capture an outpost level 5, they all get 1000 APs.
- If 8 players capture an outpost level 5, they all get 500 APs.
- If one player flips a ressource level 1, that person gets 200 APs.
- If 10 players flip a ressource level 1, they all get 20 APs.
- If 4 players capture an outpost level 1, they all get 200 APs.
- If 8 players capture an outpost level 1, they all get 100 APs.
Then you add the APs related to the amount of deaths in the area while the objective was contested.
This system discourages zerging, encourages players to hit objectives less contested and stops exploiting.
Frozn - Stamdk - AR50
Frosted - Magplar - AR50
Frodn - Magden - AR50
Warmed - Magblade - AR50
Mmfrozy - Magsorc - AR44
Necrozn - Magcro - AR32
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PvP Group Builds
“Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
- Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
- Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
- Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
- Change emperorship to value faction score points and not alliance points - see this and this
- Fix long loading screens (mostly caused by players joining group out of rendering range)
- Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
- Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
- Release bigger battlegrounds with 8 to 16 players per team and only two teams
- Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
- Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
- Add a function to ignore the Claiming system of useless rewards
- Improve the Mailing System / Rewards of the Worthy stacking
- Assign specific group sizes to specific campaigns (24-16-8)
- Make forward camps impossible to place near objectives
- Make snares only available from ground effects abilities
- Change emperorship to last minimum 24hours
- Fix body sliding after cc breaking too quickly
- Remove Block Casting through Battle Spirit
- Fix the speed drop while jumping - see video
- Fix loading screens when keeps upgrade
- Fix Rams going crazy (spinning around)
- Bring back dynamic ulti regeneration
- Fix speed bug (abilities locked)
- Introduce dynamic population
- Lower population cap by 20%
- Add Snare Immunity potions
- Bring resurrection sickness
- Fix character desync
- Fix cc breaking bug
- Fix gap closer bug
- Fix health desync
- Fix combat bug
- Fix streak bug
- Fix server lag