If you can’t keep your Scrolls, you don’t deserve to have them. Period. Now they’re actually worth something.
Tommy_The_Gun wrote: »Vivec Pc / EU:So... to clarify. The faction that wins the campaign is the one that will PvDoor the scrolls and defend at lest 3 - 4 castles/forts/keeps...
Isn't it 2014 scoring system all over again ?!
The only difference is that back in 2014 Campaigns were alliance locked... nuff said.
I've never been a fan of low population bonus. Being rewarded for not showing up is just wrong.
I've never been a fan of low population bonus. Being rewarded for not showing up is just wrong.
That ain't the problem though. Those screenshots above were at primetime with equal pops on all factions
The massive increase in score for scrolls is the problem - and that the usual AD morning PVDoor-ers can take all the scrolls with no resistance - then the other 2 factions spend all day fighting to get them back - and when it goes into primetime, nobody has the low-pop bonus, but AD are still benefiting massively from holding all the scrolls they took off-peak..
AD/EP can take almost all of AD's keeps - but unless they can get to the last ones to get those scrolls (and take them from each other as per Roe/Alessia), AD STILL SCORE MORE EVERY PRIMETIME TICK.
This is worse.. Way worse.
I honestly can't describe how annoyed I am at this.
- and if you *do* want to condemn them, maybe instead of whining about it, offer constructive feedback and suggestions to fix, rather than starting snarky unconstructive "X is broken, guess we can just do Y and win lul" threads that contribute nothing to the conversation.
Izanagi.Xiiib16_ESO wrote: »2) Score evaluation needs to be dynamic based on the contesting populations. This way during down times when night capping occurs score ticks are fewer vs when the map is fully locked and dynamically changing. This brings the influence of 10-20 players during down times into line with the same amount of players during primetime.
Izanagi.Xiiib16_ESO wrote: »2) Score evaluation needs to be dynamic based on the contesting populations. This way during down times when night capping occurs score ticks are fewer vs when the map is fully locked and dynamically changing. This brings the influence of 10-20 players during down times into line with the same amount of players during primetime.
This, 100%. They did half of what we want/need them to do. Just need Part II now.
Agrippa_Invisus wrote: »Izanagi.Xiiib16_ESO wrote: »2) Score evaluation needs to be dynamic based on the contesting populations. This way during down times when night capping occurs score ticks are fewer vs when the map is fully locked and dynamically changing. This brings the influence of 10-20 players during down times into line with the same amount of players during primetime.
This, 100%. They did half of what we want/need them to do. Just need Part II now.
Personally, I think they went overboard with now much they adjusted the value.
I felt that a 1-2-3 value system would work perfectly. 1 for resources and outposts, 2 for keeps, 3 for scrolls, with the standard doubling of the value for home possessions for each factions. This meant a scroll would be a 9 point swing (6 from the home faction, 3 to the stealing faction), making it valuable without making it so you could camp your keystone keep, your home scrolls, and enemy scroll and be making as much as a faction that holds over half the map (which was the hated strategy of old).
What AvA really needs is full time game designers which it obviously does not have. Making and maintaining a great game is a full time job.
I'm always hesitant to offer specific ideas because as players it's difficult for us to see the forest from the trees. Really, it's like someone who likes driving cars trying to design a car. Making a great game is both an art and a science.
The real problem here is it's another half-assed change that wasn't really vetted.
I disagree. It's a good concept. There's an audience for a game like this. The problem isn't even the implementation. It's fundamentally good. The main problem is that it was never finished and the rest of the game changed around it in a way that doesn't suit it.Vilestride wrote: »What AvA really needs is full time game designers which it obviously does not have. Making and maintaining a great game is a full time job.
I'm always hesitant to offer specific ideas because as players it's difficult for us to see the forest from the trees. Really, it's like someone who likes driving cars trying to design a car. Making a great game is both an art and a science.
The real problem here is it's another half-assed change that wasn't really vetted.
Yeah that'd be nice but realistically try writing the business case for that and tell me the result is a profitable one. It's just not.
I disagree. It's a good concept. There's an audience for a game like this. The problem isn't even the implementation. It's fundamentally good. The main problem is that it was never finished and the rest of the game changed around it in a way that doesn't suit it.Vilestride wrote: »What AvA really needs is full time game designers which it obviously does not have. Making and maintaining a great game is a full time job.
I'm always hesitant to offer specific ideas because as players it's difficult for us to see the forest from the trees. Really, it's like someone who likes driving cars trying to design a car. Making a great game is both an art and a science.
The real problem here is it's another half-assed change that wasn't really vetted.
Yeah that'd be nice but realistically try writing the business case for that and tell me the result is a profitable one. It's just not.
Still, it's an almost finished game that ZOS is not seeing much of a return from. I think it could be completed for a fraction of the cost they've already sunk into it and properly monetized. I can imagine a variety of ways to do it.
I think ZOS is failing its stakeholders by letting it rot.
This could be really cool. Have new set objective locations for storing captured enemy scrolls. Anything that better spreads the fighting out and makes for unique fights.I think what could be fun is making the scrolls easier to retrieve. They could be housed into mini temples (or even existing buildings that can now be destroyed) in the open who have minimal protection, like 200k on the walls or something. They would be spread around in the dead-ish zones, and also each one would have a specific scroll assigned to it so others can plan where they can interecept and such. Having them in trikeeps most of the time makes them too hard to recap by a small team, and the fact that you can drop them in any of your home keeps makes the run too short and too easy to reinforce.
Think of how much more fun it'd be if we had scrolls fights regularly around a collapsed Brindle church, the Moth Temple, Cloud Ruler temple, etc..
Vilestride wrote: »It's a great concept I agree. That is why I bought it and played for the last 4 years and still do. But I think from a business perspective it's too far gone now for that kind of resource attention to be warranted. Maybe a couple years back there could have been an opportunity for additional investment but now. ..you would have to realistically look at the returns PVP is giving you and weigh that up the likely hood that improvements to the game would increase those returns. Which it surely would BUT when you consider what the gaming market will look like by the time those improvements could be made...it becomes a bit less relevant.
Vilestride wrote: »Yeah but all those other MMOs that popped up as you say died even faster than they came to be. I'd hardly go using them as examples of success lol. Were you thinking of any specifically.
Anyway. All I am saying is I can completely understand why their business pays as little regard as it does right now.
usmguy1234 wrote: »Vivec PC/NA. DC is backed up to their tri-keeps and Bruma. EP has most the map.
DC is getting 88 points next eval
EP is getting 50
So you can take 2 scrolls and faction stack your tri-keeps and win a campaign now.
I like the changes. Ep zerging has hit critical levels on Xbox na on both cp campaigns. Guess you might have to split your defences and not zerg everything to wild abandonment.
usmguy1234 wrote: »Vivec PC/NA. DC is backed up to their tri-keeps and Bruma. EP has most the map.
DC is getting 88 points next eval
EP is getting 50
So you can take 2 scrolls and faction stack your tri-keeps and win a campaign now.
I like the changes. Ep zerging has hit critical levels on Xbox na on both cp campaigns. Guess you might have to split your defences and not zerg everything to wild abandonment.
no. while campaign imbalances do suck the change kinda negates the entire purpose of cyrodiil.
Scoring should not be based on time alone but on map activity. A scroll taken from an undefended keep with thrice the server population of the attacked faction and held in your own keep for 10 hours while none of your keeps flipped or even created a notable defftick has to be flagged by the game as what it is: completely useless activity by taking advantage of one's own special online time.
The points rewarded should mirror the effort put into it. PvDooring the map with a twelve man team of ridiculously bad players nearly wiping to three guards and a meatbag catapult is not what is meant by "making scrolls worth fighting for".
Taking a scroll at prime time from a central keep after a three way fight that generated a massive offensive tick and holding it together with all home keeps while the map is lit like a Christmas tree, that's where points for your alliance should be generated.
As long as the system is not capable of rating these differences correctly, noone with AvA experience will give a damn about strategical gameplay. Because any effort is rendered void by the way your scoring system discriminates players who try to actually seek fights against other factions.