vamp_emily wrote: »I'm sure tomorrow I will come here and Resource farming will be considered the new exploit because it was not intended to be played like that.. blah.. blah.. blah. Let people play the way they want, as long as it is not cheating.
Here are few simple solutions:
1. Tear down the tower before you take the flag. <-- repeat that 10 times
2. Leave them in the tower, they will get AP hungry and come out.
Fear works well tooI got it on my newest character, went into the resource tower, Feared and then came back out
Did that several times.
Because you make less AP that way.thankyourat wrote: »Tower farming can be cool if it's like a group of 5 farming but if it's a full raid what's the point you can't be getting much ap cause you have to share your ap with your whole group and killing the same players over until they become worthless. I just don't see the point why not go out and perfect playing your class instead of spamming aoe's at the front door of a tower?
Forestd16b14_ESO wrote: »Look when players are dumb enough to continue going there and flooding in not having a plan the deserve to feed the AP farm.
Forestd16b14_ESO wrote: »Look when players are dumb enough to continue going there and flooding in not having a plan the deserve to feed the AP farm.
Even more dumb is to farm ap itself. Tower farming is only the most boring variant of it. You sit in a tower the whole day hitting the same button over and over. I will never get the motivation behind it.
Its not that PvP stuff is coming out in masses. Even as a casual player you get enough ap to buy anything imaginable before new stuff is coming out. 10h pvp per week is enough.
CatchMeTrolling wrote: »It's not always about farming, sometimes it's about killing zergs of players.
An example:
http://xboxdvr.com/gamer/CatchMeTrolling/video/19573915
Wouldn't say that is boring but fun
Ghost-Shot wrote: »When people stop being bad they stop getting farmed. For example, if you look at a tower and there's a raid of one of the better guilds in your server, leave. If you don't feed us AP we move on to greener pastures.
I usually run in a sixteen man group and pretty much anywhere we show up seems to be a faction event for AD on TF. It almost always turns into a resource farm because what else are you going to do when 40-50 AD show up everywhere you do? (Post not about AD, just an example) It gets so ridiculous that they put camps on the resource flag just to zerg faster so they can try and overwhelm the tower. It doesn't even have to be a resource, they will put up a camp outside a random npc tower just to try and overwhelm the people in it.
This isn´t going the way op has hoped for - i think.
GreenSoup2HoT wrote: »This isn´t going the way op has hoped for - i think.
You mean the bombardment of L2P/Don't Feed comments? These types of comments were inevitable but that's because the ESO forums does not breed constructive discussion. I would much rather see Forum Users give me more reasons as to why it should say or why it should go in their comments. Many comments in this thread don't offer any discussion but rather just try to shame the poster for providing the idea or shame anyone for falling to this tactic.
I'd like to see Forum Users here look at he big picture and the general health of Cryodill. Is Resource Farming really something that breeds competitive pvp?..especially when its one of the most competitive ways to obtain AP? Is farming players at the door of a Resource fun to you? What CatchMeTrolling is doing in his video is acceptable because hes not spawn killing players who enter the Resource.
I personally would much rather see Guild's aggro Zerg's in fields and crush them solely because of their Coordination and Skill. AoE caps still need to be removed and Dynamic Ult gen re-implemented but those are 2 things that we still need to fight for to make Cryodill great.
The one takeaway i want forum users to take from this comment, if you designed how Keep Resource Mechanics functioned.. would they still be the same?.. or would you do something different?
The one thing i would change if i designed the Resource mechanics, is the fact the flag flips with enemy players inside making the Tower un-siege-able. I would create a second flag and place it inside the Resource like i have stated in the initial post. The first flag would unlock the door, so you could still feed the farmers but you could still siege the Resource down if necessary.