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Suggestion: Alliance multipliers

RDMyers65b14_ESO
RDMyers65b14_ESO
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OK, I am still new to PVP as ESO is my first MMO. So, this may actually be in place and I don't know it. I am a primary PVE and RPer learning how to PVP in advance of Imperial City. I know, with the changes coming next week, this may be superfluous. (Fortunately, I have found a great guild to PVP with! Hi guys!)

I have noticed the balance of players appears to be off. There is a big PVP faction, a midsized faction and a smallest faction. The larger two will gang up against the smallest faction before attacking each other. It has even been admitted here on the forums. So, my suggestion to bring some balance in the number of players is to implement a multiplier based on the number of people in the campaign at any given time. Let's say that if faction A is the largest faction on the campaign, then they are worth twice as much AP when they are killed as Faction B. The smallest faction is worth the least AP. So, if someone who is in Faction B and they have a choice between Player X who is in Faction C and Player Y who is in the largest Faction, if they want more AP then it is more profitable for the player to kill the members of the largest Faction instead of the smallest Faction. People in the smallest Faction would get twice the AP when they kill someone from the largest Faction as opposed to the midsized Faction. The people in the largest Faction have the numbers advantage and would get 0.5 AP for going after the smallest Faction. This would entice people in the smallest Faction to play and if one Faction is biggest on Hadarus but smallest on Chillrend, then they would move to the less populous server for their Faction if they want the AP.
  • Muizer
    Muizer
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    You have to consider that AP and XP are only rewarded for achieving measurable results. In any given confrontation, if you're greatly outnumbered, you just won't achieve anything, and there won't be anything to multiply.

    For the outnumbered faction, a multiplier would not be much of an incentive to participate in the alliance war proper. You may be able to capture some resources, but you just can't capture a fort, because as soon as it's flagged as "under attack" the enemy will descend on you like a swarm of locusts on a field of particularly juicy crops. It would, however, be an incentive to gank questers.

    IMHO the solution has to be to balance the actual numbers.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • _adhyffbjjjf12
    _adhyffbjjjf12
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    For me the solution is a debuf based on the number of extra keeps. Buffing makes players op and able to 1 shot, so instead your damage output is reduced by say 3% for each additional keep your faction has, and 1% for scrolls, but buff Ap rewards for holding on to the keeps and scrolls to make them attractive.
  • Rune_Relic
    Rune_Relic
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    The other problem is you may be faction locked... but have 90% of your players doing PVE quests and skyshard hunting and avoiding the PVP aspect.
    Then you could actually be significantly out numbered in battle, with no help from you allies and getting crap AP to boot.
    Anything that can be exploited will be exploited
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