FluffyReachWitch wrote: »FluffyReachWitch wrote: »The Homestead AP levels are not excessive. Unless you are highly skilled, you can't take a resource alone.
Lol, what? I was soloing resources at V1 and I'm not what I'd call "highly skilled." It's even easier now with 600 CP and no doors to the tower. Taking a resource is 100% pve and any player that can reasonably pull their weight in a vet dungeon can do it.
Ah. I was thinking of non-CP campaigns, where people don't have any CP to back them up and getting disoriented, silenced, snared, or stunned by anywhere between five and ten NPCs means something.
Perhaps AP should be nerfed then. But only on Trueflame and like campaigns, if CP makes it as easy as you say.
Not really. The way players have been farming outposts on eu, by leaving the wall down, makes it so there are maybe 5 more NPCs that you have to contend with but it's really not a big change. Can still easily flip a keep in under a minute with the walls down and 12 ppl flipping flags.WuffyCerulei wrote: »Ya know keeps are way more work to capture than an outpost, right?
Publius_Scipio wrote: »RinaldoGandolphi wrote: »At this point, I say just leave it be.
ZOS is trying to encourage people to fight elsewhere besides the ring...the only way to do that is make other objectives worth something.
They are at least trying. Cut them a little slack, its a game, not a job.
Make Drakelowe capture worth 50K AP.
Sneaky,
My personal opinion is that anything that takes people off the bridge is a good change.
Flipping keeps spread out players all over the map.
So let them flip.
NightbladeMechanics wrote: »What if ZOS made the entire faction's keep capture quest target the highest level outer enemy keep to send people to the same place away from the emp ring? They could make the reward something stupid high like 10k for returning the quest AND increase the defense tick for the defending faction so they have an incentive to leave the emp ring to defend the keep.
Everyone standing in the same outpost/keep -> No one is at the bridge -> Players are spread out.
Genius. :O
Sandman929 wrote: »FluffyReachWitch wrote: »FluffyReachWitch wrote: »The Homestead AP levels are not excessive. Unless you are highly skilled, you can't take a resource alone.
Lol, what? I was soloing resources at V1 and I'm not what I'd call "highly skilled." It's even easier now with 600 CP and no doors to the tower. Taking a resource is 100% pve and any player that can reasonably pull their weight in a vet dungeon can do it.
Ah. I was thinking of non-CP campaigns, where people don't have any CP to back them up and getting disoriented, silenced, snared, or stunned by anywhere between five and ten NPCs means something.
Perhaps AP should be nerfed then. But only on Trueflame and like campaigns, if CP makes it as easy as you say.
CP makes it easier, but that's not why. If you go to the flag without killing some NPCs first, that's not going to go well. Aggro a few into the tower with you and break the fight up into smaller fights.
Even without CP, a resource isn't hard.
Everyone standing in the same outpost/keep -> No one is at the bridge -> Players are spread out.
Genius. :O
People need to flip the keeps.
People can't flip the same keep, because that will require multiple factions organization, which is hard to do in a locked/close to locked campaigns.
So instead people run around the map flipping keeps in circles.
If that's not 'spreading people all over the map' i don't know what is.
I do think the bridges and mile gates should be an obtainable objective for Cyrodiil. Could be fun.
Sandman929 wrote: »FluffyReachWitch wrote: »FluffyReachWitch wrote: »The Homestead AP levels are not excessive. Unless you are highly skilled, you can't take a resource alone.
Lol, what? I was soloing resources at V1 and I'm not what I'd call "highly skilled." It's even easier now with 600 CP and no doors to the tower. Taking a resource is 100% pve and any player that can reasonably pull their weight in a vet dungeon can do it.
Ah. I was thinking of non-CP campaigns, where people don't have any CP to back them up and getting disoriented, silenced, snared, or stunned by anywhere between five and ten NPCs means something.
Perhaps AP should be nerfed then. But only on Trueflame and like campaigns, if CP makes it as easy as you say.
CP makes it easier, but that's not why. If you go to the flag without killing some NPCs first, that's not going to go well. Aggro a few into the tower with you and break the fight up into smaller fights.
Even without CP, a resource isn't hard.
FluffyReachWitch wrote: »I do think the bridges and mile gates should be an obtainable objective for Cyrodiil. Could be fun.
Seconding the bridge and mile gate ideas because it would add some interest and something else to take, plus a bonus for participating in a huge endless skirmish there. But I wonder how bridges and gates would then come into play? Would they have guards like towns and resources, or would they become closed like keeps and impassable to other factions? If the second were the case, that could change the strategy for the map. Would make it hard for PvE questers and explorers to get around though....
AlwaysOnFire wrote: »RE: on the "taking a resource alone is hard" topic.
I would say that it *is* hard-- to people who aren't geared, specced, and informed how to do it. All of those things are accumulated resources or learned skills. Something that is "easy if you know how/easy if you have skills/easy if you have gear" isn't actually easy. It's just subjectively easy to someone who is prepared to do it. Less of an issue on Trueflame and where it's assumed that you're already adept maybe. But we shouldn't forget not everyone pops out of the womb wearing rattlecage or black rose.
Game design works by placing obtainable objectives in front of players who have yet to aggregate those resources, spend that time, learn a strategy, or cultivate skill. These players are then motivated to invest time, money, and effort into attaining these advantages and reducing the difficulty level of the content. If the objectives are not obtainable with investment, fewer players are motivated to take them. If the objectives do not compensate the player sufficiently for their effort, fewer players are motivated to take them.
However, the 'but I want to AP farm and that should be the only profitable means of acquiring AP' perspective does not desire appropriately skilled, geared, and specced opponents. It directly profits an AP farmer to have endless masses of unprepared participants face them who do not have much motivation or incentive to become more difficult to farm other than the inevitability of dying a lot.
So an AP farmer would not want attainable, rewarding alternate goals for people who aren't already their peers. It doesn't benefit them. And even when the 'easy prey' model causes many players to get tired and leave, that just leaves opponent zones less populated and easier to dominate.
Overall, an environment that is better-balanced to encourage skillful play results in a more sustainably challenging and satisfying campaign for all sides, and ensures a healthier skill gain progression of new players. For all people whine about PuGgies, I would think this is exactly what many would want. Don't think of it as more rewards for 'easy' content, but instead a better incentive for people for whom the game is not yet easy to, as they say, git gud.
AlwaysOnFire wrote: »RE: on the "taking a resource alone is hard" topic.
I would say that it *is* hard-- to people who aren't geared, specced, and informed how to do it. All of those things are accumulated resources or learned skills. Something that is "easy if you know how/easy if you have skills/easy if you have gear" isn't actually easy.
Well yeah, that goes without saying that you have to practice a bit before knowing how to do anything. That includes the basic mechanics of the game. But to say resources are hard to take would be like saying the game is hard to play.
AlwaysOnFire wrote: »RE: on the "taking a resource alone is hard" topic.
I would say that it *is* hard-- to people who aren't geared, specced, and informed how to do it. All of those things are accumulated resources or learned skills. Something that is "easy if you know how/easy if you have skills/easy if you have gear" isn't actually easy.
No one said you didn't have to learn how to do it. I died like 20 times trying to solo my first resource, not even knowing there were resource levels and starting with a level 5 wasn't a good idea. But nobody had told me it was too hard to do, or I never would have tried in the first place.
AlwaysOnFire wrote: »You... do understand that just because you have achieved something, that doesn't make it objectively easy, right?
AlwaysOnFire wrote: »
Well yeah, that goes without saying that you have to practice a bit before knowing how to do anything. That includes the basic mechanics of the game. But to say resources are hard to take would be like saying the game is hard to play.
You... do understand that just because you have achieved something, that doesn't make it objectively easy, right? Until it becomes easy, the game is 'hard to play' for people. What you deem 'basic mechanics' are not flawlessly intuitive to everybody, and people will often not learn them unless they are properly compensated for doing so. Else, why bother? Just go do something else more rewarding with your time otherwise.
And Zenimax is probably not developing a game based on that the game is easy for you personally, but likely is considering players that are not yet where you are. Players that give up won't partake of content they spend time and money to develop, so a good developer takes time to balance the difficulty/reward of certain activities not for you, but for those who actually need incentive to master the content.
It's like looking at a kid who's not motivated to learn algebra and telling them "math's not hard. you just have to practice a bit before knowing how to do anything."
They'll never learn or want to learn unless there's more in it for them than just a lack of contempt from people who condescended to them about it. It's inadvertently calling them stupid, because if you find it easy, and they don't find it easy, then they must just be objectively worse than you at something that doesn't benefit them anyway. By increasing the reward, people are more likely to learn, use, and master the mechanics that you deem basic. And in turn this has an impact on how the game flows and what the environment is like, and how good it is at retaining players. Assuming everything is easy and thus not worth rewarding is a disservice to practically everybody who doesn't have a "screw you, I got mine" attitude.
Zenimax's design is trying to encourage people to become your peer, and so by making the content more rewarding people who would never otherwise invest in that content will do so, and soon they too will find it 'easy.'
asneakybanana wrote: »@Anazasi were lucky on PC na in the fact we haven't really had any outposts/keep farmers for the most part. If you look at PC EU and the console's there is tons of this outpost farming going on and it's only a matter of time imo until haderus becomes a farm campaign for us. I wouldn't mind seeing pugs getting more AP but there needs to be a better way than ticks. That just encourages zerging and exploiting farm methods.
asneakybanana wrote: »@Anazasi were lucky on PC na in the fact we haven't really had any outposts/keep farmers for the most part. If you look at PC EU and the console's there is tons of this outpost farming going on and it's only a matter of time imo until haderus becomes a farm campaign for us. I wouldn't mind seeing pugs getting more AP but there needs to be a better way than ticks. That just encourages zerging and exploiting farm methods.
@asneakybanana we don't have farmers like that because all the top guilds on PCNA actually PvP and wouldn't let it happen. If people started trying those farms on Haderous, it wouldn't be long before VE, Haxus, Fantasia or someone would show up to farm the farmers.
asneakybanana wrote: »asneakybanana wrote: »@Anazasi were lucky on PC na in the fact we haven't really had any outposts/keep farmers for the most part. If you look at PC EU and the console's there is tons of this outpost farming going on and it's only a matter of time imo until haderus becomes a farm campaign for us. I wouldn't mind seeing pugs getting more AP but there needs to be a better way than ticks. That just encourages zerging and exploiting farm methods.
@asneakybanana we don't have farmers like that because all the top guilds on PCNA actually PvP and wouldn't let it happen. If people started trying those farms on Haderous, it wouldn't be long before VE, Haxus, Fantasia or someone would show up to farm the farmers.
It doesn't matter. There are guilds on eu that do that. There's so many ppl at the keep that you end up crashing and usually it's ad that does it killing the ep and DC and AD doesn't have locked pop on haderus so they end up basically losing the character until customer support moves it. I can guarantee you that if 30+ of each faction start doing it on haderus it will snowball until it's 100+ per faction and end up the same as eu
If you're okay with letting the cross faction keep flipping happen in otherwise empty campaigns, sure. Nevermind that would then also negate the incentive to spread out because it's so much easier to farm AP by simply joining in the farm. >_>
asneakybanana wrote: »asneakybanana wrote: »@Anazasi were lucky on PC na in the fact we haven't really had any outposts/keep farmers for the most part. If you look at PC EU and the console's there is tons of this outpost farming going on and it's only a matter of time imo until haderus becomes a farm campaign for us. I wouldn't mind seeing pugs getting more AP but there needs to be a better way than ticks. That just encourages zerging and exploiting farm methods.
@asneakybanana we don't have farmers like that because all the top guilds on PCNA actually PvP and wouldn't let it happen. If people started trying those farms on Haderous, it wouldn't be long before VE, Haxus, Fantasia or someone would show up to farm the farmers.
It doesn't matter. There are guilds on eu that do that. There's so many ppl at the keep that you end up crashing and usually it's ad that does it killing the ep and DC and AD doesn't have locked pop on haderus so they end up basically losing the character until customer support moves it. I can guarantee you that if 30+ of each faction start doing it on haderus it will snowball until it's 100+ per faction and end up the same as eu
The way I've heard it, a lot of the better guilds on EU are involved with the farming, which is why it happens. I really can't see it happening on PC NA, too many groups that hate each other and too many strangely intense faction loyalists.
asneakybanana wrote: »@Anazasi were lucky on PC na in the fact we haven't really had any outposts/keep farmers for the most part. If you look at PC EU and the console's there is tons of this outpost farming going on and it's only a matter of time imo until haderus becomes a farm campaign for us. I wouldn't mind seeing pugs getting more AP but there needs to be a better way than ticks. That just encourages zerging and exploiting farm methods.
@asneakybanana we don't have farmers like that because all the top guilds on PCNA actually PvP and wouldn't let it happen. If people started trying those farms on Haderous, it wouldn't be long before VE, Haxus, Fantasia or someone would show up to farm the farmers.
asneakybanana wrote: »@Anazasi were lucky on PC na in the fact we haven't really had any outposts/keep farmers for the most part. If you look at PC EU and the console's there is tons of this outpost farming going on and it's only a matter of time imo until haderus becomes a farm campaign for us. I wouldn't mind seeing pugs getting more AP but there needs to be a better way than ticks. That just encourages zerging and exploiting farm methods.
@asneakybanana we don't have farmers like that because all the top guilds on PCNA actually PvP and wouldn't let it happen. If people started trying those farms on Haderous, it wouldn't be long before VE, Haxus, Fantasia or someone would show up to farm the farmers.
It's not as easy as you think. We have big guilds with (some) morals on console too. But we also have 5 campaigns. We busted farms up on multiple camps but you just can't be everywhere at the same time. It was possible to police a campaign but not all.