Imperator_Clydus wrote: »DemonNinja wrote: »This is when I want a dislike option.... So basically what you are asking for is a Zerg fest system that supports a keep swapping cluster like GW
I stand behind ZOS and the design decisions they have made, it facilitates smaller group tactics. Anything that moves this game into the direction of a DAoC RvR model I support. That being said the game has only been out a moth and does still need work, but I completely disagree. The system you are proposing would only create a total zerg fest which is the exact reason why I left GW2.
No. No. No. You couldn't be further from the truth.
I do not want a zerg fest system. ESO is already doing that on its own just fine. I want to discourage it.
There wouldn't be keep swapping, because again, there is more incentive to actually defend a keep than take one. You gain more AP for defending, and this would be reflected with the new objective-oriented system as well. Games that have keep swapping rely heavily on offense and nothing else, leading to your suggested worry.
Explain to me how making the AvA actually matter and turning the game away from zergs and mindless killing make the game worse? I want to improve the AvA experience. It's a shame that most AP is accumulated from killing players. It's a shame that solo players or small groups get a majority of the AP when they aren't even participating in AvA. It's a shame that taking keeps, defending them, taking scrolls, and crowning and emperor takes a back seat to mindless killing.
AvA was supposed to be an experience where guilds in an alliance came together coordinated strategies, defended their own keeps, and fought together to win the Alliance War. AvA is not like that in the slightest. It is nothing more than small gank groups and farm groups going around trying to farm the emperorship at the expense of the Alliance War. Is that the experience you were looking for?
Imperator_Clydus wrote: »
Where in that quote did I say cutting off reinforcements and occupying choke points is not a part of AvA? Please do not make assumptions. Clearly these tactics are very advantageous towards taking or defending keeps/resources and further pushing your alliance's goals.
Farming kills is ganking lowbies questing or camping elder scrolls gates waiting for prey to come by. My explanation is purely based on activities that do not actually benefit your alliance in the Alliance War. The system encourages and endorses these activities more so than actually participating in AvA.
Too large a group? ZOS has built ESO and their engine to sustain up to 200 players on the screen. They openly want and encourage huge battles. That is really the crux of the AvA system and while I'm not arguing that small groups or solo should be irrelevant, they shouldn't be significantly better AP-wise than large groups. Just because you happen to be in a small group doesn't necessarily mean the battle is harder or requires more skill. That is a fallacy.
Everybody should definitely gain more AP for playing objectively, large and small groups (especially for offense). AP for kills should be reduced significantly, especially for small groups or solo players. This isn't an arena or a death match. Killing players is not what will win the Alliance War. Taking keeps/resources, maintaining them, stealing elder scrolls, and crowning an emperor is what will win the war. These are all objectives. The entire AP system should be based around these principles.
xsorusb14_ESO wrote: »
A. you only gain more from defending based on the amount of kills you get from defending, and that's based on the amount of realm points earned in the area..In otherwords, If players are worth less in PvP, and you kill them, the amount of Realm Points earned during Defending from the Tic is less. Taking objectives right now gives about 600-1000 if no one defends..The most i've seen on a single defense that was two hours long on the tic is 20k. If players weren't worth the amount they were, no one would bother defending, and we'd be keep swapping.
B. Solo Players should gain ridiculous amounts of AP if they're killing people, They're defending the Objective just the same as you defending that objective...Only they risk dying far more then you, who has 23 other people backing him up because you're afraid to die. Bigger the Risk, Bigger the Reward.
C. You came to play AvA and not zerg wars? You're zerging right now with 24 people, you're just not very good at it obviously otherwise you'd be able to make a healthy amount of Realm Points. Blaming others for your failures at the game is hilarious.
I'm sorry PvD seems to be your preferred method of play... and actual PvP seems to scare you.
By the way, for the comment on Alliance vs Alliance is dueling/ganking lowbies or whatever.
We had this discussion back in DAOC with players like yourself..Who insisted Realm vs Realm is nothing but Keeps/Towers and such.
Alliance vs Alliance is exactly that..Alliances fighting one another, It doesn't specify what the alliance is..or what the battles are.
it could be that single 1v1 out the middle of no where..It could be ganking lowbies, it can even by blowing up terrible zergs.
It can be all those things...
you want more Alliance Points, play better.
Imperator_Clydus wrote: »I want to improve the AvA experience. .... It's a shame that solo players or small groups get a majority of the AP when they aren't even participating in AvA.
xsorusb14_ESO wrote: »Imperator_Clydus wrote: »DemonNinja wrote: »This is when I want a dislike option.... So basically what you are asking for is a Zerg fest system that supports a keep swapping cluster like GW
I stand behind ZOS and the design decisions they have made, it facilitates smaller group tactics. Anything that moves this game into the direction of a DAoC RvR model I support. That being said the game has only been out a moth and does still need work, but I completely disagree. The system you are proposing would only create a total zerg fest which is the exact reason why I left GW2.
No. No. No. You couldn't be further from the truth.
I do not want a zerg fest system. ESO is already doing that on its own just fine. I want to discourage it.
There wouldn't be keep swapping, because again, there is more incentive to actually defend a keep than take one. You gain more AP for defending, and this would be reflected with the new objective-oriented system as well. Games that have keep swapping rely heavily on offense and nothing else, leading to your suggested worry.
Explain to me how making the AvA actually matter and turning the game away from zergs and mindless killing make the game worse? I want to improve the AvA experience. It's a shame that most AP is accumulated from killing players. It's a shame that solo players or small groups get a majority of the AP when they aren't even participating in AvA. It's a shame that taking keeps, defending them, taking scrolls, and crowning and emperor takes a back seat to mindless killing.
AvA was supposed to be an experience where guilds in an alliance came together coordinated strategies, defended their own keeps, and fought together to win the Alliance War. AvA is not like that in the slightest. It is nothing more than small gank groups and farm groups going around trying to farm the emperorship at the expense of the Alliance War. Is that the experience you were looking for?
Because we have countless games that rewarded taking Objectives more then Killing Players resulting in Keep Swapping.
Also, those solo players and small groups are participating in ava, by killing players who are running to objectives..
They're doing far more to help their side then some guy taking undefended objectives with his 24 man zerg ..oh i'm sorry, "Group" lol
Imperator_Clydus wrote: »galiumb16_ESO wrote: »Imperator_Clydus wrote: »You seem to be missing the point. AP gains are better solo and in small groups. I was the first DC player crowned emperor on Bloodthorn and I play mainly in 24 party groups. I was passed almost immediately on the leaderboard by players who have admitted to playing solo and farming kills. There is something inherently wrong with a system that encourages farming and not participating in the AvA system.
Why is cutting off reinforcements, occupying large groups of enemy at non-objective choke points, etc considered not participating in the AvA system? What about when our small group breaks sieges? Breaks stale mate battles? It is not like you can just run off to a corner of the map that doesn't effect AvA and farm players.... players are in and around AvA objectives, so that is where you fight.
I think the current system is great and needs to remain, specially as they march down the road of changing AoE caps. The current system rewards risk and that is how it should be.
Using a common occurrence as an example. When our small group is assisting with a defense we are not inside, behind siege waiting for the enemy to make a mistake to charge out. We are are out there on the flank, on the breached walls, really pushing the enemy, forcing those mistakes to happen. Yes we are making more per kill than the 24 man zerg inside the fort, but when we die we have to run back, no points for that portion of time. When we are kiting a 24 man zerg half way across the map because they decided killing us was more important than taking the fort, we are not making points, while all those folks on the defense get a big fat defense AP bonus.
The system right now means that if you are the biggest force on the map, than you are going to earn less AP and that is a good thing for the health of the game. If you are not making enough points then I would argue that you have too large of a group for what you are facing.
The only AP change I think needs a review is the amount you get for taking objectives. Given that you can defend with a smaller number of players I think the ratio of defender vs attacker should be reflected in the formula for how much you should be rewarded when taking a keep. I assume right now it is more of a flat comparison.
I do agree with your other statement about needing to shut down campaigns. We should start off by shutting down 5 campaigns and see how the population shakes out from there.
Where in that quote did I say cutting off reinforcements and occupying choke points is not a part of AvA? Please do not make assumptions. Clearly these tactics are very advantageous towards taking or defending keeps/resources and further pushing your alliance's goals.
Farming kills is ganking lowbies questing or camping elder scrolls gates waiting for prey to come by. My explanation is purely based on activities that do not actually benefit your alliance in the Alliance War. The system encourages and endorses these activities more so than actually participating in AvA.
Too large a group? ZOS has built ESO and their engine to sustain up to 200 players on the screen. They openly want and encourage huge battles. That is really the crux of the AvA system and while I'm not arguing that small groups or solo should be irrelevant, they shouldn't be significantly better AP-wise than large groups. Just because you happen to be in a small group doesn't necessarily mean the battle is harder or requires more skill. That is a fallacy.
Everybody should definitely gain more AP for playing objectively, large and small groups (especially for offense). AP for kills should be reduced significantly, especially for small groups or solo players. This isn't an arena or a death match. Killing players is not what will win the Alliance War. Taking keeps/resources, maintaining them, stealing elder scrolls, and crowning an emperor is what will win the war. These are all objectives. The entire AP system should be based around these principles.
Imperator_Clydus wrote: »xsorusb14_ESO wrote: »
A. you only gain more from defending based on the amount of kills you get from defending, and that's based on the amount of realm points earned in the area..In otherwords, If players are worth less in PvP, and you kill them, the amount of Realm Points earned during Defending from the Tic is less. Taking objectives right now gives about 600-1000 if no one defends..The most i've seen on a single defense that was two hours long on the tic is 20k. If players weren't worth the amount they were, no one would bother defending, and we'd be keep swapping.
B. Solo Players should gain ridiculous amounts of AP if they're killing people, They're defending the Objective just the same as you defending that objective...Only they risk dying far more then you, who has 23 other people backing him up because you're afraid to die. Bigger the Risk, Bigger the Reward.
C. You came to play AvA and not zerg wars? You're zerging right now with 24 people, you're just not very good at it obviously otherwise you'd be able to make a healthy amount of Realm Points. Blaming others for your failures at the game is hilarious.
I'm sorry PvD seems to be your preferred method of play... and actual PvP seems to scare you.
By the way, for the comment on Alliance vs Alliance is dueling/ganking lowbies or whatever.
We had this discussion back in DAOC with players like yourself..Who insisted Realm vs Realm is nothing but Keeps/Towers and such.
Alliance vs Alliance is exactly that..Alliances fighting one another, It doesn't specify what the alliance is..or what the battles are.
it could be that single 1v1 out the middle of no where..It could be ganking lowbies, it can even by blowing up terrible zergs.
It can be all those things...
you want more Alliance Points, play better.
This is why AP should be based on objectives rather than killing players. Your entire dilemma can be solved if people actually play the game as intended.
Solo players aren't defending objectives. Solo players go out into the wilderness and hunt for stragglers. They aren't contributing to AvA. They are just hunting for the sake of hunting. They should not accumulate more AP.
What's funny is you seem to assume by being in a smaller group the experience of AvA is that much harder. This is nothing more than a fallacy. Large groups and small groups cannot be compared as they will never be in identical situations. Players will adapt based on the resources they have and take on challenges through sheer common sense.
A solo player VR10 vampire killing a fresh level 10 in the middle of the wilderness is not more risky and shouldn't yield greater rewards than a large party killing multiple large parties. Your logic is flawed.
You do not know what a zerg is. I can assure you I do not zerg because it is a terrible way to PvP. The problem with your entire argument is you keep making assumptions about what kind of player I am. You have no idea. You just continue to spout nonsense that isn't relevant to why AvA isn't actually focused on AvA.
You can continue to disregard what the objectives are and how to win the alliance war, but you are merely deluding yourself. Taking keeps, defending them, taking scrolls, and crowning and emperor is how your alliance wins. Pure and simple. That's how you get the top rewards when a campaign resets. Those are the major systems of AvA and to disregard this is perplexing to me.
This isn't a first person shooter. AvA requires tactics, coordination, and the efforts of the entire alliance to succeed. Solo players randomly ganking players in the middle of the forest does not contribute. It may be your preferred play style, but that is not AvA. That is merely something the persistent world of Cyrodiil allows you to engage in. Do not mistake what is and what isn't AvA.
Obviously though, my words are wasted on you. I assume you will continue to retort with nonsense and inappropriate remarks, so I will disregard your further comments as they are derailing the thread.
More objective-based AP gains. More benefits to those who actually participate and engage in AvA. Less AP for kills and certainly a lot less for solo and small groups. They can be perfectly viable through objectives just like large groups.
Imperator_Clydus wrote: »xsorusb14_ESO wrote: »Imperator_Clydus wrote: »DemonNinja wrote: »This is when I want a dislike option.... So basically what you are asking for is a Zerg fest system that supports a keep swapping cluster like GW
I stand behind ZOS and the design decisions they have made, it facilitates smaller group tactics. Anything that moves this game into the direction of a DAoC RvR model I support. That being said the game has only been out a moth and does still need work, but I completely disagree. The system you are proposing would only create a total zerg fest which is the exact reason why I left GW2.
No. No. No. You couldn't be further from the truth.
I do not want a zerg fest system. ESO is already doing that on its own just fine. I want to discourage it.
There wouldn't be keep swapping, because again, there is more incentive to actually defend a keep than take one. You gain more AP for defending, and this would be reflected with the new objective-oriented system as well. Games that have keep swapping rely heavily on offense and nothing else, leading to your suggested worry.
Explain to me how making the AvA actually matter and turning the game away from zergs and mindless killing make the game worse? I want to improve the AvA experience. It's a shame that most AP is accumulated from killing players. It's a shame that solo players or small groups get a majority of the AP when they aren't even participating in AvA. It's a shame that taking keeps, defending them, taking scrolls, and crowning and emperor takes a back seat to mindless killing.
AvA was supposed to be an experience where guilds in an alliance came together coordinated strategies, defended their own keeps, and fought together to win the Alliance War. AvA is not like that in the slightest. It is nothing more than small gank groups and farm groups going around trying to farm the emperorship at the expense of the Alliance War. Is that the experience you were looking for?
Because we have countless games that rewarded taking Objectives more then Killing Players resulting in Keep Swapping.
Also, those solo players and small groups are participating in ava, by killing players who are running to objectives..
They're doing far more to help their side then some guy taking undefended objectives with his 24 man zerg ..oh i'm sorry, "Group" lol
Sounds me to like those games didn't adequately add in an objective-based system that would discourage that kind of mentality. That's not an issue with the system itself. That's an issue with execution.
Killing a random player who is doing PvE dailies is not running to objectives. You continue to assume that everybody in AvA is running to an objective, when many or not. That is the problem. That is what needs to be resolved.
A solo player killing some random person in the world is doing more than my group who is cutting transitus, intercepting respawn large groups trying to take a keep or elder scroll, and crippling an entire offensive behind enemy lines? Right. I'm definitely doing a lot less. You are not rewarded for playing strategically in this game. You are rewarded for zerging and farming kills. That is a flawed system.
galiumb16_ESO wrote: »Imperator_Clydus wrote: »
Where in that quote did I say cutting off reinforcements and occupying choke points is not a part of AvA? Please do not make assumptions. Clearly these tactics are very advantageous towards taking or defending keeps/resources and further pushing your alliance's goals.
Farming kills is ganking lowbies questing or camping elder scrolls gates waiting for prey to come by. My explanation is purely based on activities that do not actually benefit your alliance in the Alliance War. The system encourages and endorses these activities more so than actually participating in AvA.
Too large a group? ZOS has built ESO and their engine to sustain up to 200 players on the screen. They openly want and encourage huge battles. That is really the crux of the AvA system and while I'm not arguing that small groups or solo should be irrelevant, they shouldn't be significantly better AP-wise than large groups. Just because you happen to be in a small group doesn't necessarily mean the battle is harder or requires more skill. That is a fallacy.
Everybody should definitely gain more AP for playing objectively, large and small groups (especially for offense). AP for kills should be reduced significantly, especially for small groups or solo players. This isn't an arena or a death match. Killing players is not what will win the Alliance War. Taking keeps/resources, maintaining them, stealing elder scrolls, and crowning an emperor is what will win the war. These are all objectives. The entire AP system should be based around these principles.
There is no way to differentiate the kills unrelated to AvA and related to AvA was my point and honestly ganking lowbies does not net you lots of points in the first place. Punishing all of the highly valuable to AvA activities because there is a handful of folks fighting off in some corner earning points seems entirely counter productive for the long term diversity of AvA.
Because we can support 200 people on a screen does not mean every fight needs to be 200 people on a screen. If you are in a group of 24 fighting only groups of 10 then obviously you can make less AP or you can split up so you get more rewarding and challenging fights. That is obviously your decision, and I understand why zergs prefer to have the advantage, but asking the system to be changed so that you can earn lots of points while dominating, seems counter productive to AvA being anything but a blob fest.
Killing people needs to be the focus of AP system, because it will be exploited in any other fashion. Early days of WAR and GW2 shows clearly what happens when you tie your point gains to objectives.
What I want is quality play and that means folks need to be willing to spread out across the map. Flanks, ambushes, ninja grabs, hindering reinforcements, finding and destroying camps, all stuff that happens away from the blob of players. The moment you start hindering the AP gains of small groups you will end up with nothing but blobs of folks running around pretending they are doing something more than a big game of follow the leader.
In short, if you want to have low risk zerg play great, have it, you just wont be rewarded for it and you shouldnt be.
galiumb16_ESO wrote: »Imperator_Clydus wrote: »I want to improve the AvA experience. .... It's a shame that solo players or small groups get a majority of the AP when they aren't even participating in AvA.
You want to improve the AvA experience for your style of play, at the expense of other styles. The fact that you think there is a way to gain AP without participating in AvA shows a profound lack of insight. People are where AvA is, so if you are going to kill people, you need to be taking part in AvA in some fashion or another.
Is my group coordinating the push for forts, no, but we have a huge amount of impact on the success of those coordinating those pushes and suggesting we deserve less points because it does not fit your approved list of AvA activities is insulting.
xsorusb14_ESO wrote: »Solo players kill other Solo Players going to defend (or attack) objective under attack
Thus Solo player has actually defended the objective from either people attacking it, or people coming to defend it, Thus they did exactly what you wanted them to do, Contributed to the "War effort" You're just mad they get more AP's because they did it alone instead of with 24 people.
Lets examine some more of your rant...
"A solo player VR10 vampire killing a fresh level 10 in the middle of the wilderness is not more risky and shouldn't yield greater rewards than a large party killing multiple large parties. Your logic is flawed."
You are correct, But a Solo player Vr10 vampire killing a fresh level 10 player will not get anymore reward then a large party killing multiple large parties, If you soloed, you'd know this...But since you've only ever zerged, you don't.
Now a solo VR10 vamp will get more reward then you with your 24 man Zerg killing that fresh level 10 out in the middle of no where, and that's how it should be..Though the risk was small to the vamp, You had zero risk of dying as a 24 man zerg.
As for not knowing what a zerg is, I know exactly what a zerg is..You're a bloody zerg with 24 people... There is no one in this game that will disagree with that besides you...
You're zerging, you may pretend your "group" isn't a zerg, but it is...
You want to make some AP points, stop taking undefended objectives with your zerg.. and actually i don't know... maybe pvp for once.
xsorusb14_ESO wrote: »Those games did exactly what you want to do..If you played any of those games you'd know this...But since you didn't...You're clueless on what the past has taught us on those games.
I also don't assume everyone in AvA is running to an Objective, if I find you out in a quest area, you're probably not running to an objective..
However if I park myself between a keep you can port to, and Objective your side is currently attacking, and I kill you in between those two objectives...Chances are.. you were running to that Objective.
You should spend less time PvD undefended keeps, and more time actually pvping like I said.
You might actually contribute more to your side...Maybe you should whisper some of those solo players and ask them for advice...
Imperator_Clydus wrote: »xsorusb14_ESO wrote: »Those games did exactly what you want to do..If you played any of those games you'd know this...But since you didn't...You're clueless on what the past has taught us on those games.
I also don't assume everyone in AvA is running to an Objective, if I find you out in a quest area, you're probably not running to an objective..
However if I park myself between a keep you can port to, and Objective your side is currently attacking, and I kill you in between those two objectives...Chances are.. you were running to that Objective.
You should spend less time PvD undefended keeps, and more time actually pvping like I said.
You might actually contribute more to your side...Maybe you should whisper some of those solo players and ask them for advice...
Those games were bad MMOs with terrible execution. Warhammer was a dismal failure and Guild Wars 2 wasn't much better. To consider these crowning jewels of the PvP MMO genre is laughable at best. To say they are the standard for objectives in MMOs is even more ridiculous.
I PvP all of the time. PvPing is my favorite past time in MMORPGs. That being said, I'm not just going to mindlessly zerg and farm kills. I actually want to win the war, and taking undefended keeps is sometimes a part of that experience. You need keeps to gain score which will determine the winner at the end of the campaign set.
I have contributed more than you will ever know. You can ask any DC player on Bloodthorn and they can attest to the fact I am constantly organizing groups, communicating with other guilds and alliances, and putting the alliance first before my own personal benefits. Everything I do is for the best interest of the DC. Can you say the same thing for yourself?
Imperator_Clydus wrote: »xsorusb14_ESO wrote: »Solo players kill other Solo Players going to defend (or attack) objective under attack
Thus Solo player has actually defended the objective from either people attacking it, or people coming to defend it, Thus they did exactly what you wanted them to do, Contributed to the "War effort" You're just mad they get more AP's because they did it alone instead of with 24 people.
Lets examine some more of your rant...
"A solo player VR10 vampire killing a fresh level 10 in the middle of the wilderness is not more risky and shouldn't yield greater rewards than a large party killing multiple large parties. Your logic is flawed."
You are correct, But a Solo player Vr10 vampire killing a fresh level 10 player will not get anymore reward then a large party killing multiple large parties, If you soloed, you'd know this...But since you've only ever zerged, you don't.
Now a solo VR10 vamp will get more reward then you with your 24 man Zerg killing that fresh level 10 out in the middle of no where, and that's how it should be..Though the risk was small to the vamp, You had zero risk of dying as a 24 man zerg.
As for not knowing what a zerg is, I know exactly what a zerg is..You're a bloody zerg with 24 people... There is no one in this game that will disagree with that besides you...
You're zerging, you may pretend your "group" isn't a zerg, but it is...
You want to make some AP points, stop taking undefended objectives with your zerg.. and actually i don't know... maybe pvp for once.
You keep on making this assumption that 1v1 in this game is difficult. You also keep on assuming that large parties lack skill. I think you've been jaded by so many bad players over the years you can't even discern from what is good and what is bad.
We can change the analogy to a VR10 vamp killing a VR1 player and they would get a significant amount of AP compared to a large group. Vampire was, and still is, a broken skill line that needs fixing and many have taken advantage of it. Many of your "small group skilled players" were exploiting a broken class to wipe your so called "zergs." Don't even pretend to suggest small groups require more skill.
On the contrary, large groups are harder to coordinate and have everybody on the same page. Small groups are easier to maintain like one would expect in a casual e-sport with smaller pvp such as an arena or battleground.
You are still using the term "zerg" improperly. AvA is much more than just PvP. I cannot overstate enough how this system is built off of the success of one's alliance. A small group will not turn the tide of the war for an alliance. It requires the effort of many players, your so called "zerg," to work together to win the war. Whether you like it or not, this is the reality of how AvA works. Now if only AP would work this way.
Imperator_Clydus wrote: »galiumb16_ESO wrote: »Imperator_Clydus wrote: »
Where in that quote did I say cutting off reinforcements and occupying choke points is not a part of AvA? Please do not make assumptions. Clearly these tactics are very advantageous towards taking or defending keeps/resources and further pushing your alliance's goals.
Farming kills is ganking lowbies questing or camping elder scrolls gates waiting for prey to come by. My explanation is purely based on activities that do not actually benefit your alliance in the Alliance War. The system encourages and endorses these activities more so than actually participating in AvA.
Too large a group? ZOS has built ESO and their engine to sustain up to 200 players on the screen. They openly want and encourage huge battles. That is really the crux of the AvA system and while I'm not arguing that small groups or solo should be irrelevant, they shouldn't be significantly better AP-wise than large groups. Just because you happen to be in a small group doesn't necessarily mean the battle is harder or requires more skill. That is a fallacy.
Everybody should definitely gain more AP for playing objectively, large and small groups (especially for offense). AP for kills should be reduced significantly, especially for small groups or solo players. This isn't an arena or a death match. Killing players is not what will win the Alliance War. Taking keeps/resources, maintaining them, stealing elder scrolls, and crowning an emperor is what will win the war. These are all objectives. The entire AP system should be based around these principles.
There is no way to differentiate the kills unrelated to AvA and related to AvA was my point and honestly ganking lowbies does not net you lots of points in the first place. Punishing all of the highly valuable to AvA activities because there is a handful of folks fighting off in some corner earning points seems entirely counter productive for the long term diversity of AvA.
Because we can support 200 people on a screen does not mean every fight needs to be 200 people on a screen. If you are in a group of 24 fighting only groups of 10 then obviously you can make less AP or you can split up so you get more rewarding and challenging fights. That is obviously your decision, and I understand why zergs prefer to have the advantage, but asking the system to be changed so that you can earn lots of points while dominating, seems counter productive to AvA being anything but a blob fest.
Killing people needs to be the focus of AP system, because it will be exploited in any other fashion. Early days of WAR and GW2 shows clearly what happens when you tie your point gains to objectives.
What I want is quality play and that means folks need to be willing to spread out across the map. Flanks, ambushes, ninja grabs, hindering reinforcements, finding and destroying camps, all stuff that happens away from the blob of players. The moment you start hindering the AP gains of small groups you will end up with nothing but blobs of folks running around pretending they are doing something more than a big game of follow the leader.
In short, if you want to have low risk zerg play great, have it, you just wont be rewarded for it and you shouldnt be.
Not true at all. Would it be difficult? Yes. Is it impossible? No.
Diversity of would happen regardless of incentive. Cyrodiil is a large sandbox. If people want to hunt other and kill them while they are questing, they would do it regardless of AP gains. What you don't want to do is give more benefits to those not actually contributing in AvA than the players who do. That completely contradicts the entire system and is a large turn-off.
I will say this one final time. A large group is not a zerg. You do not understand what a zerg is. To say smaller groups require more skill is just as ignorant as saying large groups are easy. This is completely dependent on the context of the situation and what these groups are doing. It doesn't require a lot of skill for a solo VR10 vamp to kill a lowbie questing. That isn't challenging. One single large group successfully holding off many large groups attacking a keep requires a lot of skill and coordination.
You are using your previous experiences to limit and confine AvA. Just because Warhammer and Guild Wars 2 failed, largely because they were bad games, does not mean ESO would fail as well. AvA is about objectives. It is objectives that win the campaign for your alliance. The AP system completely contradicts AvA and rewards those who do not contribute over those who do. This applies to large and small groups who focus on objectives.
The big blobs of players already happens because of how AP works. If you are in a large group, the only way of obtaining decent AP is either defending against a large mass of players or farming large masses of players. My point is what you fear is already happening in the game. You just are too blind to see it.
You don't know what a zerg is. To assume that AvA will be harder for a smaller group is silly and a lack of understanding the system. I want to discourage the zerg. I want people to actually play AvA and not farm kills. The game currently contradicts its own philosophies.
Imperator_Clydus wrote: »@xsorusb14_ESO
A zerg is an overwhelming mass of people that complete tasks with greater numbers than the other opposing force. In order to be a zerg in ESO, this mass of players would have to go beyond the maximum group size for AvA (24). A zerg also isn't tactically sound or remotely useful in the slightest.
They generally are uncoordinated, terrible skill-wise, and need the numbers to compensate for what they lack. That is a zerg. So unless you see more than one maximum group size rolling around all attacking the same points, you have not witnessed a zerg.
In regards to Warhammer and Guild Wars 2, my solution is to improve upon what they faltered in delivering. This is a common and simple practice that every MMO has done to evolve beyond their predecessors. If not for Everquest laying the foundation for the Theme Park experience, World of Warcraft would have never been able to improve upon what EQ largely started.
Perhaps you have never participated in competitive large scale PvP, but communication and timing are of the utmost importance. This isn't a simple 8v8 ranked warzone in SWTOR. You cannot just invite 23 different players and expect to have overwhelming success. You would just have to join a large party yourself to understand the underlining intricacies that go into running a successful group. Zergs, as you like to misuse quite a lot, do not work well in Cyrodiil.
I won't run around with you in circles anymore. You have your own narrow-minded understanding of PvP and you are entitled to your opinion. All I want is an AP system that actually compliments the AvA system that ZOS has created. Right now, they are undermining it and taking away from the importance of faction pride and large coordination.
Rewards won't matter for groups if they can't compete against zergs. Having an AoE cap just gives more of an incentive to be in a zerg.
Imperator_Clydus wrote: »Rewards won't matter for groups if they can't compete against zergs. Having an AoE cap just gives more of an incentive to be in a zerg.
Most of the abilities in the game already had AoE caps. There were only a select few that did not. I do not understand why people continue to see this as an issue as it's being blown way out of proportion.
Having broken, OP AoE specs does not counter the zerg mentality. All it does is lead to a very unbalanced system that lacks any skill and strategic depth. Zergs will only materialize as long as bad players try to control Cyrodiil through numbers.
When people realize that small groups as well as coordinated large groups can counter this zerg mentality and win through objectives rather than just mindless killing, this approach to PvP will fade into obscurity.
The problem, however, is the current AP system encourages zerging and mindless killing. As a result, the very mindset people criticize and want to avoid is being promoted and supported by the developers.
In order to break this vicious cycle and undermine the zerg, ZOS must make AP gains in AvA more objective-oriented for all and not penalize large groups who are actually playing well and are basing moves based on supporting the alliance and are not zergs.
A person is worth X amount of points. Let's say 800. If you solo kill him, you get it all. If you and a buddy kill him.. you get 400 each. If your 20 man group killed him you get 40 each. It seems pretty logical to me.
Hattorii_Hanzo wrote: »Imperator you need to stop posting threads about AvA and how you think that it needs to be fixed. You personally choose to lead a raid of pug's on bloodthorn, any character level or whatever. That is fantastic that you get people involved and have fun leading a group of random people. The fact that the style in which you choose to play the game is not the most optimal for gaining points isnt due to some design flaw by ZOS. It has to do with the fact that you have 23 pugs in your group who have no experience and are low levels who get steam rolled by the VR's.
Killing someone on your own should be worth more points, it takes longer, you have to do all of the work, and it should be made rewarding. In a group you can kill more people (provided your group is good) and you get less points per kill but this equals out.
I dont get what you are complaining about? The fact that your group of pugs is innefective and kills less people isnt a problem for the masses.
Imperator_Clydus wrote: »Uhhh go get a group of 5-10 vet players and go on a resource capping spree and reap your rewards. One you get good AP, two the enemy doesn't know what the hell you are doing, three you are messing with their transportation too and from keeps, four you are actually still helping your alliance, and five they are repeatable once they are recaptured. Small group big rewards have fun your welcome
You mean capping resources with the resource repeatable? It is not "good AP" in the slightest. I run a objective-oriented group that is always cutting transitus and claiming important keeps to derail the enemy offensive. We barely receive any AP for doing any of it. The repeatable itself is unreliable and barely gives any AP for the effort.
Imperator_Clydus wrote: »Uhhh go get a group of 5-10 vet players and go on a resource capping spree and reap your rewards. One you get good AP, two the enemy doesn't know what the hell you are doing, three you are messing with their transportation too and from keeps, four you are actually still helping your alliance, and five they are repeatable once they are recaptured. Small group big rewards have fun your welcome
You mean capping resources with the resource repeatable? It is not "good AP" in the slightest. I run a objective-oriented group that is always cutting transitus and claiming important keeps to derail the enemy offensive. We barely receive any AP for doing any of it. The repeatable itself is unreliable and barely gives any AP for the effort.
Yes this is what I mean with a group of 6 vet players you can get around 1000 or so ap a resource. This is around the same as the repeatable kill quest was giving so its not bad at all. It gets better when you come under attack and hop in the tower. Then you can drop runes, mines and oil before they come in and get lots of kills before they overwhelm you.
Imperator_Clydus wrote: »I do not believe camping in a tower at all is objective-oriented in the slightest. I've seen plenty of small groups deliberately take the mine at Glademist or the farm at Aleswell, place a ballista on top of the tower to hit one of the keep walls to contest it, and force enemy players to engage in order to re-establish transitus.
Sadly, many PUGs fall right into this trap, reclaim the resource without actually taking care of the enemy in the tower, and it becomes an easy AP farm for anyone inside. I find this kind of behavior to honestly detract from AvA. To discourage this behavior, players either shouldn't be allowed to use siege in towers or they should be kicked out if the resource is taken by another alliance.
Imperator_Clydus wrote: »I will say this one final time. A large group is not a zerg. You do not understand what a zerg is.
galiumb16_ESO wrote: »Imperator_Clydus wrote: »I do not believe camping in a tower at all is objective-oriented in the slightest. I've seen plenty of small groups deliberately take the mine at Glademist or the farm at Aleswell, place a ballista on top of the tower to hit one of the keep walls to contest it, and force enemy players to engage in order to re-establish transitus.
Sadly, many PUGs fall right into this trap, reclaim the resource without actually taking care of the enemy in the tower, and it becomes an easy AP farm for anyone inside. I find this kind of behavior to honestly detract from AvA. To discourage this behavior, players either shouldn't be allowed to use siege in towers or they should be kicked out if the resource is taken by another alliance.
This makes me /facepalm. A small group of players breaking transitus and keeping a large group of enemy occupied instead of being elsewhere is a HUGE part of AvA. The entire point is to distract those players, to disrupt reinforcements and this is what you want to discourage? What incentive would there be for a small group to go deep into enemy territory to break off transitus if they will be quickly wiped from an otherwise undefendable location because you want them to be kicked out of the resource?
While you are at it, maybe you could champion only taking objectives in a clockwise pattern?Imperator_Clydus wrote: »I will say this one final time. A large group is not a zerg. You do not understand what a zerg is.
I think the problem is the assumption that your view of a widely used term like 'zerg' is the correct and only definition. Given your comment above, I personally question your view of anything AvA related. And considering that you run a pug, at least whenever I see you, I stand by my personal definition that your 24 man is a zerg.