This wouldn't fix the issue you have though.
If they have the players to take the keeps, they have the players to go back every hour and kill some NPC's.
The only fix for "map capping low pop hours" is to foster and encourage a healthy around-the-clock world wide population to play on a given server.
IcyDeadPeople wrote: »The only fix for "map capping low pop hours" is to foster and encourage a healthy around-the-clock world wide population to play on a given server.
Exactly this. People simply live in different areas, have different schedules, play at all different times.
If you feel like your faction doesn't have enough people late at night, instead of requesting some arbritrary mechanic to penalize night owls, why not simply make a guild and recruit more Oceanic and PST players?
The only fix for "map capping low pop hours" is to foster and encourage a healthy around-the-clock world wide population to play on a given server.
IcyDeadPeople wrote: »The only fix for "map capping low pop hours" is to foster and encourage a healthy around-the-clock world wide population to play on a given server.
Exactly this. People simply live in different areas, have different schedules, play at all different times.
If you feel like your faction doesn't have enough people late at night, instead of requesting some arbritrary mechanic to penalize night owls, why not simply make a guild and recruit more Oceanic and PST players?
Sandman929 wrote: »I'm still amazed that there are people who think "night" for them is universal.
Sandman929 wrote: »I'm still amazed that there are people who think "night" for them is universal.
Nobody here thinks that night is universal. You seem to think that the complaint is "nobody should play when it is nighttime for me". That's not the case.
I'm all for people playing at nighttime. It is good even, because it can create a different, more small-scale playing environment compared to the primetime zergs.
But not when the majority of the "nighttime" players piles up on the same side for easy wins. That's not a better play environment, that's just killing the campaign. That is the complaint, and that is what ZOS should prevent from happening, either by providing strong incentives for balanced teams( for ex. double AP for killing the overpopulated faction players), forcing them in some way(capping the populations of all sides at the lowest faction's population), or simply removing all rewards for doing the nightcapping(this wont prevent people from doing it, but at least it wont kill campaign scoring)
Sandman929 wrote: »Sandman929 wrote: »I'm still amazed that there are people who think "night" for them is universal.
Nobody here thinks that night is universal. You seem to think that the complaint is "nobody should play when it is nighttime for me". That's not the case.
I'm all for people playing at nighttime. It is good even, because it can create a different, more small-scale playing environment compared to the primetime zergs.
But not when the majority of the "nighttime" players piles up on the same side for easy wins. That's not a better play environment, that's just killing the campaign. That is the complaint, and that is what ZOS should prevent from happening, either by providing strong incentives for balanced teams( for ex. double AP for killing the overpopulated faction players), forcing them in some way(capping the populations of all sides at the lowest faction's population), or simply removing all rewards for doing the nightcapping(this wont prevent people from doing it, but at least it wont kill campaign scoring)
So I play DC, and DC only. Are you then suggesting that I'm forced to be multi-faction if I play during the "night"?
Sandman929 wrote: »Sandman929 wrote: »I'm still amazed that there are people who think "night" for them is universal.
Nobody here thinks that night is universal. You seem to think that the complaint is "nobody should play when it is nighttime for me". That's not the case.
I'm all for people playing at nighttime. It is good even, because it can create a different, more small-scale playing environment compared to the primetime zergs.
But not when the majority of the "nighttime" players piles up on the same side for easy wins. That's not a better play environment, that's just killing the campaign. That is the complaint, and that is what ZOS should prevent from happening, either by providing strong incentives for balanced teams( for ex. double AP for killing the overpopulated faction players), forcing them in some way(capping the populations of all sides at the lowest faction's population), or simply removing all rewards for doing the nightcapping(this wont prevent people from doing it, but at least it wont kill campaign scoring)
So I play DC, and DC only. Are you then suggesting that I'm forced to be multi-faction if I play during the "night"?
Forced? No. Instead, you should be encouraged to switch by giving you twice the AP for killing DC players (assuming they are the overpopulated side). Encouraged by not making you wait in a DC queue when there are no enemy players to oppose you on the other factions. And finally, discouraged by not giving you any PvP rewards for, well, not-PvPing against doors and NPC's.
Sandman929 wrote: »Sandman929 wrote: »I'm still amazed that there are people who think "night" for them is universal.
Nobody here thinks that night is universal. You seem to think that the complaint is "nobody should play when it is nighttime for me". That's not the case.
I'm all for people playing at nighttime. It is good even, because it can create a different, more small-scale playing environment compared to the primetime zergs.
But not when the majority of the "nighttime" players piles up on the same side for easy wins. That's not a better play environment, that's just killing the campaign. That is the complaint, and that is what ZOS should prevent from happening, either by providing strong incentives for balanced teams( for ex. double AP for killing the overpopulated faction players), forcing them in some way(capping the populations of all sides at the lowest faction's population), or simply removing all rewards for doing the nightcapping(this wont prevent people from doing it, but at least it wont kill campaign scoring)
So I play DC, and DC only. Are you then suggesting that I'm forced to be multi-faction if I play during the "night"?
Forced? No. Instead, you should be encouraged to switch by giving you twice the AP for killing DC players (assuming they are the overpopulated side). Encouraged by not making you wait in a DC queue when there are no enemy players to oppose you on the other factions. And finally, discouraged by not giving you any PvP rewards for, well, not-PvPing against doors and NPC's.
i've posted this already somewhere, but nvm...
if the map is X vs 0 vs 0 , all is lost. however, apart form the extreme case there is hope:
encourage!!! night capping (don't worry, there's a catch coming later) by the current off-ticks and also much more significant ap gains for kills depending on how much keeps your alliance holds.
now the catch: remove the per-player bonus from emp, remove the keep bonus stats except (the increase) extra ap. intrduce HUGE buffs if you have very few keeps. this way, small buffed-up groups would be able to hold/retake vs MUCH bigger masses. at the same time, the masses would earn decent AP for killing a few players. I accept that this may be hard to balance, but I think it may be possible and at least it is justified.
ideally, we'd end up with about roughly equally strong factions anyway. simply because this prevents a current problem: with late hours the losing faction faces some frustration and those players are more likely to log out earlier (or even worse to change factions), thus amplifying the issue. The changes could stop the frustration and thus stop said exodus. Teh same is true for retaking keeps: people would be mcuh more likely to start playing again if they didn't have to face 1) higher numbers with 2) significant buffs and 3) and emp running around farming people as 1vX for people with time rather than skill.
Every time is prime time for someone else.
I still think the best solution is to just remove any rewards for nightcapping.
Make it so that at a significant population disparity, scoring ticks stop, emperors cannot be crowned, scrolls cannot be picked up, and capturing structures does not give any AP.
They can still cap the whole map unopposed, it just won't help them to win the campaign anymore because the above will stay in effect until there actually is opposition present, at which point they will have already lost all the ill-gotten gains.
I still think the best solution is to just remove any rewards for nightcapping.
Make it so that at a significant population disparity, scoring ticks stop, emperors cannot be crowned, scrolls cannot be picked up, and capturing structures does not give any AP.
They can still cap the whole map unopposed, it just won't help them to win the campaign anymore because the above will stay in effect until there actually is opposition present, at which point they will have already lost all the ill-gotten gains.
And kill pvp for players from AU and Asia?
IcyDeadPeople wrote: »The only fix for "map capping low pop hours" is to foster and encourage a healthy around-the-clock world wide population to play on a given server.
Exactly this. People simply live in different areas, have different schedules, play at all different times.
If you feel like your faction doesn't have enough people late at night, instead of requesting some arbritrary mechanic to penalize night owls, why not simply make a guild and recruit more Oceanic and PST players?
that sort of selfish and entitled attitude is why so many ppl turn away from pvp and why we feel we being neclected by zenimax. its very bothersome to help us when we act like *** and abuse game mechanics/exploit and harash/grief and troll people 24/7 7 day a week. not everyone does, but ppl seems to be lacking common sense and BADLY.
this is similar problem to that where ppl aswell think its OKAY when its not> i go out to pub with my 3 friend, we chat bit, then suddenly everyone except me has their phone out and they roam facebook and taking pictures of themselfs and maybe one group photo. so much fun.... NOT.
I still think the best solution is to just remove any rewards for nightcapping.
Make it so that at a significant population disparity, scoring ticks stop, emperors cannot be crowned, scrolls cannot be picked up, and capturing structures does not give any AP.
They can still cap the whole map unopposed, it just won't help them to win the campaign anymore because the above will stay in effect until there actually is opposition present, at which point they will have already lost all the ill-gotten gains.
And kill pvp for players from AU and Asia?
When all players are piled on the same side, there is no pvp to kill.
GeorgeBlack wrote: »@Ranger209
I like that you see the need to address downtime capping.
Can you address the issue of Campaign points?
GeorgeBlack wrote: »@Ranger209
I like that you see the need to address downtime capping.
Can you address the issue of Campaign points?
In keeping with the theme of night capping to gain ridiculous amounts of Campaign Points for doing nothing after map is capped they could rather than turn off certain things when population dwindles, as stated above, they could scale the points earned per hour based on something like pvp deaths per hour. This way when all 3 alliances are pop locked you are scoring at a rate of 100% of what we now have but as it slides into 3 bars, 2 bars, 1 bar your alliance is gaining an ever smaller percentage of that per hour. I like basing it on pvp kills per hour or minute rather than flat out population levels. As the more pvp there is, then the bigger the alliance point gains can be achieved. So if people are running around sky shard hunting or questing it doesn't really impact the scoring just by them being there. People would have to participate in pvp to raise the percentage.