It's interesting that no one here talk about the fact that after X players in group, the number of AP gained doesn't diminish anymore which is a big problem.
AP should be provided to people contributing, not people inside the tick area playing with one hand.
It's interesting that no one here talk about the fact that after X players in group, the number of AP gained doesn't diminish anymore which is a big problem.
AP should be provided to people contributing, not people inside the tick area playing with one hand.
My argument in that AP thread was essentially "how is AP used in relation to game points/objectives?"
At the end of the day, besides buying motifs, AP gets you access to a one-directional way of playing the field; emp status. To gain AP requires kills at specific locations or at chokepoints for farming. To gain emp requires groups and multiple groups.
Currently, that aspect of play pushes the incentive to drastically change the map. It also requires you to be in a large group to effectively gain AP and push for emp.
So while, based on crown's numbers, a solo player can make as much as larger group, the incentive is non-existent since in order to become emp you require the services of a large group to coordinate the odds. It serves zero reason to play small group playstyles.
In that AP thread I called for a review of how AP is rewarded and argued that an objective based AP gain system over the kill based system would add more valuable play without dismissing either playstyle. Current system rewards large groups over smaller groups, mostly because you have only one reward status worth fighting for (emp) which can only be rewarded when playing extensively with a large group. And the one-directional system pushes more players/groups to ignore map plays for AP farms.
Moving to an objective AP gain system, can also open the door for ZOS to tailor quests/rewards for both styles of play. At this point I'd welcome the new challenges and it would give fresh play to pvp.
It's interesting that no one here talk about the fact that after X players in group, the number of AP gained doesn't diminish anymore which is a big problem. AP should be provided to people contributing, not people inside the tick area playing with one hand.
@frozywozy There was a point I made in another thread on this topic that was very long and I'm too lazy to look it up. The short version is that it's not realistic / feasible to determine how many people contributed in what way. The tank spec person who absorbs hits, the cc/fear person who doesn't do damage but otherwise takes people out of the fight, the person running a retreating build to get rid of snares for the group, the person purging, the healer who didn't need to heal anyone more than a tiny amount as the group killed opponents so fast that they didn't do any damage back, the scout watching for a stealth group moving to bomb, all of those bring value to the group - and possibly only a handful will do enough damage to opponents to count towards the majority AP results.
Saying, "it's not fair to everyone" is one thing, though a proposal on how to balance it out to make it fair to the roles / responsibilities I listed above could help the ZOS people (shout out to @ZOS_GinaBruno - I just picked you as I have no idea who the right person should be to pay attention to this point) to figure things out long term.
I have read the thread you are reffering to. And I think you are going way too far into details. Only things that needs calculation are the following two points :
1) AP gains should be given to said player accordingly to the % of damage he delt to dead target
2) AP gains should be given to said player accordingly to his own healing
3) AP gains shoud be given to said player accordingly to theIt's interesting that no one here talk about the fact that after X players in group, the number of AP gained doesn't diminish anymore which is a big problem.
AP should be provided to people contributing, not people inside the tick area playing with one hand.
My argument in that AP thread was essentially "how is AP used in relation to game points/objectives?"
At the end of the day, besides buying motifs, AP gets you access to a one-directional way of playing the field; emp status. To gain AP requires kills at specific locations or at chokepoints for farming. To gain emp requires groups and multiple groups.
Currently, that aspect of play pushes the incentive to drastically change the map. It also requires you to be in a large group to effectively gain AP and push for emp.
So while, based on crown's numbers, a solo player can make as much as larger group, the incentive is non-existent since in order to become emp you require the services of a large group to coordinate the odds. It serves zero reason to play small group playstyles.
In that AP thread I called for a review of how AP is rewarded and argued that an objective based AP gain system over the kill based system would add more valuable play without dismissing either playstyle. Current system rewards large groups over smaller groups, mostly because you have only one reward status worth fighting for (emp) which can only be rewarded when playing extensively with a large group. And the one-directional system pushes more players/groups to ignore map plays for AP farms.
Moving to an objective AP gain system, can also open the door for ZOS to tailor quests/rewards for both styles of play. At this point I'd welcome the new challenges and it would give fresh play to pvp.
In other words, make emperorship works the the score points instead of alliance points. SOLD!
It's interesting that no one here talk about the fact that after X players in group, the number of AP gained doesn't diminish anymore which is a big problem. AP should be provided to people contributing, not people inside the tick area playing with one hand.
@frozywozy There was a point I made in another thread on this topic that was very long and I'm too lazy to look it up. The short version is that it's not realistic / feasible to determine how many people contributed in what way. The tank spec person who absorbs hits, the cc/fear person who doesn't do damage but otherwise takes people out of the fight, the person running a retreating build to get rid of snares for the group, the person purging, the healer who didn't need to heal anyone more than a tiny amount as the group killed opponents so fast that they didn't do any damage back, the scout watching for a stealth group moving to bomb, all of those bring value to the group - and possibly only a handful will do enough damage to opponents to count towards the majority AP results.
Saying, "it's not fair to everyone" is one thing, though a proposal on how to balance it out to make it fair to the roles / responsibilities I listed above could help the ZOS people (shout out to @ZOS_GinaBruno - I just picked you as I have no idea who the right person should be to pay attention to this point) to figure things out long term.
I have read the thread you are reffering to. And I think you are going way too far into details. Only things that needs calculation are the following two points :
1) AP gains should be given to said player accordingly to the % of damage he delt to dead target
2) AP gains should be given to said player accordingly to his own healing
3) AP gains shoud be given to said player accordingly to theIt's interesting that no one here talk about the fact that after X players in group, the number of AP gained doesn't diminish anymore which is a big problem.
AP should be provided to people contributing, not people inside the tick area playing with one hand.
My argument in that AP thread was essentially "how is AP used in relation to game points/objectives?"
At the end of the day, besides buying motifs, AP gets you access to a one-directional way of playing the field; emp status. To gain AP requires kills at specific locations or at chokepoints for farming. To gain emp requires groups and multiple groups.
Currently, that aspect of play pushes the incentive to drastically change the map. It also requires you to be in a large group to effectively gain AP and push for emp.
So while, based on crown's numbers, a solo player can make as much as larger group, the incentive is non-existent since in order to become emp you require the services of a large group to coordinate the odds. It serves zero reason to play small group playstyles.
In that AP thread I called for a review of how AP is rewarded and argued that an objective based AP gain system over the kill based system would add more valuable play without dismissing either playstyle. Current system rewards large groups over smaller groups, mostly because you have only one reward status worth fighting for (emp) which can only be rewarded when playing extensively with a large group. And the one-directional system pushes more players/groups to ignore map plays for AP farms.
Moving to an objective AP gain system, can also open the door for ZOS to tailor quests/rewards for both styles of play. At this point I'd welcome the new challenges and it would give fresh play to pvp.
In other words, make emperorship works the the score points instead of alliance points. SOLD!
And the people focusing on rapids or siege shields? The scouts you send in ahead? The people focusing on rezzes? They should all earn less because they aren't healing or doing damage, even though at times theyre crucial to group survival? How would you measure their contributions? Group distribution based on players in group is the easiest and probably fairest. If people don't feel like it's valuable enough to have someone focused on keeping siege shields up, they'll either run without them or change the role. But... No group I know of makes support decisions based on AP, it's always whether the contribution to group warrants the spot over another dps or healer.
I've spent the past few days mostly solo or duo / ganking with only 2-3 hours in the evening running in our normal Rage (Tuesday) and Victorem (Wednesday) groups.
I averaged about 23K AP / hour solo (over 7 hours of play), and 27K / hour duo (over 6 hours of play) with my wife as a magicka Templar - and I on my NB.
My best hour solo was close to 40K, and my worst hour solo was 11K.
Most of the time we got the 20% AP buff (probably close to 80% up time while playing).
When in larger groups, we do not usually get the AP buff, as the time spent away from the group and on load screens tends to be a net loss of AP - as compared to the AP gains of the group killing opponents while gone getting the buff.
Over the past 30 hours of play (yes, I keep track) in groups over 16 people, I've averaged 24K / hour, with my best hour being 55K (including a 14K offensive tick @Bleakers) and worst being 13K.
As a solo player when the population is Low-High I tend to make a lot of AP and can pass up the ap gain of most groups.
Around prime time though, when the population locks kick in and latency issues kick in. Less small groups, less solo players, and less opportunity are presented.
Basically, I can go from 40k/hour and drop down to 5k/hour as soon as prime time hits.
Keep in mind though, this is from an experienced solo player. Inexperienced players or people not running FOTM solo builds will rarely hit these numbers.
We saw last iteration on the first day that wasn't true...the closest you got to passing me before i logged off all day was 12k and then it spiked back up to a 20k lead after one fight at aleswell mine...this was even during the low-high population hours of the early afternoon before prime time
Sure you can probably make more than the pvp guilds that aren't as established as rage or victorem (new misfits for those that don't know) just to name a few, but there aren't many of them around...most of the players in the top 20 on their faction belong to established guilds
Don't get me wrong, you personally gain an insane amount of AP as a solo player and i was impressed that you kept up as long as you did, but because groups are fighting larger amounts of players at once, we're going to make more based on fighting more numbers
That's why I said most groups. I was either 2nd/3rd for the first 2 days and 1st place for most of the third day. So it's definitely possible. Just takes a lot more time/effort to accomplish as a solo player.
Next time bro, don't say it ahead of time :P So many people logged on just to block your emp. You should try again.
IxSTALKERxI wrote: »I've spent the past few days mostly solo or duo / ganking with only 2-3 hours in the evening running in our normal Rage (Tuesday) and Victorem (Wednesday) groups.
I averaged about 23K AP / hour solo (over 7 hours of play), and 27K / hour duo (over 6 hours of play) with my wife as a magicka Templar - and I on my NB.
My best hour solo was close to 40K, and my worst hour solo was 11K.
Most of the time we got the 20% AP buff (probably close to 80% up time while playing).
When in larger groups, we do not usually get the AP buff, as the time spent away from the group and on load screens tends to be a net loss of AP - as compared to the AP gains of the group killing opponents while gone getting the buff.
Over the past 30 hours of play (yes, I keep track) in groups over 16 people, I've averaged 24K / hour, with my best hour being 55K (including a 14K offensive tick @Bleakers) and worst being 13K.
Rage hasn't been trying to farm AP though. So those numbers are just from trying to stay logged into Lagzura's and attempt to have fun in a slide show. If we were actually playing with AP in mind and we weren't getting lagged out by 120 enemies those numbers would be a lot higher.
I'm still of the opinion that 16+ players earn more AP than what they should, partly because of the current meta and poor balance on a large scale.
You understand people have an issue in ap bonuses awarded per kill which are undeniably existant? It has nothing to do with ap/h you can potentially make but everything with the ap awarded for one kill and the associated rewards (maybe - but not neccessarily take into account risk taken).
@Derra it SHOULD all come down to AP / hour. Long term, that's what is most important for emperor, campaign rewards, and alliance rank. A good solo player may kill 3 opponents for a total of 3K AP in the same time that a group of 24 kills an opposing 24 for a total of 3K AP. If you put in the same amount of time at the same level of skill, you should make the same AP per hour. That is what balances things out for players regardless of group size, and right now based on the math that I've seen, it is relatively balanced with the exception of prime time due to lag / latency.
If there was no lag / latency spike during prime time with a lot of players, then a good solo player (shout out to @Sypher ) would probably make even more AP than a group of 24 just because it's so much easier to instagib 2-3 people on the back line of a raid or moving from one place to another.
If someone in a 3 man grp makes the same ap as someone in a 24 man grp (both in their best imaginable scenario) there is no incentive to run in a smaller grp than cap at all because it increases the risk of dying.
If someone in a 3 man grp makes the same ap as someone in a 24 man grp (both in their best imaginable scenario) there is no incentive to run in a smaller grp than cap at all because it increases the risk of dying.
That's exactly my point! There should be no incentive to run small or big - you SHOULD be able to run whatever size group you want and have the capability to make the same AP.
Also, I want to add that giving small groups an AP boost is the right way to go regardless if AP gain is equal or not since they have a much harder job ahead of them and it should be rewarded, not the other way around
Also, all you need for further proof that Zergs make way more AP than solo/small groups. Is watch the end of @sypher's emp push. He was up in AP after Crown logged off, Sypher was also PvPing for for 24 hours straight. Right after Crown logged back in, he quickly caught and pulled ahead by a couple hundred thousand AP.
Unlike Crown's anecdotal evidence, this is actually on video to prove
IxSTALKERxI wrote: »I'm still of the opinion that 16+ players earn more AP than what they should, partly because of the current meta and poor balance on a large scale.
Rust_in_Peace wrote: »Correct me if I'm wrong but no one claimed that you make more AP grinding in a ball group than you can as a solo player. Crown is misrepresenting what was actually said; that as a group of 24 killing 1 person for 100 AP each you are generating an extra 1400 AP from no where because if you kill someone solo it's only with 1000 AP. That's the real issue here; there's an equal incentive to ball up because it's just more efficient due to lower risk but equal reward. The argument against 24 man groups getting as much AP as a solo player for kills is made with the intention of deincentivizing people who want AP to join a ball group thereby spreading players out and improving overall server performance. There are also other bonuses such as gaining Emperor not consistently being awarded to the leaders of a big ball group.
Rust_in_Peace wrote: »Correct me if I'm wrong but no one claimed that you make more AP grinding in a ball group than you can as a solo player.
Rust_in_Peace wrote: »Crown is misrepresenting what was actually said; that as a group of 24 killing 1 person for 100 AP each you are generating an extra 1400 AP from no where because if you kill someone solo it's only with 1000 AP.
Rust_in_Peace wrote: »The argument against 24 man groups getting as much AP as a solo player for kills is made with the intention of deincentivizing people who want AP to join a ball group thereby spreading players out and improving overall server performance.
Rust_in_Peace wrote: »There are also other bonuses such as gaining Emperor not consistently being awarded to the leaders of a big ball group.
@Rylana it's all subjective, though with the number of people complaining lately about "ball groups making more AP", I'd like to get some actual evidence of such as it really doesn't seem to be an accurate statement.
"Ball groups make more AP when there are only ball groups to fight" makes sense.
The counter "Solo and small groups make more AP when there are only individuals and small groups to fight" also makes sense.
"Great players make more AP most of the time" is a good one.
"Good players make more AP when there are only potatoes to fight" is another good one.