ZOS_GinaBruno wrote: »General
- Keeps, Outposts and Resources now have a 5 minute cooldown for granting Alliance Points for capturing; you won’t receive AP for capturing it again until 5 minutes has passed.
IxSTALKERxI wrote: »ZOS_GinaBruno wrote: »General
- Keeps, Outposts and Resources now have a 5 minute cooldown for granting Alliance Points for capturing; you won’t receive AP for capturing it again until 5 minutes has passed.
@ZOS_BrianWheeler
Whilst this change prevents players from flipping one objective back and forth, the new O'ticks still encourage bad gameplay.
There are groups of players who do nothing but capture undefended objectives with large groups to get AP. They actually make decent AP/hr compared to if they attempted to kill something. This leaves the faction with less numbers on the front lines or on defense where people are actually needed. The same happens for all 3 factions so you end up with zergs on all 3 factions avoiding each other and taking keeps from 5-10 defenders who just get run over and wonder where their faction is. Their faction is off getting O ticks because it is a faster way to earn AP for them then killing enemies or defending for a D Tick.
Whilst it is nice that players are getting awarded for playing the objective, I think the values should be slightly reduced so they don't avoid fighting enemies all together. Killing other enemies should be a part of earning AP. Zergs should collide with each other, not avoid each other and run over 5 people for o'ticks instead.
IxSTALKERxI wrote: »The values should be halved imo.
Atm it's 6k per keep and 1500 for resource. It should be 3k per keep and 750 per resource. This is a nice little incentive to go out of your way to capture something, but it doesn't give more AP than helping defend roebeck against 60 DC. Plus with AP buffs or double AP events the O'ticks just get out of hand.
It should just be divided among everyone, instead of giving everyone a flat value....
Pepper8Jack wrote: »Don't forget the original intent of the first pass at changing the AP ticks. The whole point was to make objectives all over the map more desirable rather than to have everyone fighting at the bridges. Sounds like they succeeded in that goal.
Whether or not you agree with the idea is another point entirely, but to me it seems they accomplished (at least partially) what they set out to do. So I don't think it;s likely that they'll decide to swing these changes the other way now.
It should just be divided among everyone, instead of giving everyone a flat value....
Change defensive ticks instead. Every 2 minutes an uninterruptable tick occurs with the AP of all accrued deaths to whichever alliance owns the property. People would be more inclined to stay and defend keeps/castles/forts/outposts if there was a near guarantee for a reward during extra long battles. This also benefits solo and outnumbered defenders dealing with worst case scenario larger front dooring groups.
Tavore1138 wrote: »Can't really agree with the OP here, the goal of the campaigns is to score the most points over the duration of the campaign and it is often a better strategy to avoid a well prepared and populated keep who are planning a farming session to bypass and attack somewhere else both to gain additional objectives and to force your opponents to react to you rather than running into their massed fire ballistas.
Rather than wanting scores changed you should be coordinating better, staying mobile, scouting your keeps and making your own forays behind enemy lines - just being static and waiting for people to come and be farmed is not a strategy the devs should necessarily be rewarding IMO.
Elsterchen wrote: »It should just be divided among everyone, instead of giving everyone a flat value....
@Valencer : This was the case in the very early days of ESO, I am not sure if it was changed when ESO went live or shortly after that. But, I can tell you its not fun for lower level players (those flies on the wall) to go into battle (and learn!) if they do not get rewarded for it. The division of AP in the earlier days left me with very little or no reward after taking part in a 1 or 2 hour keep defense or capture, evenso I did contribute the best I could by providing siege and playersupport (templar speaking here).
I do understand, that those that actively go out and into face-to-face combat might feel discurraged by even values for everyone... but imagine cyrodiils fighting without supporters or for that matter without new players willing to put up with the task of learning PVP?
I know your idea just sounds fair, but even now as a battle-forged PVPler (with little time to play I might add) I am happy that those "flies on the wall" keep coming and strife to do there best. I feel they deserve a good reward for it.
Change defensive ticks instead. Every 2 minutes an uninterruptable tick occurs with the AP of all accrued deaths to whichever alliance owns the property. People would be more inclined to stay and defend keeps/castles/forts/outposts if there was a near guarantee for a reward during extra long battles. This also benefits solo and outnumbered defenders dealing with worst case scenario larger front dooring groups.
Elsterchen wrote: »It should just be divided among everyone, instead of giving everyone a flat value....
@Valencer : This was the case in the very early days of ESO, I am not sure if it was changed when ESO went live or shortly after that. But, I can tell you its not fun for lower level players (those flies on the wall) to go into battle (and learn!) if they do not get rewarded for it. The division of AP in the earlier days left me with very little or no reward after taking part in a 1 or 2 hour keep defense or capture, evenso I did contribute the best I could by providing siege and playersupport (templar speaking here).
I do understand, that those that actively go out and into face-to-face combat might feel discurraged by even values for everyone... but imagine cyrodiils fighting without supporters or for that matter without new players willing to put up with the task of learning PVP?
I know your idea just sounds fair, but even now as a battle-forged PVPler (with little time to play I might add) I am happy that those "flies on the wall" keep coming and strife to do there best. I feel they deserve a good reward for it.
As far as I know, ticks consist of a flat value that depends on the type of objective and a dynamic value that is drawn from the tick pool, which is fed by people dying within tick range and is divided among all the participants (of the winning alliance) in tick range. The flat value for o-ticks got buffed from an insignificant value to a ridiculously big value (about 75 AP to 6k AP). This happened with Homestead and is a fairly recent change.
I get what youre saying, but I cant help but disagree because it simply rewards really horrible behaviour. Cyrodiil is getting dumbed down to the point where people are actively rewarded for stacking as many people as possible to roll over an outnumbered defense as much as possible. This is pretty much a fact and what's been happening more and more on Live for months.
Pre-homestead, those 'flies on the wall' got rewarded for participating in big back-and-forth sieges that involved a lot of PvP (people dying) which their alliance ended up winning.
Post-homestead those same guys are getting massive ticks for borderline PvDooring a keep with 60 people. Surely you dont think that's a healthy change?
If they want to encourage people playing the map, they could just buff up the end of campaign rewards. That's a way healthier way to go about it imo. What youre indirectly saying is that PvP isnt fun for newbies so there has to be a carrot to chase. Why don't they just make the actual PvP more fun then?
Kaimar1995 wrote: »I could imagine an increase for ticks in % instead of a flat value. So you only get like 0.5k for taking a res and 1.5k for a keep, but a 20% increased tick around res and 50% increased tick on a keep for the actual fight.
So turning empty ressources or keeps will give you some AP, but nothing thats really worth farming it, while big fights around keeps will reward players even more.
I don't exactly know, how it works right now, but I don't think, there's more AP around stategic points? This could solve the problem or cause a new one, I don't know.
It should just be divided among everyone, instead of giving everyone a flat value....
This. Don't reward zergballing resources.
Additionally, I do like the AP cooldown, but feel it should be per player. So a player can't get o-ticks more often than every 5 minutes, regardless of what towns/resources/keeps they are taking.
Rohamad_Ali wrote: »Why are the keeps undefended ? Playing the map is what Cyrodiil is designed around , not sitting at one outpost and farming AP while losing castles and home keeps . It's good they added incentive to play the campaign . When you rewards players for sitting in one spot more then the people trying to win the campaign objective , you just create a community of AP farmers that fight for top spot until a desirable gets highs enough AP to push for Emp . That is so old .
It should just be divided among everyone, instead of giving everyone a flat value....
This. Don't reward zergballing resources.
Additionally, I do like the AP cooldown, but feel it should be per player. So a player can't get o-ticks more often than every 5 minutes, regardless of what towns/resources/keeps they are taking.
I disagree, I solo resources at enemy home keeps a lot because it's a good way to get small scale fights, but if no one shows up at the first resource and I take a second or third, i shouldn't be punished and get no AP when I'm helping my alliance by cutting off enemy fast travel through that keep.